JP6027642B2 - Game machine - Google Patents

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JP6027642B2
JP6027642B2 JP2015074093A JP2015074093A JP6027642B2 JP 6027642 B2 JP6027642 B2 JP 6027642B2 JP 2015074093 A JP2015074093 A JP 2015074093A JP 2015074093 A JP2015074093 A JP 2015074093A JP 6027642 B2 JP6027642 B2 JP 6027642B2
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game
error
special
notification
determination
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JP2015120070A (en
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年弘 新美
年弘 新美
佐々木 和人
和人 佐々木
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine such as a gaming machine played by a player.

  Conventionally, in the jackpot game, the first grand prize opening is opened from the first round to the 12th round, the second big prize opening is opened in the final round (13R), and the game ball passes through the V area in the second big prize opening. There is a gaming machine that shifts the winning probability of the jackpot lottery to a high probability state (see, for example, Non-Patent Document 1).

PACHINKO 104, "CR Witch Blade System Description", [online], [Search April 12, 2012], Internet <URL: httpten // www. pachinko104. net / toyomaru / watchblade / mode. php>

  However, there are many players who do not know that winning the V region in the second big winning opening is a condition for shifting to the above-mentioned highly profitable high-probability state. Among such players, once the round in which the first grand prize opening is opened, the game ball is temporarily stopped from being launched, and the player enters the V region in the second big prize opening which is opened in the final round. As a result, it may become impossible to shift to the above-described high probability state. As a result, there is concern that the player will suffer disadvantages.

  On the other hand, in such a gaming machine, using a magnet or the like, a game ball is made to enter the first grand prize opening and the second big prize opening, or a game ball is made to enter the V area in the second big prize opening. Misbehaves by irradiating electromagnetic waves or the like to a switch for judging illegal acts to be performed, a game ball entering the first grand prize winning port and a second grand prize winning port, or a switch for judging the game ball winning to the V region There is concern about cheating. Alternatively, it is determined that a game ball has entered the first or second grand prize opening when the gaming ball cannot originally enter the first or second big prize opening due to a failure of each switch. Or it may be determined that the game ball has passed through the V region when the game ball cannot pass through the V region. And it is desirable to find such an abnormal prize quickly and reliably.

The present invention has been made in order to solve the above-described problems, and the object thereof is to reduce the disadvantage that a player may suffer, and also to the disadvantage that a hole may suffer. An object is to provide a gaming machine that can be reduced.

  In order to achieve the above object, the present invention employs the following configuration. In addition, reference numerals in parentheses, explanatory texts, step numbers, and the like indicate correspondence with the embodiments described later in order to help understanding of the present invention, and limit the scope of the present invention in any way. is not.

The gaming machine (1) according to the present invention has a special game determining means for determining whether or not a special game (big hit game) is performed when a game ball enters a start port (21, 22) provided in the game area. (100) and a round game (1R in FIG. 6) that opens and closes at least one special winning opening (23, 51) provided in the game area when the special game determination means determines that the special game is to be performed. To 8R) a plurality of times, special game execution means (see FIG. 6, FIG. 6) for performing a special game for allowing a game ball to enter the special prize opening, and the special game execution means When the special game is completed, the game state is shifted to a game state advantageous to the player on condition that the game ball that has entered the special prize opening at the time of passing the game passes the specific area (53). Game state control A stage (100), a first informing means for informing the right-handed (100,400,500,600,6,8,29), first to notify the right-handed in a different notification manner from said first notification means 2 and notification means (4h), determines the error determining means a plurality of error associated with the game (100,114,117,119, S901~S910) and, when the it is determined that the error in the error determining means, an error Error notification means (100, 400, 500, 35) for notifying , and the special game execution means determines that the special game determination means performs the first special game (continuous jackpot game, probability variable jackpot game). In the case of being played, the first special game in which opening / closing control is performed so that the game ball that has entered the special prize opening in the predetermined round game (8R) easily passes through the specific area (see FIG. 6 (1)). And when it is determined by the special game determination means that the second special game (single jackpot game, normal jackpot game) is to be performed, the game ball that has entered the special prize opening in the predetermined round game (8R) is identified. The second special game (see FIG. 6 (2)) that performs opening / closing control that does not easily pass through the area is performed, and the first notification means is directed to the special prize opening at the time of the first round game in the special game. When it is determined that the first special game is to be performed by the special game determination means during a predetermined round game in the special game (see FIG. 8). one performing a notification indicating that it should launch the game ball toward the special winning hole, wherein when it is determined that performing the second special game by special game determination means toward the special winning hole The second notification means is determined to perform the second special game even when it is determined by the special game determination means that the first special game is to be performed without performing notification indicating that the game ball should be fired. Even when the special game is executed, a notification indicating that the game ball should be fired is given over the execution period of the special game, and the error notification means has a high priority for the error determined by the error determination means. In the case, the first error notification is performed. On the other hand, when the error determined by the error determination means has a low priority, a second error notification different from the first error notification is performed. .

According to the present invention, it is possible to reduce a disadvantage that a player may suffer, and to reduce a disadvantage that a hole may suffer.

It is a schematic front view of the gaming machine 1 of the embodiment. It is an enlarged view showing a display 4 provided in the gaming machine 1. 2 is a partial plan view of the gaming machine 1. FIG. 2 is a block diagram illustrating a configuration of a control device provided in the gaming machine 1. FIG. It is explanatory drawing which illustrates the jackpot breakdown of the special symbol lottery in 1st Embodiment. It is explanatory drawing which shows the jackpot game by the continuous jackpot and single shot jackpot in embodiment. It is explanatory drawing which shows the set of 5 jackpots in 1st Embodiment. It is explanatory drawing which shows the launch alerting | reporting effect performed in the opening period of a continuous jackpot game and a single shot jackpot game. It is explanatory drawing which shows the launch alerting | reporting effect performed in the interval period (5 second) between 7R and 8R of a continuous jackpot game. 3 is a flowchart showing timer interrupt processing performed by a main control unit 100. 4 is a flowchart illustrating details of a start port switch process performed by a main control unit 100. 3 is a flowchart showing details of special symbol processing performed by a main control unit 100. 4 is a flowchart illustrating details of a jackpot determination process performed by a main control unit 100. 4 is a flowchart illustrating details of a variation pattern selection process performed by a main control unit 100. It is explanatory drawing which illustrates the special symbol fluctuation time selected by the fluctuation pattern selection process. It is explanatory drawing which illustrates the special symbol stopped and displayed on the 1st special symbol display 4a and the 2nd special symbol display 4b of 7 segment display system. 4 is a flowchart showing details of a stop process performed by a main control unit 100. 4 is a flowchart showing details of the first half of a big prize opening process performed by the main control unit 100. 4 is a flowchart showing details of a second half part of a special prize opening process performed by the main control unit 100. 4 is a flowchart showing details of a V region passing process performed by a main control unit 100. It is explanatory drawing which illustrates the determination of the holding | maintenance corresponding | compatible data matched with the conditions of holding | maintenance. It is explanatory drawing which illustrates the determination of the holding | maintenance corresponding | compatible data matched with the conditions of holding | maintenance. 4 is a flowchart showing details of a game state setting process performed by the main control unit 100. 4 is a flowchart illustrating details of error processing performed by a main control unit 100. It is a flowchart which shows the detail of the winning error process performed during an error process. 10 is a flowchart showing a timer interrupt process performed by the effect control unit 400. 12 is a flowchart showing details of command reception processing performed by the effect control unit 400. 10 is a flowchart showing a launch notification effect process for a first big prize opening performed by the effect control unit 400. 10 is a flowchart showing a launch notification effect process for a second big prize opening performed by the effect control unit 400. It is explanatory drawing which illustrates the animation display of the display image in the launch alerting | reporting effect process to a 2nd big winning opening. 10 is a flowchart showing details of a command reception second process performed by the effect control unit 400. It is explanatory drawing which illustrates the display image at the time of the V area | region in a command reception 2nd process. 12 is a flowchart showing details of an error output process performed by the effect control unit 400. It is explanatory drawing which illustrates the image display at the time of the dish full tank error which does not interfere with the launch alerting | reporting effect to the 1st big winning opening 23. FIG. It is explanatory drawing which illustrates the image display at the time of the dish full tank error which does not disturb the discharge alerting | reporting effect to the 2nd big winning opening 51. It is explanatory drawing which illustrates the period of the error audio | voice output at the time of the dish full tank error which does not disturb a discharge alerting | reporting effect. It is explanatory drawing which illustrates the priority of error audio | voice output. It is explanatory drawing which illustrates the jackpot breakdown of the special symbol lottery in 2nd Embodiment. It is a flowchart which shows the detail of the game state setting process in 2nd Embodiment. It is a flowchart which shows the detail of the V area | region passage process in 2nd Embodiment. It is explanatory drawing which illustrates determination of the frequency | count corresponding | compatible data matched with the continuous frequency | count of jackpot game. It is a flowchart which shows the detail of the command reception 2nd process in 2nd Embodiment.

Embodiments of the present invention will be described below with reference to the drawings.
<First Embodiment>
[Schematic configuration of gaming machine 1]
Hereinafter, a schematic configuration of the gaming machine 1 will be described with reference to FIGS.

  In FIG. 1, a gaming machine 1 is a gaming machine configured to pay out a winning ball when a gaming ball launched by a player's operation wins a prize, for example. This gaming machine 1 includes a game board 2 on which game balls are launched, and a frame member 5 surrounding the game board 2. The frame member 5 is configured to be openable and closable with respect to the main part of the gaming machine 1 around a hinge provided on the shaft support side, and is detachably attached to the game board 2. And the lock part 43 is provided in the predetermined position (for example, edge part on the opposite side to a shaft support side) which becomes the front side of the frame member 5, and the frame member 5 is unlocked by unlocking the lock part 43. Can be opened.

  A game area 20 for playing a game with a game ball is formed on the front surface of the game board 2. In the gaming area 20, a rail member (from which a game ball launched from below (the launching device 211; see FIG. 4) rises along the main surface of the game board 2 and forms a path toward the upper position of the gaming area 20 ( (Not shown) and a guide member (not shown) for guiding the raised game ball to the right side of the game area 20.

  In addition, the game board 2 is provided with an image display unit 6 that displays images for various effects at positions that are easily visible to the player. As the game progresses by the player, the image display unit 6 notifies the player of the result of the special symbol lottery (big hit lottery), for example, by displaying a decorative symbol, or by the appearance of a character or the appearance of an item A notice effect is displayed, or a hold image indicating the number of times the special symbol lottery is put on hold is displayed. The image display unit 6 is configured by a liquid crystal display device, an EL (Electro Luminescence) display device, or the like, but any other display device may be used. Furthermore, a movable accessory 7 and a board lamp 8 used for various effects are provided on the front surface of the game board 2. In addition, a movable accessory 7 is provided in the opening of the game board 2 where the image display unit 6 is disposed. The movable accessory 7 is configured to be movable with respect to the game board 2 and produces an effect by performing a predetermined operation according to the progress of the game or according to the player's operation. The board lamp 8 emits light according to the progress of the game, thereby performing various effects by light.

  The game area 20 is provided with a game nail and a windmill (both not shown) that change the falling direction of the game ball. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, as an example of various prizes related to winning and lottery, the first starting port 21, the second starting port 22, the gate 25, the first major winning port 23, the second major winning port 51, the V region 53 and the regular winning opening 24 are arranged on the game board 2. In addition, the game area 20 is provided with a discharge port 26 through which game balls that have not been won in any of the game areas of the game balls launched into the game area 20 are discharged out of the game area 20. .

  The first start port 21 and the second start port 22 are awarded when a game ball enters, and a special symbol lottery (a big hit lottery) is started. The first start port 21 is provided with a predetermined special electric accessory (first big prize opening 23, second big prize opening 51) and / or a predetermined special symbol display (first special symbol display described later). 4a) is a winning opening relating to a winning game ball. Further, the second start opening 22 operates the special electric accessory and / or a predetermined special symbol display device (second special symbol display device 4b described later), and wins related to winning a game ball. The mouth. When the game ball passes through the gate 25, the normal symbol lottery (the following open / close lottery of the electric tulip 27) starts. Note that the lottery does not start at the normal winning opening 24 even if a game ball wins.

  The second start port 22 is provided below the first start port 21 and includes an electric tulip 27 in the vicinity of the entrance of the game ball as an example of a normal electric accessory. The electric tulip 27 has a pair of wings imitating tulip flowers, for example, and the pair of wings open and close left and right by driving an electric tulip opening / closing unit 112 (for example, an electric solenoid) described later. When the pair of blade portions are closed (see FIG. 1), the electric tulip 27 is closed so that the game ball does not enter the second starting port 22 because the opening width guided to the inlet of the second starting port 22 is extremely narrow. It becomes a state. On the other hand, in the electric tulip 27, when the pair of blades are opened to the left and right (not shown), the opening width guided to the entrance of the second start port 22 increases, so that the game ball enters the second start port 22. Easy opening. When the electric tulip 27 passes through the gate 25 and the normal symbol lottery is won, the pair of blades opens for a specified time (for example, 0.15 seconds or 1.80 seconds), and the specified number of times (for example, Open and close only once or three times.

  The first big prize opening 23 is located obliquely downward to the right of the image display unit 6 and is opened according to the result of the special symbol lottery. The first grand prize opening 23 is normally closed and is in a closed state (see FIG. 1) where no game ball can enter, but protrudes from the main surface of the game board 2 according to the result of the special symbol lottery. It tilts and becomes an open state (not shown) so that a game ball can easily enter. For example, the first grand prize winning opening 23 is a predetermined number of rounds (for example, 7 times) in the jackpot game, which is in an open state until a predetermined condition (for example, 29.5 seconds elapses or 9 winning balls) is satisfied. Just repeat.

  The second big winning opening 51 is located on the right side of the second starting opening 22 in the game area 20 and is opened according to the result of the special symbol lottery. The second grand prize winning port 51 has a box shape, and its upper surface is inclined toward the second starting port 22. A slide type opening / closing member 50 is provided on the upper surface. The opening / closing member 50 is normally in a closed state, and is in a state where no game ball can enter. Depending on the result of the special symbol lottery, the opening / closing member 50 is opened to be in an open state so that a game ball can easily enter. For example, the second big winning opening 51 is in an open state in a jackpot game until a predetermined condition (for example, 29.5 seconds elapses, 9 game balls winning conditions, or 0.1 seconds elapses) is satisfied. A round is performed a predetermined number of times (for example, once).

As shown in FIG. 1, there is a space inside the second big prize opening 51 where game balls that have entered the second big prize opening 51 flow down. In this space, there are a flow path on the left side and a flow path on the right side. Is provided. This right flow path is provided with a V region 53 (a region in which “V” in FIG. 1 is described) 53, and a V region opening / closing member (hereinafter referred to as “V”) is provided at a branch portion between the left flow channel and the right flow channel. 52) is provided. The V honey 52 is normally in a closed state in which the right flow path is closed, and the game ball flows in only the left flow path. Then, the V honey 52 is an opening that opens the right flow path and closes the left flow path as indicated by a dotted line after a predetermined time has elapsed (for example, 3 seconds) after the second big prize opening 51 is opened. Then, after a predetermined time has elapsed (for example, after 6 seconds), the closed state described above is restored. That is, when the V honey 52 is in the closed state, the game ball that has entered the second grand prize winning opening 51 flows down the flow path on the left side and does not pass through the V region 53, and when the V honey 52 is in the open state, the second The game ball that has entered the big prize opening 51 flows down the right flow path and passes through the V region 53. Then, it is detected that the game ball that has entered the second big prize opening 51 has won the second big prize opening 51 by entering the area 54 after having made the left flow path or the right flow path.

  In addition, a display 4 is provided at a predetermined position (for example, lower left) of the game board 2 to display the result of the above-described special symbol lottery or normal symbol lottery, the number of holds, and the like. Details of the display 4 will be described later.

  Furthermore, on the right side of the image display unit 6, a transparent warp passage 28 through which the passing of the game ball can be visually recognized is provided. A light emitting unit 29 is provided in the warp passage 28. The light emitting unit 29 is configured using, for example, an LED.

  Here, the payout of prize balls will be described. When a game ball enters (wins) in the first start port 21, the second start port 22, the first grand prize port 23, the second big prize port 51, and the normal prize port 24, it depends on the place where the game ball has won. Thus, a predetermined number of prize balls are paid out per game ball. For example, when one game ball is won at the first start port 21 and the second start port 22, three prize balls are awarded, and when one game ball is won at the first big prize port 23 or the second big prize port 51, 13 game balls are won. When one game ball wins the prize ball and the normal winning opening 24, 10 prize balls are paid out respectively. Even if it is detected that the game ball has passed through the gate 25, there is no payout of the prize ball in conjunction with it.

  The frame member 5 on the front surface of the gaming machine 1 includes a handle 31, a lever 32, a stop button 33, a take-out button 34, a speaker 35, a frame lamp 36, an effect button 37, an effect key 38, an upper plate 39a, a lower plate 39b, and A lock portion 43 and the like are provided.

  When the player touches the handle 31 and performs an operation to rotate the lever 32 clockwise, the launching device 211 (100 per minute) with a hitting force according to the operation angle (for example, 100 per minute). 4) electrically fires the game ball. The upper plate 39a (see FIG. 1) is provided so as to protrude forward of the gaming machine 1, and temporarily stores game balls supplied to the launching device 211. Further, the above-described prize balls are paid out to the upper plate 39a. When the upper plate 39a is full, prize balls are paid out to the lower plate 39b. Then, the game balls stored in the upper plate 39a are supplied to the launching device 211 one by one by a supply device (not shown) at a timing interlocked with the operation by the player's lever 32.

  The stop button 33 is provided on the lower side surface of the handle 31, and even when the player touches the handle 31 and rotates the lever 32 in the clockwise direction, the game ball is released by being pressed by the player. Is temporarily stopped. The take-out button 34 is provided on the front surface in the vicinity of the position where the lower tray 39b is provided, and causes the game ball stored in the lower tray 39b to drop into a box (not shown) when pressed by the player. When the lower plate 39b is full, a plate full switch (not shown) is turned ON. Specifically, when the game ball is stored in the lower tray 39b, it becomes ON when it becomes difficult to pay out more game balls. At this time, notification is made as a dish full tank error. The game ball stored in the lower tray 39b is dropped into the box by the take-out button 34, whereby the dish full tank error is eliminated.

  The speaker 35 and the frame lamp 36 respectively notify the gaming state and situation of the gaming machine 1 and perform various effects. The speaker 35 performs various effects using music, voice, and sound effects. The frame lamp 36 performs various effects by light depending on a pattern by lighting / flashing or a difference in emission color.

Next, the display 4 provided in the gaming machine 1 will be described with reference to FIG. In FIG. 2, the display 4 includes a first special symbol display 4a, a second special symbol display 4b, a first special symbol hold indicator 4c, a second special symbol hold indicator 4d, a normal symbol indicator 4e, and a normal symbol indicator 4e. Design hold indicator 4
f, a gaming state display 4g, and a right-handed display 4h.

  The first special symbol display 4a is displayed with the display symbol varying corresponding to the winning of the game ball at the first starting port 21. The first special symbol display 4a is composed of, for example, a 7-segment display device. When a game ball wins at the first start port 21, the special symbol is displayed in a variable manner, and then the lottery result is displayed. Further, the second special symbol display 4b is displayed with the display symbols varying corresponding to the winning of the game ball at the second starting port 22. Similarly, the second special symbol display 4b is composed of, for example, a 7-segment display device, and when a game ball is won at the second starting port 22, the special symbol is displayed in a variable manner and then stopped and displayed. . In the normal symbol display 4e, the display symbol is changed and displayed according to the game ball passing through the gate 25. The normal symbol display 4e is constituted by, for example, an LED display device. When a game ball passes through the gate 25, the normal symbol is displayed in a variable manner and then the lottery result is displayed after the normal symbol is variably displayed.

  The number of times the first special symbol hold display 4c holds the special symbol lottery when the game ball is won at the first start port 21 (the special symbol display by the first special symbol display 4a is displayed after being variably displayed. May be said to be the number of times the processing to be held is suspended. The second special symbol hold display 4d displays the number of times that the special symbol lottery is held when the game ball wins at the second start port 22 (the special symbol display by the second special symbol display 4b is variably displayed and then stopped. May be said to be the number of times the processing to be held is suspended. The normal symbol hold display 4f displays the number of times the normal symbol lottery is held. For example, the first special symbol hold indicator 4c, the second special symbol hold indicator 4d, and the normal symbol hold indicator 4f are each composed of LED display devices arranged in a row, and the number of times of hold is displayed according to the lighting mode. The

  The game state indicator 4g is constituted by, for example, an LED display device, and displays a game state (a normal game state, a short-time game state, etc.) when the gaming machine 1 is turned on. The right-handed display 4h is composed of, for example, an LED display device, and when the game ball should be launched so that the game ball flows down in the right area where the second big winning opening 51 is arranged in the game area 20 shown in FIG. Lights up (that is, when you should hit the right) and displays that.

  Next, an input device provided in the gaming machine 1 will be described with reference to FIG. In FIG. 3, the gaming machine 1 is provided with an effect button 37 and an effect key 38 as an example of an input device.

  The effect button 37 and the effect key 38 are provided for the player to input the effect. The effect button 37 is provided at the center of the upper surface of the tray 39 protruding forward of the gaming machine 1. The effect key 38 has four direction keys arranged in a substantially cross shape, and is provided adjacent to the effect button 37 and in front of the upper plate 39. The effect button 37 and the effect key 38 are each pressed by the player to perform a predetermined effect. For example, the player can enjoy a predetermined effect by pressing the effect button 37 at a predetermined timing. Further, the player can select one of a plurality of images displayed on the image display unit 6 by operating the four direction keys. Further, the effect key 38 is also used when the volume of the gaming machine 1 is adjusted with the left and right keys in the waiting state of the gaming machine 1. Of course, the volume of the gaming machine 1 can also be set by a predetermined H / W (hardware) volume switch on the back side of the gaming machine 1. The H / W volume switch can be set in three levels, large, medium, and small, and the production volume 38 can be adjusted from the upper limit to the lower limit of the volume set by the H / W volume switch. . Therefore, when the H / W volume switch is switched, the volume set by the effect key 38 is also adjusted accordingly. Thereby, the volume can be adjusted for each gaming machine 1. Depending on the volume adjusted here (hereinafter referred to as “volume setting value” as appropriate), not only the production sound (sound effect) but also error sound is output.

  In addition, the gaming machine 1 is provided with a launch button 41 separately from the handle 31. The fire button 41 includes a weak fire button 41a, a medium fire button 41b, and a strong fire button 41c. These buttons 41a to 41c are touch-type operation units, and the game balls stored in the upper plate 39a are one by one by a supply device (not shown) while the player touches the finger. Supplied to the launcher 211. The touch-type operation unit may be a pressure-sensitive type or an electrostatic type used for a touch panel of a smartphone. These buttons 41a to 41c realize firing at a predetermined firing intensity, while the lever 32 of the handle 31 enables analog firing, whereas the firing button 41 is digital. It can also be called a fire button. The weak launch button 41a is a left-handed button. The middle firing button 41b is a middle hitting button. The strong firing button 41c is a right-handed button. Thereby, it is possible to easily create a right-handed state by the strong firing button 41c. In the present embodiment, a high-brightness LED is built in the firing button 41. This LED is controlled by a lamp control unit 600 described later. As a result, when a right-handed or left-handed instruction is given, the LED can be lit or blinked to easily convey the operation to the player. Although the touch-type operation unit is used here, a button that is physically pressed may be used. In any case, the game ball is fired by continuously touching or pressing the fire button 41.

  Here, although the launch button 41 is arranged in the vicinity of the effect button 37, the launch button 41 is arranged in the vicinity of the handle 31, and both operations, that is, the operation of the lever 32 of the handle 31 (analog operation) and It is good also as arrangement | positioning which enables operation (digital operation) of the firing button 41. FIG.

In addition, the operation of the strong firing button 41c may not directly shift to the firing intensity set for the strong firing button 41c.
Specifically, when the strong firing button 41c is touched, the game ball is initially fired with the firing strength set to the weak launch button 41a, and the game ball with the strength set to the middle launch button 41b after a predetermined time has elapsed. The game ball may be launched with the firing strength set in the strong launch button 41c after a predetermined time has elapsed. In other words, the firing strength is changed stepwise (3 steps), such as first strength (left-handed) → second strength (middle-strike) → third strength (right-handed), and finally right-handed It may be in a state. At this time, the first intensity may be “0”. Further, the step of changing the firing intensity may be two steps or four or more steps.

  In addition, on the back side of the gaming machine 1, a ball tank for storing game balls for payout and a payout device (payout drive unit 311) for paying out the game balls to the tray 39 are provided, and various substrates are attached. ing. For example, a main board, a sub board, and the like are disposed on the rear surface of the game board 2. Specifically, a main control board on which a main control unit 100 (see FIG. 4) that performs internal lottery and determination of winning is configured is disposed on the main board. The sub-board includes a firing control board 200 (see FIG. 4) configured to control a launching device 211 that launches a game ball to the upper part of the game area 20, and a payout control unit 300 that controls the payout of a prize ball. A payout control board configured with an effect control board configured with an effect control section 400 for overall control of effects, an image control board configured with an image acoustic control section 500 for controlling effects with images and sounds, and various types The lamp control board etc. in which the lamp control part 600 which controls the effect by the lamp (frame lamp 36, panel lamp 8) and the movable accessory 7 are arranged. In addition, on the rear surface of the gaming board 2, the power source of the gaming machine 1 is switched on / off, and 24V (volt) AC power supplied to the gaming machine 1 is converted into DC power of various voltages. A switching power supply is provided for outputting the direct current power to the various substrates described above.

[Configuration of control device of gaming machine 1]
Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.

  4, the control device of the gaming machine 1 includes a main control unit 100, a launch control unit 200, a payout control unit 300, an effect control unit 400, an image sound control unit 500, a lamp control unit 600, and the like.

  The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of payout prize balls, such as internal lottery and determination of winning. The ROM 102 stores programs executed by the CPU 101 and various data. The RAM 103 is used as a working memory for the CPU 101. Hereinafter, main functions of the main control unit 100 will be described.

  The main control unit 100 performs a special symbol lottery (a jackpot lottery) when a game ball wins at the first start port 21 or the second start port 22, and effects control is performed on determination result data indicating whether or not the special symbol lottery is won. Send to part 400.

  The main control unit 100 controls the opening time when the blade portion of the electric tulip 27 is opened, the number of times the blade portion is opened and closed, and the opening / closing time interval at which the blade portion is opened and closed. In addition, the main control unit 100 holds the special symbol lottery hold number when the game ball wins the first start port 21, the special symbol lottery hold number when the game ball wins the second start port 22, and the game The number of holdings of the normal symbol lottery when the ball passes through the gate 25 is managed, and data related to the number of holdings is sent to the effect control unit 400.

  The main control unit 100 controls the opening / closing operation of the first big prize opening 23 and the second big prize opening 51 according to the result of the special symbol lottery. For example, the main control unit 100 repeats a predetermined number of rounds in which the first grand prize winning opening 23 protrudes and is in an open state until a predetermined condition (for example, 29.5 seconds elapse or 9 game balls are won) is satisfied ( (For example, 7 times) It controls to repeat. In addition, for example, the main control unit 100 determines that the second big prize winning opening 51 remains until a predetermined condition (for example, 29.5 seconds elapses, 9 game balls winning conditions, or 0.1 seconds elapses) is satisfied. Control is performed so that a round in an open state is performed a predetermined number of times (eg, once). Further, the main control unit 100 controls an opening / closing time interval (interval time) at which the first grand prize winning port 23 and the second big prize winning port 51 are opened and closed.

  The main control unit 100 controls the open state and the closed state of the V region 53 by controlling the posture of the V-shaped honeycomb 52 provided inside the second grand prize winning opening 51 (see FIG. 1). In addition, the main control unit 100 detects that a game ball has passed through the V region 53.

  The main control unit 100 changes the game state in accordance with the progress of the game, and according to the progress of the game, the winning probability of the special symbol lottery, the execution interval of the special symbol lottery (the special symbol is variably displayed on the display 4) In other words, it may be said that it is a time to stop display), and the opening / closing operation of the electric tulip 27 is changed.

When the game ball wins in the first start port 21, the second start port 22, the first grand prize port 23, the second big prize port 51, and the normal prize port 24, the main control unit 100 takes the place where the game ball has won. Accordingly, the payout control unit 300 is instructed to pay out a predetermined number of prize balls per game ball. Even if the main control unit 100 detects that the game ball has passed through the gate 25, the main control unit 100 does not instruct the payout control unit 300 to pay out the prize ball in conjunction therewith. When the payout control unit 300 pays out a prize ball according to an instruction from the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of prize balls paid out based on the information acquired from the payout control unit 300.

  In order to realize the above-described function, the main control unit 100 includes a first start port switch 111a, a second start port switch 111b, an electric tulip opening / closing unit 112, a gate switch 113, a first big prize port switch 114, a first Grand prize opening / closing part 115, second big prize opening switch 117, second big prize opening / closing part 118, V area switch 119, V area opening / closing part 120, normal prize opening switch 116, indicator 4 (first special symbol display) 4a, second special symbol display 4b, first special symbol hold indicator 4c, second special symbol hold indicator 4d, normal symbol indicator 4e, normal symbol hold indicator 4f, gaming state indicator 4g, and right A tapping indicator 4h) is connected.

  The first start port switch 111 a detects that a game ball has won the first start port 21 and sends a detection signal to the main control unit 100. The second start port switch 111 b detects that a game ball has won the second start port 22 and sends a detection signal to the main control unit 100. The electric tulip opening / closing unit 112 opens and closes the pair of blade portions of the electric tulip 27 in accordance with a control signal sent from the main control unit 100. The gate switch 113 detects that a game ball has passed through the gate 25 and sends a detection signal to the main control unit 100. The first grand prize opening switch 114 detects that a game ball has won the first big prize opening 23 and sends a detection signal to the main control unit 100. The first big prize opening / closing unit 115 opens and closes the first big prize opening 23 in accordance with a control signal sent from the main control unit 100. The second grand prize opening switch 117 detects that a game ball has won the second big prize opening 51 (more precisely, the area 54 in the second big prize opening 51), and performs main control on the detection signal. Send to part 100. The second big prize opening / closing part 118 opens and closes the second big prize opening 51 by changing the attitude of the opening / closing member 50 in accordance with a control signal sent from the main control part 100. The V region switch 119 detects that a game ball has passed through the V region 53 and sends a detection signal to the main control unit 100. The V region opening / closing unit 120 changes the posture of the V honey 52 according to a control signal sent from the main control unit 100 to open and close the flow path to the V region 53. The normal winning port switch 116 detects that a game ball has won the normal winning port 24 and sends a detection signal to the main control unit 100.

  In addition, the main control unit 100 displays the result of a special symbol lottery started by winning a game ball at the first starting port 21 (hereinafter sometimes referred to as a first special symbol lottery) on the first special symbol display 4a. indicate. The main control unit 100 displays on the second special symbol display 4b the result of the special symbol lottery started by the winning of the game ball to the second starting port 22 (hereinafter sometimes referred to as the second special symbol lottery). . The main control unit 100 holds the first special symbol lottery number of times (the number of times the first special symbol display unit 4a suspends and displays the special symbol after the special symbol is variably displayed). Is displayed on the first special symbol hold indicator 4c. The main control unit 100 holds the second special symbol lottery (the number of times the second special symbol display unit 4b suspends and displays the special symbol after the special symbol is variably displayed). Is displayed on the second special symbol hold indicator 4d. The main control unit 100 displays the result of the normal symbol lottery started by passing the game ball to the gate 25 on the normal symbol display 4e. The main control unit 100 displays the number of times of holding the normal symbol lottery on the normal symbol hold display 4f. Further, the main control unit 100 displays the gaming state at that time on the gaming state display 4g when the gaming machine 1 is turned on. Further, when the main control unit 100 should launch the game ball so that the game ball flows down the right region where the second big prize winning opening 51 is arranged according to the game state (that is, when it should be hit right) Next, the right-handed display 4h is turned on.

The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launching device 211. RO
The M202 stores programs executed by the CPU 201 and various data. The RAM 203 is used as a working memory for the CPU 201.

  When the lever 32 is in the neutral position, the lever 32 is in a firing stop state without outputting a signal. When the player is rotated clockwise by the player, the lever 32 outputs a signal corresponding to the rotation angle to the firing control unit 200 as a hitting ball firing command signal. The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 211 so that the speed at which the game ball is launched increases as the rotation angle of the lever 32 increases. When the signal indicating that the stop button 33 is pressed is output, the launch control unit 200 stops the operation of the launch device 211 firing the game ball.

  The firing button 41 functions independently of the lever 32 and does not function when the lever 32 is rotated. When the lever 32 is in the neutral position, when any of the firing buttons 41 is touched, a signal corresponding to the touched buttons 41a to 41c is output to the firing control unit 200 as a hitting ball firing command signal. The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. That is, when the operation of the firing button 41 (digital operation) and the rotation operation of the lever 32 of the handle 31 (analog operation) are performed at the same time, the analog operation has priority. In other words, if there is a digital operation and an analog operation, the digital operation becomes a non-operation state, and the firing intensity of the analog operation is changed. The firing control unit 200 controls the operation of the launching device 211 so that the speed at which game balls are launched in the order of the weak launch button 41a, the middle launch button 41b, and the strong launch button 41c. Thereby, it is possible to easily strike the right by touching the strong firing button 41c.

  The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs a calculation process when controlling the payout of the payout ball. The ROM 302 stores programs executed by the CPU 301 and various data. A RAM 303 is used as a working memory for the CPU 301.

  The payout control unit 300 controls payout of the payout ball based on the command sent from the main control unit 100. Specifically, the payout control unit 300 acquires from the main control unit 100 a command for paying out a predetermined number of prize balls according to the place where the game ball has won. Then, the payout driving unit 311 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 311 is configured by a drive motor or the like that sends out a game ball from a game ball storage unit (ball tank).

  The effect control unit 400 includes a CPU 401, a ROM 402, a RAM 403, and an RTC (real time clock) 404. In addition, the effect control unit 400 is connected to the effect button 37 and the effect key 38, and acquires operation data output from the effect button 37 and the effect key 38 in response to an operation pressed by the player. The CPU 401 performs a calculation process when controlling the effect. The ROM 402 stores programs executed by the CPU 401 and various data. The RAM 403 is used as a working memory for the CPU 401. The RTC 404 measures the current date and time.

  The production control unit 400 sets production contents based on data indicating the special symbol lottery result and the like sent from the main control unit 100. In addition, when the effect button 37 or the effect key 38 is pressed by the player, the effect control unit 400 may set the effect content according to the operation input or the detection result.

The image sound control unit 500 includes a CPU 501, a ROM 502, and a RAM 503. The CPU 501 performs arithmetic processing when controlling the image and sound expressing the content of the effect. The ROM 502 stores programs executed by the CPU 501 and various data. The RAM 503 is used as a working memory for the CPU 501.

  The image sound control unit 500 controls the image displayed on the image display unit 6 and the sound output from the speaker 35 based on the command sent from the effect control unit 400. Specifically, in the ROM 502 of the image sound control unit 500, a decorative symbol image for notifying a player of a special symbol lottery result, an image of a character or item for displaying a notice effect to the player, a player In addition, image data for displaying a reserved image indicating that the special symbol lottery is reserved, various background images, and the like on the image display unit 6 is stored. The ROM 502 of the image sound control unit 500 stores various types of sound data such as music and sound output from the speaker 35 in synchronization with the image displayed on the image display unit 6 or independently of the displayed image. It is remembered. The CPU 501 of the image sound control unit 500 selects and reads out the data corresponding to the command sent from the effect control unit 400 from the image data and sound data stored in the ROM 502. The CPU 501 performs image processing for background image display, decorative symbol image display, character / item display, and the like using the read image data, and performs various processes corresponding to commands sent from the effect control unit 400. Perform production display. Then, the CPU 501 displays the image indicated by the image processed image data on the image display unit 6. In addition, the CPU 501 performs sound processing using the read sound data, and outputs the sound indicated by the sound processing sound data from the speaker 35.

  The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the light emission of the panel lamp 8 and the frame lamp 36, the light emission of the light emitting portion 29 of the warp passage 28, the light emission of the LED of the launch button 41, and the operation of the movable accessory 7. The ROM 602 stores programs executed by the CPU 601 and various data. The RAM 603 is used as a working memory for the CPU 601.

  The lamp control unit 600 controls lighting / flashing of LEDs of the panel lamp 8, the frame lamp 36, the light emitting unit 29, and the launch button 41 based on the command sent from the effect control unit 400. The lamp controller 600 controls the operation of the movable accessory 7 based on the command sent from the effect controller 400. Specifically, in the ROM 602 of the lamp control unit 600, the panel lamp 8, the frame lamp 36, the lighting / flashing pattern data in the light emitting unit 29, and the emission color pattern corresponding to the production contents set by the production control unit 400 are stored. Data (light emission pattern data) is stored. The CPU 601 selects and reads out the light emission pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. The CPU 601 controls the light emission of the panel lamp 8, the frame lamp 36, and the light emitting unit 29 based on the read light emission pattern data. Further, the ROM 602 stores operation pattern data of the movable accessory 7 corresponding to the contents of the effect set by the effect control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operation of the movable accessory 7 based on the read operation pattern data.

[Outline of Game Progress and Outline of Characteristic Operations According to this Embodiment]
Next, an outline of game progress and an outline of characteristic operations according to the present embodiment will be described with reference to FIGS.

FIG. 5 is a diagram for explaining an example of the jackpot breakdown of the special symbol lottery according to the present embodiment. FIG. 5 (1) shows the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21, and FIG. 5 (2) shows the special symbol lottery by winning the game ball to the second starting port 22. The jackpot breakdown is shown. As shown in FIG. 5 (1), the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21 is that the winning probability per single hit is 50% and the winning probability per consecutive jackpot is 50%. . As shown in FIG. 5 (2), the special symbol lottery breakdown of the special symbol lottery by winning the game ball to the second starting port 22 has a winning probability of 100%.

  FIG. 6 is a diagram for explaining an example of a jackpot game with a continuous jackpot and a single jackpot according to the present embodiment. FIG. 6 (1) shows the opening timing and closing of the first big winning opening 23, the second big winning opening 51, and the V region 53 in the big hit game (hereinafter referred to as the continuous big win game) executed in the case of continuous big hit. Timing is shown. FIG. 6 (2) shows the opening timing of the first big prize opening 23, the second big prize winning opening 51, and the V region 53 in the big hit game (hereinafter referred to as a single big hit game) executed when a single big hit is made. And the closing timing.

  First, a continuous jackpot game will be described with reference to FIG. When the consecutive jackpot game is started, after a predetermined opening time elapses, the first grand prize winning opening 23 is changed from the closed state to the open state, which may be referred to as one round (“round game”: hereinafter, simply “R”. May be listed). In 1R, when nine game balls are won in the first big winning opening 23 or when the opening time is 29.5 seconds, the first big winning opening 23 is changed from the open state to the closed state, and 1R is ended. Thereafter, after an interval period between rounds is provided for 2 seconds, the first big prize opening 23 is opened and closed in the same manner as 1R, and 2R ends. Thereafter, similarly, 3R to 7R are executed by opening and closing the first big prize opening 23 with an interval period of 2 seconds. After the end of 7R, an interval period of 5 seconds longer than the previous 2 seconds is provided as an interval period, and then the second big prize winning opening 51 is changed from the closed state to the open state, and 8R which is the final R is started. The In 8R, when nine game balls are won in the second big prize opening 51 or when the opening time is 29.5 seconds, the second big prize opening 51 is changed from the open state to the closed state, and 8R is ended. Thereafter, when a predetermined ending time (10 seconds) elapses, the continuous jackpot game ends. Here, the V region 53 is changed from the closed state to the open state 3 seconds after the second big winning opening 51 is set to the open state, and is changed from the open state to the closed state 6 seconds after the open state. For this reason, one or more game balls that have entered the second grand prize winning opening 51 pass through the V region 53 in 8R of the consecutive jackpot game. As will be described later with reference to FIG. 7, when a game ball passes through the V region 53, as a general rule, the winning probability of the special symbol lottery is set to a high probability (1/46: low probability is 1/265), and electric The tulip 27 is frequently opened for a long time and at the same time, it is controlled to a gaming state advantageous to the player whose execution interval of the special symbol lottery is shortened.

  Next, with reference to FIG. 6 (2), the single-hit jackpot game will be described. In the single jackpot game, the opening / closing timings of the first jackpot 23 and the V region 53 are the same as those in the above-described continuous jackpot game, and thus the description thereof is omitted. After the end of 1R to 7R in which the first grand prize opening 23 is opened and closed, after the interval period of 2 seconds, which is the same as the previous 2 seconds, is provided, the second big prize opening 51 is opened from the closed state. And 8R which is the final R is started. In 8R, when the opening time of 0.1 seconds elapses, the second big prize winning opening 51 is changed from the open state to the 8R. In other words, in the 8R of single-hit game, the second big prize opening 51 is instantaneously opened, so that the game ball hardly enters the second big prize opening 51. Thereafter, when a predetermined ending time (10 seconds) elapses, the single-hit big hit game ends. Here, the V region 53 is changed from the closed state to the open state 3 seconds after the second grand prize winning opening 51 is opened, and is opened 6 seconds after the open state, as in the case of the continuous jackpot game. Is closed. That is, in the single-hit game, the V region 53 is opened 2.9 seconds after the second big winning opening 51 is closed. In addition, due to the structure of the second big prize opening 51 shown in FIG. 1, it is usually impossible for the game ball to stay in the second big prize opening 51 for 2.9 seconds. For this reason, in a single-hit game, it is a mechanism that a game ball cannot normally pass through the V region 53.

Here, the gaming state of the gaming machine 1 in the present embodiment will be described. As the gaming state of the gaming machine 1, there are at least a high-accuracy state, a short time state, a jackpot gaming state, and a normal state. The high probability state is a gaming state in which the winning probability of the special symbol lottery is set to a high probability (1/46: low probability is 1/265). The short-time state means that the electric tulip 27 is frequently opened for a long time by controlling the electric tulip 27 to be opened for a long time when, for example, the winning probability of the normal symbol lottery is raised and the normal symbol lottery is won. This is a gaming state in which game balls are frequently won at the second starting port 22 and a gaming state in which the execution interval of the special symbol lottery is shortened. The jackpot gaming state is a gaming state in which a jackpot game is executed in which a first symbol winning opening 23 and a second winning prize opening 51 are opened after winning a special symbol lottery (winning). The normal state is a normal gaming state that is not any of the above gaming states. The normal state and the jackpot game state do not coexist with other game states, respectively, but the high-accuracy state and the short-time state may coexist with each other. In the short time state, the player can execute a lot of special symbol lotteries in a short time with almost no decrease in game balls. In the following, the high-accuracy state and the short-time state are referred to as a high-precision / short-time state, and the short-time state rather than the high-accuracy state is referred to as a low-precision / short-time state. In the present embodiment, there is no gaming state that is a highly accurate state and not a short-time state.

FIG. 7 is a diagram for explaining an example of a set of five jackpots according to the present embodiment. Hereinafter, the game progress of this embodiment will be described with reference to FIG.
First, when a game is played in a normal state, even if the game ball is launched so that the game ball flows down in the right area where the second big prize winning opening 51 is arranged (that is, even if it is hit right), the electric tulip Since the second starting port 22 arranged in the gaming area 20 hardly receives the game ball 27 because the opening 27 is hardly opened, the first starting port 21 arranged in the lower center of the gaming area 20 also receives the game ball 20. Game balls are difficult to win (see FIG. 1). Therefore, in the normal state, the player launches the game ball so that the game ball flows down (that is, strikes left) on the left side of the game area 20 (that is, the normal winning port 24 side), and thus the first start port 21. To win.

  In the normal state, when the first starting port 21 is won and the first consecutive big hit (see FIG. 5 and FIG. 7), the right of the big hit five times is obtained. This will be specifically described below. In the first consecutive jackpot game, as described with reference to FIG. 6 (1), the second big prize opening 51 is opened in 8R so that the game ball can pass through the V region 53. A game ball always passes through the V region 53 as long as the player makes a right turn aiming at the first grand prize opening 23 and the second big prize opening 51. Thus, the passing of the game ball through the V region 53 is a condition for winning the second consecutive jackpot. When the game ball passes through the V region 53, after the first consecutive big hit game, it is set to the high probability / short time game state, the electric tulip 27 is frequently opened for a long time, and the second start port 22 is greatly won. It becomes easy. Further, as described with reference to FIG. 6, the big hit by the second starting port 22 is only the continuous big hit that allows the game ball to pass through the V region 53, unlike the big hit by the first starting port 21. From the above, the player will make a right turn toward the second starting port 22 until the second big hit.

  If the player hits the right and hits the second starting port 22 for the second consecutive big hit, the game ball passes through the V region 53 at 8R by the right hit and the second consecutive big hit, as in the first consecutive big hit game. After the jackpot game, the high-probability / short-time game state is set, and the state is the same as that after the first consecutive jackpot game.

  Thereafter, when the third to fifth consecutive big hits and the game ball passes through the V region 53 at 8R of the fifth consecutive big hit game, the winning probability of the big hit lottery after the fifth consecutive big hit game Is set at a low probability (1/265) and is set to a short time state limited to 100 rotations (up to 100 lottery lotteries). In other words, the low-accuracy / short-time state is limited to 100 rotations with respect to the short-time state. Thereafter, the normal state is set.

As described above, when a big hit is made in a normal state (a so-called first big hit in a so-called initial hit), the right of five sets of jackpots is obtained.
Here, after the above-mentioned set of 5 big hits, when a big hit is made continuously in the low-precision / time-short state limited to 100 rotations with respect to the short-time state, the set of 5 big hits starts again. In this way, if the big hit is a success when the win probability of the jackpot is low, a set of five jackpots will be started.

  Also, in any of the first to fifth consecutive jackpot games of the above five jackpot set, the game ball did not pass through the V region 53 because it was not able to hit the right at 8R due to a ball clogging or the like. The case will be described. In this case, the winning probability of the jackpot lottery is set to a low probability after the consecutive jackpot game that has failed to pass through the V region, and the set of five jackpots ends (that is, punctures). However, in this embodiment, in such a case, a time reduction state limited to 100 rotations is given as a relief measure after the consecutive jackpot game.

  Next, a description will be given of a case where a single big hit is won (see FIG. 5) when winning at the first start port 21 when the jackpot winning probability is low (that is, in the normal state or low probability / short time state). . In this case, as described with reference to FIG. 6 (2), in the single-hit big hit game 8R, the second big prize opening 51 is momentarily opened and the V region 53 is the game ball that has entered the second big prize opening 51. Is released at a timing when cannot pass. Therefore, in the case of a single big hit, since the game ball does not pass through the V region 53, it is not controlled to the high probability / short time game state but is controlled to the normal state. As a result, in the case of a single big hit, a set of five big hits does not occur.

  Next, a description will be given of a case where a single big hit is made by winning the first starting port 21 in any of the second to fifth big hits of the set of five big hits. In this case, the winning probability of the jackpot lottery is set to a low probability after this one-shot jackpot game, and the set of five jackpots ends (that is, falls to a low probability). However, in this embodiment, in such a case, as a rescue measure, a time reduction state limited to 100 rotations is given after the one-time big hit game.

  Hereinafter, characteristic notification effects (hereinafter referred to as launch notification effects) executed in the jackpot game for notifying a player of a target position where a game ball should be launched will be described with reference to FIGS. 6, 8, and 9. I will explain.

  First, in the present embodiment, the launch notification effect is executed in the opening period of continuous jackpot game and single-shot jackpot game, and the interval period (5 seconds) between 7R and 8R of the consecutive jackpot game (FIG. 6). See thick arrow).

FIG. 8 is a diagram for explaining an example of a fire notification effect executed during the opening period of a continuous jackpot game and a single jackpot game. As shown in FIG. 8, in the opening period of the continuous jackpot game and the single-hit jackpot game, the board lamp 8 in which a large number of lamps are arranged is arranged such that the adjacent lamps flash alternately so that the board lamp of FIG. 8 Emits light in a manner that light appears to flow in the direction indicated by the arrow described in the upper part, and informs that a game ball should be fired in the direction of the first big prize opening 23. In addition, as shown in FIG. 8, the light emitting portion 29 of the warp passage 28 emits light in such a manner that light appears to flow, and informs that a game ball should be fired in the direction of the first big prize opening 23. Furthermore, as shown in FIG. 8, the image display unit 6 displays an image 45 representing the gaming area 20 of the gaming machine 1 during a predetermined period (for example, 5 seconds) during the opening period of the continuous jackpot game and the single jackpot game. To do. The image 45 is an image indicating that a game ball should be launched toward the first big prize opening 23 that is opened at 1R to 7R of the continuous jackpot game and the single-hit jackpot game, and the image display unit 6 displays the image 45. By doing this, it is notified that the game ball should be launched toward the first big prize opening 23. By the above notification, the player can surely recognize that the game ball should be fired toward the first big winning opening 23 before the 1R of the continuous big win game and the single-hit big hit game is started.

  FIG. 9 is a diagram for explaining an example of a fire notification effect executed in an interval period (5 seconds) between 7R and 8R of the continuous jackpot game. As shown in FIG. 9, in the board lamp 8 in which a large number of lamps are aligned over the entire interval period (5 seconds) between the continuous jackpot games 7R and 8R, the adjacent lamps flash alternately. As a result, light is emitted in such a manner that light appears to flow in the direction indicated by the arrow described in the upper part of the panel lamp 8 of FIG. Notify that the game ball should be fired in the direction of. In addition, the light emitting portion 29 of the warp passage 28 emits light in the direction indicated by the arrow in FIG. Is emitted in such a manner that it seems to flow, and it is notified that the game ball should be fired in the direction of the second big prize opening 51. Furthermore, as shown in FIG. 9, over the entire interval period (5 seconds) between the consecutive jackpot games 7R and 8R, the image display unit 6 shows an arrow indicating the position of the second big winning opening 51. An image 46 including is displayed. The image 46 is an image indicating that a game ball should be launched toward the second grand prize winning opening 51 opened at 8R of the consecutive jackpot game, and the image display unit 6 displays the image 46 to display the second Notify that the game ball should be launched toward the big prize opening 51. In the present embodiment, the notification of the image 46 uses an animation. This will be described later. The above notification ensures that the player should fire the game ball toward the second big prize opening 51 before the 8R of the consecutive jackpot game that allows the game ball to pass through the V region 53 is started. Will be recognized. As described with reference to FIG. 6, in the single-hit big hit game 8R, the second winning opening 51 is momentarily opened so that the normal game ball cannot enter and the game ball cannot pass through the V region 53. In the interval period immediately before 8R of the jackpot game, the firing notification effect is not executed.

  As described above, in the present embodiment, the launch notification effect (FIG. 8) is executed to notify that the game ball should be launched toward the first big prize opening 23 during the opening period of the continuous jackpot game and the single jackpot game. Therefore, the player recognizes that the game ball should be fired toward the first grand prize opening 23 and fires the game ball toward the first big prize opening 23. Therefore, in 1R to 7R, Never miss a prize ball. Moreover, the interval period (5 seconds) between 7R and 8R of the continuous jackpot game is set longer than the other interval periods (2 seconds) (see FIG. 6). Specifically, the interval period (5 seconds) between 7R and 8R of continuous jackpot game is set longer than the interval period (2 seconds) of 1R to 7R of consecutive jackpot games, It is set longer than the interval period (2 seconds) between 7R and 8R of the game. Then, in this long interval period (5 seconds), a launch notification effect (FIG. 9) for notifying that the game ball should be launched toward the second grand prize winning opening 51 is executed (that is, taking a sufficient time). Launch notification effect is executed). Therefore, the player recognizes that the game ball should be fired toward the second big prize opening 51 and fires the game ball toward the second big prize opening 51, so that the 8R of the continuous big hit game is played. , The game ball can be surely passed through the V region 53, and the prize ball is not missed. As described above, in the present embodiment, in the jackpot game, it is possible to appropriately notify the player of the game ball launch.

Below, the process which the game machine 1 performs in order to implement | achieve control which performs the above-mentioned operation | movement is demonstrated.
[Main operation of main control unit]
FIG. 10 is a flowchart illustrating an example of timer interrupt processing performed by the main control unit 100. Hereinafter, with reference to FIG. 10, a timer interrupt process performed in the main control unit 100 (see FIG. 4) will be described. The main control unit 100 performs a series of processes shown in FIG. 10 for a certain period of time (in a normal operation except for special cases such as when the power is turned on or when the power is turned off).
For example, every 4 milliseconds). Note that the processing performed by the main control unit 100 described based on the flowcharts of FIG. 10 and subsequent figures is executed based on a program stored in the ROM 102.

  First, in S1, the main control unit 100 executes a random number update process for updating various random numbers such as a jackpot random number, a design random number, a reach random number, and a variation pattern random number. Here, the jackpot random number is a random number for determining whether the special symbol lottery is won or lost. The symbol random number is a random number for determining the type of jackpot (one-shot jackpot or continuous jackpot) when winning in the special symbol lottery. The reach random number is a random number for determining whether or not a reach effect is performed when a special symbol lottery is lost. The variation pattern random number is a random number for determining the special symbol variation time (that is, the execution time of the decorative symbol variation effect). In the random number update process of S1, each of the jackpot random number, the design random number, the reach random number, the variation pattern random number, etc. is added and updated. That is, it is counted up. Each lottery is performed in the start switch (SW) process of S2 and the gate switch (SW) process of S3, and each random number is acquired and used in the special symbol process of S4 and the normal symbol process of S5 described later. The The counter that performs the process of S1 is typically a loop counter, and returns to the minimum value 0 again after reaching the maximum value of the set random number (for example, 264 for the big hit random number).

Next, in S <b> 2, the main control unit 100 executes a start port switch process that will be described in detail later with reference to FIG. 11.
Next, in S3, the main control unit 100 monitors the state of the gate switch 113, and when the gate switch 113 is turned on (when a game ball detection signal is output from the gate switch 113), the normal symbol lottery is performed. It is determined whether or not the number of reservations is less than the upper limit value, and if it is determined that the number of reservations is less than the upper limit value, a gate switch process for acquiring a random number used in the normal symbol processing of S5 described later is executed.

Next, in S4, the main control unit 100 executes a special symbol process that will be described in detail later with reference to FIGS.
Next, in S5, the main control unit 100 executes a normal symbol process for determining whether or not the random symbol acquired in the gate switch process in S3 matches the predetermined winning random number and wins the normal symbol lottery. Then, the main control unit 100 causes the normal symbol display 4e of the display unit 4 to display the normal symbol in a variable manner, and then stops and displays the normal symbol indicating the result of the normal symbol lottery.

Next, in S <b> 6, the main control unit 100 executes a special prize opening process that will be described in detail later with reference to FIGS. 18 to 20.
Next, in S7, the main control unit 100 determines that the normal symbol displayed on the normal symbol display 4e by the normal symbol processing in S5 is a predetermined winning symbol (that is, when the normal symbol lottery is won). Then, the electric tulip process for operating the electric tulip 27 is executed. This will be specifically described below. In the normal state, the main control unit 100 sets the probability of winning in the normal symbol lottery in the normal symbol process in S5 to 1/10, and in the normal symbol process in S5 in the low accuracy / short time state and the high accuracy / short time state. The probability of winning in the normal symbol lottery is increased to 10/10. Then, when the main control unit 100 wins the normal symbol lottery, in the normal state, in the normal state, the operation of opening the electric tulip 27 for 0.15 seconds (a state in which the game ball can win the second starting port 22) is performed. Perform control to be executed once. In addition, when the normal symbol lottery is won, the main control unit 100 performs control to execute the operation of opening the electric tulip 27 in 1.80 seconds in S7 three times in the low accuracy / short time state and the high accuracy / short time state. Do. As a result, the electric tulip 27 is in a state in which it is difficult to operate in the open state in the normal state, and on the other hand, a state in which the electric tulip 27 is likely to operate in the open state in the low accuracy / short time state and high accuracy / short time state (so-called electric Chu support) Become. When the electric tulip 27 is operated, a game ball can be won at the second start port 22, and when the game ball wins at the second start port 22, the second special symbol lottery is performed. .

Next, in S8, the main control unit 100 executes prize ball processing for controlling the number of game balls to be won and controlling the payout of prize balls according to the number of wins by giving an instruction to the payout control unit 300 or the like.
Next, error processing is executed in S9. In this process, various errors are detected by a sensor or the like (not shown). Details of the error processing will be described later.

  Next, in S10, the main control unit 100 sends information necessary for various commands and effects set in the RAM 103 in the special symbol process in S4, the big prize opening process in S6, the prize ball process in S8, and the like. Alternatively, an output process for outputting to the payout control unit 300 is executed.

[Start-up switch processing]
FIG. 11 is an example of a detailed flowchart of the start port switch process in S2 of FIG. Hereinafter, the start port switch process in S2 of FIG. 10 will be described with reference to FIG.

  First, in S21, the CPU 101 of the main control unit 100 receives a game ball in the first start port 21 and turns on the first start port switch 111a based on the presence or absence of a detection signal from the first start port switch 111a. It is determined whether or not. If the determination in S21 is YES, the process proceeds to S22, and if this determination is NO, the process proceeds to S27.

  In S22, the CPU 101 reads the upper limit value Umax1 (“4” in the present embodiment) of the first special symbol lottery number from the ROM 102, and the first special symbol lottery number U1 stored in the RAM 103 is the upper limit value. It is determined whether it is less than Umax1. If the determination in S22 is YES, the process proceeds to S23, and if this determination is NO, the process proceeds to S27.

In S23, the CPU 101 rewrites the value of the holding number U1 stored in the RAM 103 to a value obtained by adding 1. Thereafter, the process proceeds to S24.
In S24, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the first special symbol lottery and the like, and sets each of the acquired random numbers in chronological order. To be stored in the RAM 103. Each time the value of the holding number U1 of the first special symbol lottery is subtracted by 1 in the process of S46 of FIG. 12 described later, the set of random numbers stored in the RAM 103 is 1 in order from the oldest stored time. Each set is deleted. From this, for example, when the value of the number of holdings U1 of the first special symbol lottery is “3”, the last three random number sets acquired by the last three S24 processes are stored in the RAM 103 in chronological order. It will be stored. Thereafter, the process proceeds to S25.

  In S25, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 reads the jackpot random number acquired by the latest processing of S24 and stored in the RAM 103 (that is, the jackpot random number by the first special symbol lottery stored most recently), and the jackpot random number is read into the ROM 102. Whether the result of the first special symbol lottery using the jackpot random number is a jackpot or a loss is determined in advance based on whether or not it matches the stored jackpot winning value. Thereafter, the process proceeds to S26.

  In S <b> 26, the CPU 101 sets a first hold number increase command for notifying that the hold number of the first special symbol lottery has increased by 1 in the RAM 103. Here, the first pending number increase command includes information (hereinafter referred to as “preliminary determination information”) indicating the result of the preliminary determination performed in the process of S25. Thereafter, the process proceeds to S26.

In S27, the CPU 101 determines whether or not the game ball has won the second start port 22 and the second start port switch 111b is turned on based on the presence / absence of the detection signal from the second start port switch 111b. . If the determination in S27 is YES, the process proceeds to S28, and if this determination is NO, the process proceeds to S3 (gate switch process) in FIG.

  In S <b> 28, the CPU 101 reads the upper limit value Umax <b> 2 of the second special symbol lottery holding number (“4” in this embodiment) from the ROM 102, and the second special symbol lottery holding number U <b> 2 stored in the RAM 103 is the upper limit value. It is determined whether it is less than Umax2. If the determination in S28 is YES, the process proceeds to S29, and if this determination is NO, the process proceeds to S3 (gate switch process) in FIG.

In S <b> 29, the CPU 101 rewrites the value of the holding number U <b> 2 stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to S30.
In S30, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the second special symbol lottery and the like, and sets each of the acquired random numbers in chronological order. To be stored in the RAM 103. Each time the value of the second special symbol lottery holding number U2 is decremented by 1 by the processing of S44 of FIG. 12 to be described later, the random number set stored in the RAM 103 is 1 in order from the oldest stored time. Each set is deleted. From this, for example, when the value of the number of holdings U2 for the second special symbol lottery is “3”, the last three random number sets acquired by the last three S30 processes are stored in the RAM 103 in chronological order. It will be stored. Thereafter, the process proceeds to S31.

  In S31, the CPU 101 performs a prior determination process. Specifically, the CPU 101 reads the jackpot random number acquired by the latest processing of S30 and stored in the RAM 103 (that is, the jackpot random number by the second special symbol lottery stored most recently), and the jackpot random number is read into the ROM 102. Whether the result of the second special symbol lottery using the jackpot random number is a jackpot or a loss is determined in advance based on whether or not it matches the stored jackpot winning value. Thereafter, the process proceeds to S32.

  In S <b> 32, the CPU 101 sets, in the RAM 103, a second hold number increase command for notifying that the hold number of the second special symbol lottery has increased by one. Here, the second pending number increase command includes information (preliminary determination information) indicating the result of the preliminary determination performed in the process of S31. Thereafter, the process proceeds to S3 (gate switch process) in FIG. The first hold number increase command set in S26 and the second hold number increase command set in S32 are transmitted to the effect control unit 400 by the output process in S10 of FIG.

[Special symbol processing]
FIG. 12 is an example of a detailed flowchart of the special symbol process in S4 of FIG. Below, the special symbol process in S4 of FIG. 10 is demonstrated using FIG.

  First, in S <b> 41, the CPU 101 of the main control unit 100 determines whether or not the gaming machine 1 is in a big hit game based on information stored in the RAM 103 (typically, information based on a flag). If the determination in S41 is YES, the process proceeds to S5 (normal symbol process) in FIG. 10, and if this determination is NO, the process proceeds to S42.

  In S <b> 42, the CPU 101 determines whether or not the special symbols on the first special symbol display 4 a or the second special symbol display 4 b are being displayed. If the determination in S42 is YES, the process proceeds to S51, and if this determination is NO, the process proceeds to S43.

  In S43, the CPU 101 determines whether or not the holding number U2 stored in the RAM 103 is 1 or more (whether or not the second special symbol lottery is held). If the determination in S43 is YES, the process proceeds to S44, and if this determination is NO, the process proceeds to S45.

  In S44, the CPU 101 rewrites the hold number U2 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out from the RAM 103 the one with the earliest storage time out of the set of random numbers acquired in S <b> 30 of FIG. 11 stored in the RAM 103. Thereafter, the process proceeds to S47.

  On the other hand, in S45, the CPU 101 determines whether or not the holding number U1 stored in the RAM 103 is 1 or more (whether or not the first special symbol lottery is held). If the determination in S45 is YES, the process moves to S46, and if this determination is NO, there is no determination of a special symbol lottery to be executed, so the process proceeds to S5 (ordinary symbol process) in FIG. Move.

  In S46, the CPU 101 rewrites the hold number U1 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out from the RAM 103 the one with the earliest storage time out of the set of random numbers acquired in S24 of FIG. Thereafter, the process proceeds to S47.

[Big hit judgment processing]
In S47, the CPU 101 executes a jackpot determination process for determining whether the result of the special symbol lottery is a jackpot or a loss. FIG. 13 is an example of a detailed flowchart of the jackpot determination process in S47 of FIG.
The jackpot determination process will be specifically described below with reference to FIG.

  First, in S4700, the CPU 101 of the main control unit 100 determines whether or not a big win has been won in the special symbol lottery. Specifically, when the CPU 101 performs the process of S4700 following the process of S44 of FIG. 12, the jackpot random number read from the RAM 103 by the process of S44 matches the jackpot winning value stored in the ROM 102. Based on whether or not, it is determined whether or not a big hit in the second special symbol lottery. On the other hand, when the CPU 101 performs the process of S4700 subsequent to the process of S46 of FIG. 12, whether or not the jackpot random number read from the RAM 103 by the process of S46 matches the jackpot winning value stored in the ROM 102. Based on the above, it is determined whether or not a big win is made in the first special symbol lottery. If the determination in S4700 is YES, the process moves to S4701, and if this determination is NO, the process moves to S4705.

  In step S4701, the CPU 101 determines whether it is a consecutive big hit. Specifically, when executing the process of S4701 following the process of S44 of FIG. 12, the CPU 101 determines whether the symbol random number read from the RAM 103 in the process of S44 matches a predetermined value stored in the ROM 102. Based on whether or not, it is determined whether or not the consecutive big hit in the second special symbol lottery. On the other hand, when the process of S4701 is executed following the process of S46 of FIG. 12, the CPU 101 determines whether or not the symbol random number read from the RAM 103 in the process of S46 matches a predetermined value stored in the ROM 102. Based on this, it is determined whether or not a consecutive big hit is made in the first special symbol lottery. If the determination in S4701 is YES, the process proceeds to S4702, and if this determination is NO (that is, a single big hit), the process proceeds to S4704.

  In S4702, the CPU 101 sets, in the RAM 103, a consecutive jackpot symbol indicating that a consecutive jackpot has been won in the special symbol lottery as a special symbol stop symbol in the setting information. Thereafter, the process proceeds to S48 in FIG.

  In step S4704, the CPU 101 sets a single big hit symbol indicating that a single big hit is won in the special symbol lottery in the RAM 103 as a special symbol stop symbol in the setting information. Thereafter, the process proceeds to S48 in FIG.

  In S4705, the CPU 101 sets a lost symbol indicating that the special symbol has been lost in the special symbol lottery in the RAM 103 as a special symbol stop symbol in the setting information. Thereafter, the process proceeds to S48 in FIG.

This is the end of the jackpot determination process in S47 of FIG.
[Variation pattern selection processing]
Next, in S48 of FIG. 12, the CPU 101 executes a variation pattern selection process for selecting a special symbol variation time (execution time of the decorative symbol variation effect). FIG. 14 is an example of a detailed flowchart of the variation pattern selection process in S48 of FIG. FIG. 15 is a diagram for explaining the special symbol variation time selected in the variation pattern selection process of FIG. Hereinafter, the special symbol variation time will be described with reference to FIG. 15, and then the variation pattern selection process will be specifically described with reference to FIG.

  As shown in FIG. 15, the special symbol variation time is selected using each variation time table described in the cell portion of the table shown in FIG. 15. Further, the variable time table is switched and used depending on whether the game state is related to the first special symbol lottery or the second special symbol lottery, whether or not a big hit is made, and whether or not a reach effect is performed. This will be specifically described below.

  First, the high-accuracy / time-short state variable time table set used in the high-precision / time-short state will be described. The variable time table set for the high accuracy / short time state includes a variable time table in the case of the first special symbol lottery and a variable time table in the case of the second special symbol lottery. The variation time table in the case of the first special symbol lottery is used in the case of the first reachless jackpot variation time table (3 seconds) used in the case of a jackpot without reach effect and the loss without reach effect. It consists of a first reachless loss variation time table (12 seconds). The variation time table in the case of the second special symbol lottery is used in the case of the second reach-less jackpot variation time table (3 seconds) used in the case of the jackpot without reach effect and the loss without reach effect. It consists of a second reachless variation time table (7 seconds, 3 seconds, 1.5 seconds, 0.5 seconds). When the second reach-less variation time table (7 seconds, 3 seconds, 1.5 seconds, 0.5 seconds) is used to select the special symbol variation time, the number of the second special symbol lottery is 0 or 7 is selected as the special symbol variation time when 1, 2 seconds is selected as the special symbol variation time when the second special symbol lottery is 2, and special when the second special symbol lottery is 3 When the symbol variation time is 1.5 seconds, and the second special symbol lottery holding number is 4, 0.5 seconds is selected as the special symbol variation time.

  Next, the variable time table set for the low accuracy / short time state used in the low accuracy / short time state will be described. The variable time table set for the low probability / short time state includes a variable time table in the case of the first special symbol lottery and a variable time table in the case of the second special symbol lottery. The fluctuation time table in the case of the first special symbol lottery is used in the case of the first reachless jackpot fluctuation time table (12 seconds) used in the case of a jackpot without reach effect and the loss without reach effect. It consists of a first reachless loss variation time table (12 seconds). The variation time table in the case of the second special symbol lottery is the second variation jackpot variation time table (30 seconds, 50 seconds, 60 seconds) that is used in the case of a jackpot with reach production, and the loss without reach production. The second reach-less variation time table (12 seconds, 2.5 seconds) used in the case of the second and the second reach-variable change time table (30 seconds, used in the case of the loss with reach effect). 50 seconds, 60 seconds). The jackpot variation time table with second reach (30 seconds, 50 seconds, 60 seconds) or the second reach loss time table (30 seconds, 50 seconds, 60 seconds) is used to select the special symbol variation time. In this case, one of 30 seconds, 50 seconds, and 60 seconds is selected as the special symbol variation time by a predetermined lottery.

  Next, the normal state variation time table set used in the normal state will be described. The normal state variable time table set includes a variable time table in the case of the first special symbol lottery and a variable time table in the case of the second special symbol lottery. The variation time table in the case of the first special symbol lottery is the first variation jackpot variation time table (30 seconds, 50 seconds, 60 seconds) used in the case of a jackpot with reach production, and the loss without reach production. The first reachless variation time table (12 seconds, 8 seconds, 4 seconds, 2 seconds) used in the case of the first and the first reach loss variation time table used in the case of the loss with reach effect. (30 seconds, 50 seconds, 60 seconds). The variation time table in the case of the second special symbol lottery is the second variation jackpot variation time table (30 seconds, 50 seconds, 60 seconds) that is used in the case of a jackpot with reach production, and the loss without reach production. The second reachless variation time table (12 seconds, 8 seconds, 4 seconds, 2 seconds) used in the case of the second and the second reachable variation time table used in the case of the loss with reach effect. (30 seconds, 50 seconds, 60 seconds). When the variable time table for loss without first reach (12 seconds, 8 seconds, 4 seconds, 2 seconds) is used to select the special symbol variation time, the total number of pending reservations for the first special symbol lottery and the second special symbol lottery 12 is selected as the special symbol variation time when is 0 or 1, 8 seconds is selected as the special symbol variation time when the total number of holdings is 2, and 4 seconds as the special symbol variation time when the total number of reservations is 3. Second is selected, and when the total number of holdings is 4 or more, 2 seconds is selected as the special symbol variation time. Similarly, when the second reachless variation time table (12 seconds, 8 seconds, 4 seconds, 2 seconds) is used to select the special symbol variation time, the first special symbol lottery and the second special symbol lottery When the total number of holds is 0 or 1, 12 seconds is selected as the special symbol variation time. When the total number of reservations is 2, 8 seconds is selected as the special symbol variation time. When the total number of holds is 3, the special symbol variation is selected. 4 seconds is selected as the time, and when the total number of reservations is 4 or more, 2 seconds is selected as the special symbol variation time. Fluctuation time table for jackpot with first reach, Fluctuation time table for loss with first reach, Fluctuation time table for jackpot with second reach, or Fluctuation time table for loss with second reach (30 seconds, 50 seconds, 60 seconds) Is used for selecting the special symbol variation time, one of 30 seconds, 50 seconds, and 60 seconds is selected as the special symbol variation time by a predetermined lottery.

Hereinafter, the variation pattern selection process will be described in detail with reference to FIG.
First, in S4801, the CPU 101 of the main control unit 100 determines whether or not the change in the special symbol this time is a change due to winning in the first start port 21. That is, it is determined whether the jackpot lottery in S47 of FIG. 12 is the first special symbol lottery or the second special symbol lottery. If the determination in S4801 is YES, the process proceeds to S4802, and if this determination is NO, the process proceeds to S4812.

  In step S4802, the CPU 101 determines whether or not the big hit determination process in step S47 of FIG. If the determination in S4802 is YES, the process proceeds to S4803, and if this determination is NO, the process proceeds to S4804.

  In step S4803, the CPU 101 determines whether or not a reach effect is to be performed. Specifically, the CPU 101 reads out the reach random number obtained together with the jackpot random number used in the jackpot determination process in step 47 of FIG. 12 from the RAM 103, and the read reach random number matches the predetermined value stored in the ROM 102. Whether or not to perform reach production is determined based on whether or not. If the determination in S4803 is YES, the process proceeds to S4805, and if this determination is NO, the process proceeds to S4806.

In step S4805, the CPU 101 sets the variable time table set in the RAM 103 as a use target by the process of setting the variable time table set shown in FIGS. 17 and 20 to be described later from the variable time table set described with reference to FIG. The first reach jackpot variation time table included in the set is set as a variation time table to be used. Thereafter, the process proceeds to S4820.

  In step S4806, the CPU 101 uses the first reachless jackpot variable time table included in the variable time table set set in the RAM 103 as a use target from the variable time table set described with reference to FIG. Set as time table. Thereafter, the process proceeds to S4820.

  In S4804, the CPU 101 determines whether or not a reach effect is to be performed, similar to S4803. If the determination in S4804 is YES, the process moves to S4807, and if this determination is NO, the process moves to S4808.

  In step S <b> 4807, the CPU 101 uses the first reach reachable variation time table included in the variation time table set set in the RAM 103 as the use target from among the variation time table set described with reference to FIG. 15. Set as time table. Thereafter, the process proceeds to S4820.

  In step S <b> 4808, the CPU 101 uses the variation time table for first reachless losing included in the variation time table set that is set in the RAM 103 as the use target from the variation time table set described with reference to FIG. 15. Set as time table. Thereafter, the process proceeds to S4820.

  On the other hand, in S4812, as in S4802, the CPU 101 determines whether or not the jackpot is determined in the jackpot determination process in S47 of FIG. If the determination in S4812 is YES, the process proceeds to S4813, and if this determination is NO, the process proceeds to S4814.

  In S4813, the CPU 101 determines whether or not a reach effect is to be performed, similar to S4803. If the determination in S4813 is YES, the process proceeds to S4815, and if this determination is NO, the process proceeds to S4816.

  In step S4815, the CPU 101 uses the second reachable jackpot variable time table included in the variable time table set set in the RAM 103 as the use target from the variable time table set described with reference to FIG. Set as time table. Thereafter, the process proceeds to S4820.

  In step S <b> 4816, the CPU 101 uses the second reachable jackpot variable time table included in the variable time table set set in the RAM 103 as the use target from the variable time table set described with reference to FIG. 15. Set as time table. Thereafter, the process proceeds to S4820.

  In S4814, the CPU 101 determines whether or not a reach effect is to be performed, as in S4813. If the determination in S4814 is YES, the process proceeds to S4817, and if this determination is NO, the process proceeds to S4818.

  In step S <b> 4817, the CPU 101 uses the variation time table for losing with the second reach included in the variation time table set set in the RAM 103 as the use target from the variation time table set described with reference to FIG. 15. Set as time table. Thereafter, the process proceeds to S4820.

  In step S <b> 4818, the CPU 101 uses the variation time table for the second reachless losing included in the variation time table set set in the RAM 103 as the use target among the variation time table set described with reference to FIG. 15. Set as time table. Thereafter, the process proceeds to S4820.

  In S4820, the CPU 101 refers to the variation time table set in any one of S4805 to S4808 and S4815 to S4818 and selects a special symbol variation time (variation pattern). Specifically, when the variation time table set in any of S4805 to S4808 and S4815 to S4818 consists of only one variation time (see FIG. 15), the variation time is selected as a special symbol variation time (variation pattern). To do. In addition, the set variation time table is a first reach jackpot variation time table with a variation time (30 seconds, 50 seconds, 60 seconds), a first reach loss with variation time table, and a second reach jackpot. In the case of the variation time table for loss or the variation time table for loss with second reach, the special symbol variation time (variation pattern) corresponding to the variation pattern random number obtained together with the jackpot random number used in the big hit determination process of S47 of FIG. (That is, select by lottery). In addition, when the set variation time table is the first reachless losing variation time table or the second non-reach losing variation time table in which the variation time is (12 seconds, 8 seconds, 4 seconds, 2 seconds), When the total number of holds of the number of holdings of the first special symbol lottery and the number of holdings of the second special symbol lottery is 0 or 1, 12 seconds is selected as the special symbol fluctuation time (fluctuation pattern), and the total number of holdings is 2 When the total number of holds is 3, select 4 seconds as the special symbol variation time. When the total number of reservations is 4 or more, select 2 seconds as the special symbol variation time. Select seconds. In addition, in the case where the set variation time table is a variation time table for second reachless losing with a variation time (7 seconds, 3 seconds, 1.5 seconds, 0.5 seconds), the second special symbol lottery When the number of reserves is 0 or 1, select 7 seconds as the special symbol variation time (variation pattern). When the number of reserves is 2, select 3 seconds as the special symbol variation time. Selects 1.5 seconds as the special symbol variation time, and when the number of reservations is 4, selects 0.5 seconds as the special symbol variation time. In addition, when the set variation time table is the second reach-less variation variation time table whose variation time is (12 seconds, 2.5 seconds), when the number of second special symbol lottery hold is 0 or 1 Selects 12 seconds as the special symbol variation time (variation pattern), and when the number of reserves is 2 to 4, selects 2.5 seconds as the special symbol variation time.

  The variation pattern (special symbol variation time) selected in this way is set in the RAM 103 as setting information. In S4820, when the variation time table with reach is set, the CPU 101 determines to execute the reach effect in the decorative symbol variation effect, and sets that in the RAM 103 as setting information. Thereafter, the process proceeds to S49 in FIG.

This is the end of the variation pattern selection process in S48 of FIG.
In S <b> 49 of FIG. 12, the CPU 101 generates a change effect start command including setting information set by the big hit determination process of S <b> 47 and the change pattern selection process of S <b> 48 and sets it in the RAM 103. Here, the change effect start command is a command for instructing the effect control unit 400 to start the decorative symbol change effect. Thereafter, the process proceeds to S50. The variation effect start command set in S49 is transmitted to the effect control unit 400 by the output process in S10 of FIG.

  In S50, the CPU 101 displays the change display of the special symbol by the first special symbol display 4a or the second special symbol display 4b based on the setting information included in the variable effect start command set in the process of S49. Start. Thereafter, the process proceeds to S51.

  In S51, the CPU 101 determines whether or not the special symbol variation time selected in the variation pattern selection process in S48 has elapsed since the start of the special symbol variation display in S50. If the determination in S51 is YES, the process proceeds to S52, and if this determination is NO, the process proceeds to S5 (ordinary symbol process) in FIG.

  In S <b> 52, the CPU 101 sets a change effect stop command instructing the end of the decorative symbol change effect by the image display unit 6 or the like in the RAM 103. Thereafter, the process proceeds to S53. The variation effect stop command set in S52 is transmitted to the effect control unit 400 by the output process in S10 of FIG.

  In S53, the CPU 101 ends the special symbol variation display by the first special symbol display 4a or the second special symbol display 4b started in the process of S50 and displays the stop symbol. FIG. 16 is a diagram for explaining an example of special symbols that are stopped and displayed on the first special symbol display 4a and the second special symbol display 4b of the 7-segment display system. Hereinafter, this will be specifically described with reference to FIG. When the consecutive jackpot symbol is set in S4702 of the jackpot determination process of FIG. 13, in S53, the CPU 101 selects the first jackpot symbol corresponding to the set symbol from the four consecutive jackpot symbols shown in FIG. The symbol display 4a (or the second special symbol display 4b) is stopped and displayed. Similarly, when a single jackpot symbol is set in S4704 of the jackpot determination process of FIG. 13, in S53, the CPU 101 selects a single jackpot symbol corresponding to the set symbol from the four single jackpot symbols shown in FIG. The first special symbol display 4a is stopped and displayed. If the lost symbol is set in S4705 of the jackpot determination process of FIG. 13, in S53, the CPU 101 converts one lost symbol shown in FIG. 16 into the first special symbol display 4a (or the second special symbol display 4b). ) To stop display. Thereafter, the process proceeds to S54.

[Processing while stopped]
In S54 of FIG. 12, the CPU 101 executes a stop process. FIG. 17 is an example of a detailed flowchart of the stop process in S54 of FIG. Hereinafter, the stop process will be described in detail with reference to FIG.

  First, in S5401, the CPU 101 determines whether or not the big hit determination process in S47 of FIG. If the determination in S5401 is YES, the process moves to S5402, and if this determination is NO, the process moves to S5408.

  In step S5402, the CPU 101 determines whether or not the probability variation flag stored in the RAM 103 is set to “ON”. Here, when the probability variation flag is set to “OFF”, the winning probability of the special symbol lottery is controlled with a normal probability of a low probability (1/265), and when the probability variation flag is set to “ON”, the special symbol lottery is controlled. Is a flag whose winning probability is controlled to a high probability (1/46). If the determination in S5402 is YES, the process moves to S5403. If this determination is NO, the process moves to S5404.

  In S5404, the CPU 101 sets the value of N stored in the RAM 103 to count the number of consecutive jackpots in the set of five jackpots described with reference to FIG. 7 to “1”. Thereafter, the processing moves to S5405.

On the other hand, in S5403, the CPU 101 updates the value of N stored in the RAM 103 by adding 1. Thereafter, the processing moves to S5405.
In step S <b> 5405, the CPU 101 stores an opening command including information that instructs the effect control unit 400 to start the jackpot game effect and information indicating the type of the jackpot game effect to be started (continuous jackpot game effect or single-hit game effect). Set to. Thereafter, the process proceeds to S5406. Note that the opening command set in S5405 is transmitted to the effect control unit 400 by the output process in S10 of FIG.

  In S5406, the CPU 101 lights up the right-handed display 4h. At this time, based on a command from the CPU 101, the LED of the strong firing button 41c is also turned on. In the following, similarly, the LED of the firing button 41 is controlled in conjunction with the right-handed display 4h. Thereafter, the process proceeds to S5407.

  In S5407, the CPU 101 starts the jackpot game by setting the high-accuracy flag and the hourly flag stored in the RAM 103 to OFF and setting the jackpot game flag to ON. As a result, the first grand prize opening 23 and the like are controlled to be opened in the big prize opening process described later with reference to FIG. 18 and the like, and the player can acquire a large amount of prize balls. Thereafter, the process proceeds to S5408.

  Here, when the time reduction flag is set to “OFF”, the winning probability of the normal symbol lottery is controlled to a normal low probability, and the opening time of the electric tulip 27 when the normal symbol lottery is won is normally released momentarily. The special symbol lottery execution interval is not shortened. On the other hand, when it is set to “ON”, the electrification probability of the normal symbol lottery is controlled with a high probability and the electrification of the normal symbol lottery is won. This is a flag for controlling the opening time of the tulip 27 for a long time so as to shorten the execution interval of the special symbol lottery. That is, the time reduction flag is a flag that is controlled to the time reduction state when set to “ON”.

  In step S5408, the CPU 101 determines whether the value of J stored in the RAM 103 is “0”. Here, J is the number of special symbol lotteries executed after entering the high accuracy / short time state or the low accuracy / short time state (that is, the short time state). If the determination in S5408 is YES, the special symbol process ends and the process proceeds to S5 (ordinary symbol process) in FIG. 10, and if this determination is NO, the process proceeds to S5409.

In step S5409, the CPU 101 rewrites the value of J stored in the RAM 103 to a value obtained by subtracting one. Thereafter, the process proceeds to S5410.
In step S5410, the CPU 101 determines whether the value of J stored in the RAM 103 is “0”. If the determination in S5410 is YES, the process moves to S5411, and if this determination is NO, the special symbol process ends, and the process moves to S5 (ordinary symbol process) in FIG.

In step S5411, the CPU 101 switches the time reduction flag stored in the RAM 103 from ON to OFF. Thereafter, the process proceeds to S5412.
By the processing of S5408 to S5411 described above, the gaming state is switched from the low-probability / short-time state limited to 100 rotations started from the end of the set of 5 jackpots described with reference to FIG. 7 to the normal state.

  In S5412, the CPU 101 turns off the right-handed display 4h. At this time, the LED of the weak launch button 41a is also turned on by a command from the CPU 101. At this time, the LED of the middle firing button 41b may be turned on together with the LED of the weak firing button 41a. In the following, similarly, the LED of the firing button 41 is controlled in conjunction with the right-handed display 4h. Thereafter, the process proceeds to S5413.

In step S <b> 5413, the CPU 101 sets the normal state variable time table set described with reference to FIG. 15 in the RAM 103 as the target variable time table set.
Thus, the process during stop of S54 in FIG. 12 is completed and the special symbol process is also completed.
The process proceeds to S5 (normal symbol processing) of 0.

[Large winning prize processing]
18 and 19 are examples of detailed flowcharts of the special winning a prize opening process in S6 of FIG. Hereinafter, the special winning opening process in S6 of FIG. 10 will be described with reference to FIGS.

  First, in S <b> 61, the CPU 101 of the main control unit 100 determines whether or not the gaming machine 1 is in a big hit game based on the flag information stored in the RAM 103. If the determination in S61 is YES, the process proceeds to S62, and if this determination is NO, the process proceeds to S7 (electric tulip process) in FIG.

  In S <b> 62, the CPU 101 determines based on the information stored in the RAM 103 whether or not the gaming machine 1 is opening a jackpot game. If the determination in S62 is YES, the process proceeds to S63, and if this determination is NO, the process proceeds to S69.

  In S63, the CPU 101 determines whether or not a predetermined set opening time has elapsed since the opening command set in the process of S5405 in FIG. 17 was transmitted. If the determination in S63 is YES, the process moves to S64. If the determination is NO, the opening of the jackpot game effect has not ended, and the process moves to S7 (electric tulip process) in FIG.

  In S <b> 64, the CPU 101 sets the total number of rounds Rmax in the jackpot game, the operation patterns of the first big prize opening 23, the second big prize opening 51, and the V hook 52, and sets the setting information in the RAM 103. Specifically, the CPU 101 described in FIG. 6 includes the first big winning port 23, the second big winning port 51, and the V honey 52 in the jackpot game executed this time among the continuous jackpot games or the single hit jackpot games. An operation pattern and the like are set, and the setting information is set in the RAM 103. Thereafter, the process proceeds to S65.

  In S <b> 65, the CPU 101 resets the number C of winning game balls to the first grand prize opening 23 (or the second big prize mouth 51) stored in the RAM 103 to “0”. Thereafter, the process proceeds to S66.

In S <b> 66, the CPU 101 rewrites the jackpot game round number R stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to S67.
In S <b> 67, the CPU 101 starts opening control of the first big prize opening 23 or the second big prize opening 51. Specifically, when the value of R stored in the RAM 103 is 1 to 7, the first big prize opening / closing part 115 is controlled to start the opening control of the first big prize opening 23, while the R When the value is 8, the second big prize opening / closing part 118 is controlled to start the opening control of the second big prize opening 51. With this process, in the jackpot game, the round is started and the opening operation of the first big prize opening 23 (or the second big prize opening 51) is started. Thereafter, the process proceeds to S68.

  In step 68, when the first big prize opening 23 is opened in S 67, the CPU 101 sends a first big prize opening release notification command for notifying the production control unit 400 of the opening start of the first big prize opening 23 to the RAM 103. When the second big prize opening 51 is opened in S67, a second big prize opening release notification command for notifying the production control unit 400 of the opening start of the second big prize opening 51 is set in the RAM 103. . Thereafter, the process proceeds to S80. Note that the first big prize opening release notification command or the second big prize opening release notification command set in S68 is transmitted to the effect control unit 400 by the output process of S10 in FIG.

In S <b> 69, the CPU 101 determines whether or not the gaming machine 1 is in the jackpot game interval based on the information stored in the RAM 103. If the determination in S69 is YES, the process proceeds to S70, and if this determination is NO, the process proceeds to S71.

  In S <b> 70, the CPU 101 determines whether or not the set interval time during the jackpot game set in the process of S <b> 64 has elapsed since the first big winning opening 23 was closed at the end of the previous round during the jackpot game. To do. If the determination in S70 is YES, it is time to start the next round in the jackpot game, so the process proceeds to S65. If this determination is NO, the timing is to start the next round in the jackpot game. Since it is not, the process moves to S7 (electric tulip process) in FIG.

  In S <b> 71, the CPU 101 determines based on the information stored in the RAM 103 whether or not the gaming machine 1 is executing the jackpot game ending effect. If the determination in S71 is YES, the process proceeds to S87 of FIG. 19, and if this determination is NO, the process proceeds to S72.

  In S72, the CPU 101 determines that the gaming machine 1 is in the big hit game round, and opens the V region 53 set in the process of S64 from the time when the second big winning opening 51 is opened in step 67. It is determined whether or not a specified time (3 seconds in FIG. 6) has elapsed. If the determination in S72 is YES, the process proceeds to S73, and if this determination is NO, the process proceeds to S76.

  In S <b> 73, the CPU 101 controls the V area opening / closing unit 120 to start the opening control of the V area 53. By this process (in the case of a continuous big hit game), the game ball that has entered the second big winning opening 51 passes through the V region 53. Thereafter, the process proceeds to S74.

  In S74, the CPU 101 determines whether or not the specified time (6 seconds in FIG. 6) from the start of the V area 53 opening control in Step 73 until the V area 53 set in S64 is closed has elapsed. Determine whether. If the determination in S74 is YES, the process proceeds to S75, and if this determination is NO, the process proceeds to S76.

In S <b> 75, the CPU 101 controls the V region opening / closing unit 120 to close the V region 53. Thereafter, the process proceeds to S76.
In S76, the CPU 101 determines whether or not the V region switch 119 is turned on based on the presence or absence of a detection signal from the V region switch 119. That is, it is determined whether or not a game ball has passed through the V region 53. If the determination in S76 is YES, the process proceeds to S77, and if this determination is NO, the process proceeds to S78.

In S77, the CPU 101 determines that the game ball has passed through the V area 53, and executes a V area passing process. Details of the V region passing process will be described later.
In S <b> 78, the CPU 101 determines whether or not the first big prize opening switch 114 (or the second big prize opening switch 117) based on the presence / absence of a detection signal from the first big prize opening switch 114 (or the second big prize opening switch 117). It is determined whether or not is turned ON. If the determination in S78 is YES, the process proceeds to S79, and if this determination is NO, the process proceeds to S80.

  In S <b> 79, the CPU 101 determines that a winning of a game ball has been detected in the first big prize opening switch 114 (or the second big prize opening switch 117), and executes a winning process. In this process, the number C of winning game balls to the first big prize opening 23 (or the second big prize opening 51) stored in the RAM 103 is increased by “1”.

In S80, the CPU 101 determines whether or not a specified opening control time has elapsed since the opening control of the first big prize opening 23 (or the second big prize opening 51) was started in the process of S67. Specifically, in the case of a continuous jackpot game, the CPU 101 determines whether or not an opening control time of 29.5 seconds has elapsed with respect to the first big prize opening 23 (and the second big prize opening 51). On the other hand, in the case of a single big hit game, the CPU 101 determines whether or not the opening control time of 29.5 seconds has elapsed for the first big prize opening 23, and 0 for the second big prize opening 51. It is determined whether or not the opening control time for 1 second has elapsed. If the determination in S80 is YES, the process proceeds to S82, and if this determination is NO, the process proceeds to S81.

  In S81, the CPU 101 determines that the number C of game balls won in the current round is the upper limit number of game balls Cmax that defines the timing at which the first big prize opening 23 (and the second big prize opening 51) is closed. Then, it is determined whether or not “9”). If the determination in S81 is YES, the process proceeds to S82, and if this determination is NO, the process proceeds to S7 (electric tulip process) in FIG.

  In S <b> 82, when the first grand prize opening 23 is open, the CPU 101 controls the first big prize opening / closing unit 115 and ends the opening control of the first big prize opening 23 started in S <b> 67. On the other hand, when the second big prize opening 51 is opened, the second big prize opening opening / closing part 118 is controlled to complete the opening control of the second big prize opening 51 started in S67. That is, the grand prize opening opened in S67 is closed to end the current round. Thereafter, the process proceeds to S83.

  In step 83, if the CPU 101 opens the first grand prize opening 23 in S 82, the CPU 101 sets a first big prize opening closing notification command in the RAM 103 to notify the effect control unit 400 of closing of the first big prize opening 23. If the second big prize opening 51 is opened in S 67, a second big prize opening closing notification command for notifying the effect control unit 400 of the closing of the second big prize opening 51 is set in the RAM 103. Thereafter, the process proceeds to S84. Note that the command set in S83 is transmitted to the effect control unit 400 by the output process in S10 of FIG.

  In S84, the CPU 101 determines whether or not the current round number R stored in the RAM 103 has reached the maximum round number Rmax of the jackpot game set in the process of S64. If the determination in S84 is YES, the process proceeds to S85 in FIG. 19, and if this determination is NO, the process proceeds to S7 (electric tulip process) in FIG.

In S85 of FIG. 19, the CPU 101 resets the round number R stored in the RAM 103 to “0”. Thereafter, the process proceeds to S86.
In S <b> 86, the CPU 101 sets an ending command for instructing the effect control unit 400 to execute the ending effect in the RAM 103. This command is transmitted to the effect control unit 400 in S10 (output processing) in FIG. Thereafter, the process proceeds to S87.

  In S87, the CPU 101 determines whether or not the set ending time set in the process of S64 in FIG. 18 has elapsed since the ending command was set in the RAM 103 in S86. If the determination in S87 is YES, the process proceeds to S88, and if this determination is NO, the process proceeds to S7 (electric tulip process) in FIG.

In S88, the CPU 101 turns off the right-handed display 4h turned on in S5406 in FIG. Thereafter, the process proceeds to S89.
In S89, the CPU 101 sets the jackpot game flag stored in the RAM 103 to OFF and ends the jackpot game. Thereafter, the process proceeds to S90.

[V region passing processing]
FIG. 20 is a flowchart showing details of the V region passing process in S77 of FIG.
In the first step S7701, the CPU 101 of the main control unit 100 determines whether there is a hold that satisfies the condition. For the hold, a pre-determination process is performed (S25 and S31 in FIG. 11), and the result is transmitted together with the hold increase number command. Therefore, here, it is determined whether there is a hold satisfying a predetermined condition. If it is determined that there is a hold for which the condition is satisfied (S7701: YES), the process proceeds to S7702. On the other hand, if it is determined that there is no hold on which the condition is satisfied (S7701: NO), the process proceeds to S7703.

In S7702, the CPU 101 determines the hold correspondence data. Here, the determination of the hold correspondence data will be explained.
[Determine pending data]
FIG. 21 and FIG. 22 are explanatory diagrams showing a specific example of determination of pending correspondence data. In the present embodiment, the hold correspondence data is created, for example, when the big hit is included in the hold by the preliminary determination process (S25, S31 in FIG. 11). Then, as will be described later, the notification sound when the game ball passes through the V area 53 is changed according to the hold correspondence data.

  FIG. 21A shows that when there is a “big hit” during the hold, the hold correspondence data 1 is created. In this case, as will be described later, since a notification sound corresponding to the hold correspondence data 1 different from the normal notification sound is generated, it is understood that there is a “big hit” during the hold.

  FIG. 21B shows that when there is “reach” during the hold, the hold correspondence data 1 is created. The “reach” mentioned here includes the case of jackpot. Further, the hold correspondence data 1 may be created in the case of a long reach (such as a fierce Agreech) instead of a simple reach. In this case, as will be described later, since a notification sound corresponding to the hold correspondence data 1 different from the normal notification sound is generated, it can be expected to be a “hit” on hold.

  In FIG. 21 (C), when there is a “continuous jackpot” during holding, the holding correspondence data 1 is created. When there is “single jackpot” during holding, the holding correspondence data 2 is created, and during the holding, “reach” “(Lost)” indicates that the hold correspondence data 3 is created. In this case, as will be described later, a notification sound corresponding to each of the hold correspondence data 1 to 3 that is different from the normal notification sound is generated, so that “continuous jackpot”, “single jackpot” or “reach ( It ’s clear that there ’s However, at this time, the result is understood by the notification sound when the game ball passes through the V region 53. Therefore, the following may be performed.

In FIG. 22, any of the hold correspondence data 1, 2, 3 is created when “continuous jackpot”, “single jackpot”, and “reach (lack)” are present during the hold.
In this case, it is assumed that the hold correspondence data 1 is 80% of the “continuous big hit”, the hold correspondence data 2 is 10%, and the hold correspondence data 3 is 10%. In addition, the hold correspondence data 1 is set at a rate of 30% in the case of “one big hit”, the hold correspondence data 2 is set at a rate of 50%, and the hold correspondence data 3 is set at a rate of 10%. Furthermore, the hold correspondence data 1 is set at a rate of 10% in the case of “reach (losing)”, the hold correspondence data 2 is set at a rate of 10%, and the hold correspondence data 3 is set at a rate of 80%. In this way, a notification sound corresponding to the hold correspondence data 1 is often generated at the time of consecutive big hits, and a notification sound corresponding to the hold correspondence data 1 or 2 may be generated at the time of a single big hit. In many cases, in the case of reach (losing), a notification sound corresponding to the hold correspondence data 3 is often generated. Thereby, an expectation will change with the notification sound at the time of passing V area | region, and the interest of a game can be improved.

  Returning to FIG. 20, in step S <b> 7703, the CPU 101 sets a V region passing command in the RAM 103. This V region passing command is transmitted to the effect control unit 400 in S10 of FIG. After the processing of S7703, the V region passing processing is terminated.

[Game state setting process]
In S90 of FIG. 19, the CPU 101 executes a game state setting process. FIG. 23 is an example of a detailed flowchart of the gaming state setting process in S90 of FIG. Hereinafter, with reference to FIG. 23, the gaming state setting process will be specifically described.

  First, in S9001, the CPU 101 determines whether or not at least one game ball has passed through the V region 53 in S76 of FIG. 18 in the current jackpot game. If the determination in S9001 is YES, the process moves to S9002, and if this determination is NO, the process moves to S9008.

  In step S <b> 9002, the CPU 101 determines whether or not the value of N stored in the RAM 103 is the upper limit number Nmax (that is, “5”). That is, it is determined whether or not the current jackpot game is the fifth jackpot of the set of five jackpots described with reference to FIG. If the determination in S9002 is YES, the process moves to S9009, and if this determination is NO, the process moves to S9003.

In step S <b> 9003, the CPU 101 sets the probability variation flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to S9004.
In step S <b> 9004, the CPU 101 sets a time reduction flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to S9005.

In step S9005, the CPU 101 turns on the right-handed display 4h that was turned off in step S88 of FIG. Thereafter, the process proceeds to S9005.
In step S9006, the CPU 101 sets the value of J stored in the RAM 103 to “10000”. Note that J is the number of executions of the special symbol lottery in the high accuracy / time-short state or the low accuracy / time-short state as described above. Thereafter, the process proceeds to S9007.

By the processing of S9003 to S9006, the gaming state of the gaming machine 1 is controlled to the probability change / short time state described with reference to FIG. 7 (that is, the gaming state in the set of 5 jackpots).
In step S9007, the CPU 101 sets, in the RAM 103, the high-accuracy / short-time state variable time table set described with reference to FIG. Thereafter, the process proceeds to S7 (electric tulip process) in FIG.

  On the other hand, in S9008, the CPU 101 determines whether or not the game ended in S89 in FIG. 19 is a continuous jackpot game. That is, it is determined whether the game ball has not passed through the V area 53 in the continuous jackpot game or whether the game ball has not passed through the V area 53 in the single hit game. If the determination in S9008 is YES, the process proceeds to S9009, and if this determination is NO, the process proceeds to S9015.

In step S9009, the CPU 101 resets the value of N stored in the RAM 103 to “0”. Thereafter, the process proceeds to S9010.
In step S9010, the CPU 101 sets the probability variation flag stored in the RAM 103 to “OFF”. Thereafter, the process proceeds to S9011.

In step S <b> 9011, the CPU 101 sets the time reduction flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to S9012.
In step S9012, the CPU 101 turns on the right-handed display 4h that was turned off in step S88 of FIG. Thereafter, the process proceeds to S9013.

In step S <b> 9013, the CPU 101 sets the value of J stored in the RAM 103 to “100”.
Set to. Thereafter, the process proceeds to S9014.
In S9014, the CPU 101 sets the variable time table set for the low probability / short time state described with reference to FIG. 15 in the RAM 103 as the variable time table set to be used. Thereafter, the process proceeds to S7 (electric tulip process) in FIG.

  On the other hand, in step S <b> 9015, the CPU 101 determines whether the value of N stored in the RAM 103 is “1”. In other words, whether this one-shot big hit game was a single big hit in the normal state, or a single big hit due to winning at the first starting port 21 during the set of five big hits explained using FIG. Judgment is made. If the determination in S9015 is YES, the process proceeds to S9016, and if this determination is NO, the process proceeds to S9009. If a single big hit is made due to winning at the first starting port 21 during the big hit setting, the process moves to S9009. As described with reference to FIG. Thus, the player is relieved to some extent.

  Here, by shifting the process from S9002 to S9009, as described with reference to FIG. 7, the set of 5 jackpots is completed, and the low-accuracy / time-short state is limited to 100 rotations. In addition, as the processing moves from S9008 to S9009, as described with reference to FIG. 7, when the game ball cannot pass through the V region 53 in the continuous jackpot game, the low-probability / time-saving state is limited to 100 rotations. The player will be rescued to some extent.

In step S <b> 9016, the CPU 101 resets the value of N stored in the RAM 103 to “0”. Thereafter, the process proceeds to S9017.
In step S9017, the CPU 101 sets the normal state variation time table set described with reference to FIG. 15 in the RAM 103 as a variation time table set to be used. Thereafter, the process proceeds to S7 (electric tulip process) in FIG.

[Error handling]
FIG. 24 is a flowchart showing details of the error processing in S9 of FIG.
In the first S901, the CPU 101 of the main control unit 100 executes a winning error process. This process determines an abnormal winning. Details of the winning error process will be described later.

  In step S902, the CPU 101 performs dish full tank error determination. This determination is based on a signal from a dish full switch (not shown). When the dish full tank switch is turned on, the CPU 101 determines that a dish full tank error has occurred. At this time, a dish full tank error start designation command is set in the RAM 103. On the other hand, when the dish full tank switch is turned off thereafter, the CPU 101 determines that the dish full tank error has been resolved. At this time, a dish full tank error end designation command is set in the RAM 103. The dish full tank error start designation command and the dish full tank error end designation command set here are transmitted to the effect control unit 400 in S10 of FIG.

  In step S903, the CPU 101 performs door opening error determination. This determination is based on a signal from a door opening switch (not shown). When the door opening switch is turned on, the CPU 101 determines that a door opening error has occurred. At this time, a door opening error start designation command is set in the RAM 103. On the other hand, when the door opening switch is turned off thereafter, the CPU 101 determines that the door opening error has been resolved. At this time, a door opening error end designation command is set in the RAM 103. The door opening error start designation command and the door opening error end designation command set here are transmitted to the effect control unit 400 in S10 of FIG.

  In step S904, the CPU 101 performs payout state error determination. This determination is based on various sensors, and is affirmed when any of a counter case error, a counting switch disconnection error, a ballless error, a payout excess error, or a payout command error occurs. When any error occurs, the CPU 101 sets a payout state error start designation command in the RAM 103. On the other hand, when all errors are resolved, the CPU 101 sets a payout state error end designation command in the RAM 103. The payout state error start designation command and the payout state error end designation command set here are transmitted to the effect control unit 400 in S10 of FIG.

  In step S <b> 905, the CPU 101 performs switch unconnection error determination. This determination is affirmed when the input switch is disconnected. Specifically, an affirmative determination is made when the level-on state of the switch continues for a predetermined number of seconds (for example, 3 seconds) or longer. If it is determined that the switch is not connected, the CPU 101 sets a switch unconnected error start designation command in the RAM 103. When the switch unconnected error is resolved, the CPU 101 sets a switch unconnected error end designation command in the RAM 103. The switch unconnected error start designation command and the switch unconnected error end designation command set here are transmitted to the effect control unit 400 in S10 of FIG.

  In step S906, the CPU 101 performs magnet detection error determination. This determination is affirmed when a magnetic detection signal from a magnetic sensor (not shown) is detected for a predetermined number of seconds (for example, 100 ms). When it is determined that a magnet detection error has occurred, the CPU 101 sets a magnet detection error start designation command in the RAM 103. The magnet detection error is canceled after 30 seconds from the occurrence. When the magnetic detection signal is detected again for a predetermined number of seconds within 30 seconds, it is canceled after 30 seconds have elapsed from that point. The magnet detection error start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In step S907, the CPU 101 performs discharge error determination. In this determination, the difference between the number of game balls counted by the first grand prize port switch 114 and the second big prize port switch 117 and the number of game balls counted by a frame count switch (not shown) is a predetermined number (for example, “ Affirmative when 50 ") is exceeded. If it is determined that there is a discharge error, the CPU 101 sets a discharge error start designation command in the RAM 103. The discharge error is canceled after 30 seconds from the occurrence. If it is determined that an error has occurred again within 30 seconds, the error is canceled after 30 seconds from that point. The discharge error start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In step S <b> 908, the CPU 101 performs a big prize exit discharge error determination. This determination is affirmed when there is excessive or insufficient discharge of game balls at the second grand prize winning opening 51. If it is determined that the big prize exit discharge error, the CPU 101 sets a discharge ball check error start designation command in the RAM 103. The big prize exit discharge error is canceled after 30 seconds from the occurrence. If it is determined that an error has occurred again within 30 seconds, the error is canceled after 30 seconds from that point. The discharged ball check error start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In step S <b> 909, the CPU 101 performs a special winning opening abnormality error determination. This determination is affirmed when the V hook 52 inside the second grand prize winning opening 51 is different from the assumed operation. If it is determined that the winning prize abnormal error has occurred, the CPU 101 sets a solenoid photosensor abnormal error start designation command in the RAM 103. The big prize opening abnormal error is canceled after 30 seconds from the occurrence. If it is determined that an error has occurred again within 30 seconds, the error is canceled after 30 seconds from that point. The solenoid photosensor abnormality error start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In step S910, the CPU 101 performs a board surface abnormality error determination. This determination is affirmed by detecting the switch power supply lowering signal a predetermined number of times (for example, 9 times). If it is determined that a board surface error has occurred, the CPU 101 sets a board surface abnormality error start designation command in the RAM 103. The board surface error is canceled after 30 seconds from the occurrence. If it is determined that an error has occurred again within 30 seconds, the error is canceled after 30 seconds from that point. The board surface error start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

[Winning error handling]
FIG. 25 is a flowchart showing details of the winning error process in S901 of FIG.
In S901-1, the CPU 101 performs an abnormal winning error 1 determination. This determination is affirmed when the first big prize opening switch 114 is turned on with the first big prize opening 23 closed. If it is determined that there is an abnormal winning error 1, the CPU 101 sets an abnormal winning error 1 start designation command in the RAM 103. The abnormal winning error 1 is canceled after 1 second has elapsed since the occurrence. If it is determined that the error has occurred again within 1 second, the error is canceled after another 1 second from that point. The abnormal winning error 1 start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In S901-2, the CPU 101 performs an abnormal winning error 2 determination. This determination is affirmed when the second big prize opening 51 or the V region switch 119 is turned on in a state where the second big prize opening 51 is closed. In addition, when the V zone switch 119 is turned on in a state where the V hook 52 of the second big prize winning opening 51 closes the V zone 53, the determination is affirmed. If it is determined that there is an abnormal winning error 2, the CPU 101 sets an abnormal winning error 2 start designation command in the RAM 103. The abnormal winning error 2 is canceled after 30 seconds from the occurrence. If it is determined that an error has occurred again within 30 seconds, the error is canceled after 30 seconds from that point. The abnormal winning error 2 start designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In step S <b> 901-3, the CPU 101 performs a short open V winning determination. In this determination, the game ball wins the second big prize opening 51 by opening the second big prize opening 51 (opening for 0.1 second shown in FIG. 6) in a single hit, and the second big prize opening switch 117 or Affirmed when V region switch 119 is turned on. If it is determined that the short open V winning is made, the CPU 101 sets a short open V winning designation command in the RAM 103. The short open V winning designation command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In S901-4, the CPU 101 performs the long open non-V winning determination. This determination is affirmed when the V region switch 119 is not turned ON due to the opening of the second big winning opening 51 in the consecutive big hit. When it is determined that the long open non-V winning is determined, the CPU 101 sets a long open non-V winning designation command in the RAM 103. The long open non-V winning designation command set here is transmitted to the effect control unit 400 in S10 of FIG. Note that the long open non-V winning determination is also determined by the lamp control unit 600. In this case, affirmative is given when an ending effect that is not a probability change entry is specified based on a signal from the effect control unit 400 even though a continuous jackpot opening effect is specified.

Above, description of the process in the main control part 100 demonstrated using FIGS. 10-25 is complete | finished.
[Main operations of the production control unit]
FIG. 26 is a flowchart illustrating an example of a timer interrupt process performed by the effect control unit 400. Below, the timer interruption process performed in the production | presentation control part 400 based on the command transmitted from the main control part 100 by S10 (output process) of FIG. 10 is demonstrated using FIG. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 26 at regular time intervals (for example, 4 milliseconds), similarly to the timer interrupt process (see FIG. 10) performed by the main control unit 100. Note that processing performed by the effect control unit 400 described based on the flowcharts of FIG. 26 and the subsequent steps is executed based on a program stored in the ROM 402.

  First, in S <b> 11, the effect control unit 400 receives a command transmitted from the main control unit 100, determines execution of the effect based on the received command, and sets a command instructing the command to the RAM 403. Process. Details of this command reception processing will be described later.

  Next, in S12, the effect control unit 400 performs a command reception second process. Similar to the command reception process, the command reception second process receives a command transmitted from the main control unit 100, decides to execute an effect based on the received command, and sets a command instructing it in the RAM 403. To do. Details of the command reception second process will be described later.

  Next, in S <b> 13, the effect control unit 400 performs effect button processing for realizing an effect on the effect based on the operation input of the effect button 37 or the effect key 38 by the player. As described above, the volume of the gaming machine 1 can be adjusted by the effect key 38 in a state where there is no hold and a game ball is not being fired (waiting for a customer). Specifically, the volume can be adjusted between the time when the waiting command from the main control unit 100 is received and the time when the fluctuation command is received. Note that the volume cannot be adjusted while the history screen is displayed, the log screen is displayed, or error audio is being output.

  Next, in S14, the effect control unit 400 performs command transmission processing for transmitting the command set in the RAM 403 in the command reception processing in S10 to the image sound control unit 500 or the lamp control unit 600. By performing this command transmission process, the image acoustic control unit 500 is instructed to perform an effect by displaying an image on the image display unit 6 or outputting a sound from the speaker 35, and the panel lamp 8 and the frame lamp 36 are turned on. The lamp control unit 600 is instructed to execute an effect by the operation of the movable accessory 7 or the like.

[Command reception processing]
FIG. 27 is an example of a detailed flowchart of command reception processing in S11 of FIG. Hereinafter, the command reception process will be described with reference to FIG.

  First, in S101, the CPU 401 of the effect control unit 400 determines whether or not a hold number increase command (first hold number increase command or second hold number increase command) is received from the main control unit 100 (FIG. 11). (See S26 and S32). If the determination in S101 is YES, the process proceeds to S102, and if this determination is NO, the process proceeds to S106.

  In S <b> 102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403 and instructs the image sound control unit 500 to display the image display unit. 6 adds one reserved image indicating the number of reserved first symbol lottery. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 adds 1 to the hold number of the second special symbol lottery stored in the RAM 403, instructs the image sound control unit 500 to display the image display unit 6. One reservation image indicating the number of reservations in the second special symbol lottery is added. Thereafter, the process proceeds to S103.

In S103, the CPU 401 performs a prefetch hold display lottery process for determining whether to change the hold image additionally displayed in S102 to display the prefetch notice mode. Specifically, the CPU 401 determines to change the hold image additionally displayed in S102 to the prefetch notice mode when the pre-determination information included in the received hold increase command indicates a jackpot. On the other hand, when the prior determination information included in the received increase command for holding number indicates a loss, the CPU 401 determines whether or not to change the holding image additionally displayed in S102 to the pre-reading notice mode. I do.

  In S104, the CPU 401 determines whether or not execution of prefetch hold display is determined in S103. If the determination in S104 is YES, the process proceeds to S105, and if this determination is NO, the process proceeds to S106.

  In S105, the CPU 401 executes prefetch hold display. Specifically, the image sound control unit 500 is instructed to cause the image display unit 6 to perform prefetch hold display. Thereafter, the process proceeds to S106.

  In S106, the CPU 401 determines whether or not the variable effect start command set in S49 of FIG. 12 has been received. If the determination in S106 is YES, the process proceeds to S107, and if this determination is NO, the process proceeds to S111.

In S107, the CPU 401 analyzes the variation effect start command received in S106. Thereafter, the process proceeds to S108.
In S108, the CPU 401 determines a decorative design variation effect pattern based on setting information included in the variation effect start command. The setting information included in the variation production start command is information indicating the stop symbol of the special symbol set by the jackpot determination process (see FIG. 13) of S47 in FIG. 12), information indicating the special symbol variation time (variation pattern) set in the variation pattern selection process (see FIG. 14) in S48 of FIG. 12, and information indicating whether or not the reach effect is executed. Including. In S108, the CPU 401 determines one effect pattern by lottery from a plurality of effect patterns that satisfy the conditions indicated by the setting information included in the change effect start command. Thereafter, the process proceeds to S109.

  In S109, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 includes information indicating which one of the determination of the first special symbol lottery result and the determination of the second special symbol lottery result included in the setting information of the variable effect start command is executed. When it is determined that the determination of the symbol lottery result has been executed, the number of the first special symbol lottery held in the RAM 403 is decremented by 1, and the image sound control unit 500 is instructed to display the image on the image display unit 6 earliest. One reserved image indicating the number of held first special symbol lotteries is digested (deleted). Similarly, the CPU 401 indicates that information indicating which of the determination of the first special symbol lottery result and the determination of the second special symbol lottery result included in the setting information of the variable effect start command is executed is the second special symbol lottery. When the determination of the result is performed, the number of the second special symbol lottery held in the RAM 403 is decremented by 1, and the image sound control unit 500 is instructed to be displayed on the image display unit 6 earliest. One reserved image indicating the number of held second special symbol lotteries is digested (deleted). Thereafter, the process proceeds to S110.

In S110, the CPU 401 starts the decorative symbol variation effect of the effect pattern determined in S103. Specifically, the CPU 401 sets a command for instructing execution of the above-described effect pattern in the RAM 403, and the command is transmitted to the image sound control unit 500 and the lamp control unit 600 by the command transmission process in S14 of FIG. Sent to. As a result, the display of the decorative symbol variation effect by the image display unit 6 is started, and the sound output and light emission of the decorative symbol variation effect by the speaker 35, the panel lamp 8 and the like are started. Thereafter, the process proceeds to S113.

  On the other hand, in S111, the CPU 401 determines whether or not the variable effect stop command set in the process of S52 of FIG. 12 has been received. If the determination in S111 is YES, the process proceeds to S112, and if this determination is NO, the process proceeds to S113.

In S112, the CPU 401 ends the decorative symbol variation effect started in the process of S110. Thereafter, the process proceeds to S113.
In S113, the CPU 401 determines whether or not the opening command set in the process of S5405 in FIG. 17 has been received. If the determination in S113 is YES, the process proceeds to S114, and if this determination is NO, the process proceeds to S115.

  In S114, the CPU 401 determines the type of jackpot game effect (continuous jackpot game effect or single jackpot game effect) based on the information included in the opening command (or the setting information used in S108 of FIG. 27). A command for instructing the start of the determined jackpot game effect is set in the RAM 403. This command set in the RAM 403 is transmitted to the image sound control unit 500 and the lamp control unit 600 by the command transmission processing in S14 of FIG. Thus, an opening effect (that is, a jackpot game effect) indicating the start of a continuous jackpot game or a single jackpot game is started by the image display unit 6, the speaker 35, the panel lamp 8, the movable accessory 7, and the like. Here, the opening effect includes a launch notification effect for notifying that a game ball is fired toward the first big winning opening 23 described with reference to FIG. Thereafter, the process proceeds to S115.

[Launch notification production process to the first grand prize opening]
FIG. 28 is a flowchart showing details of the firing notification effect process for the first big prize opening 23 performed in the opening effect of S114 of FIG.

  First, in S1141, lamp lighting data is created. It is assumed that the lighting pattern of the lamp lighting data is stored in the ROM 402. Therefore, here, the lamp lighting data is read from the ROM 402, and data to be transmitted later with the command is created.

  In S1142, display image data is created. It is assumed that display image data is also stored in the ROM 402. Therefore, here, display image data is read from the ROM 402, and data to be transmitted later with the command is created.

  In S1143, notification voice data is created. The notification voice data is also stored in the ROM 402. The notification voice is, for example, “Aim for the right attacker”. Therefore, here, the notification voice data is read from the ROM 402, and data to be transmitted later with the command is created.

  In S1144, a first launch notification effect command is set. This first launch notification effect command is for notifying the launch to the first big prize opening 23. Various data created in S1141 to S1143 are attached to the first launch notification effect command, and are transmitted to the image sound control unit 500 and the lamp control unit 600 by the command transmission process in S14 of FIG. As a result, the display of the launch notification by the image display unit 6 is realized, and the acoustic output and light emission by the speaker 35 and the panel lamp 8 are started.

Specifically, as shown in FIG. 8, the panel lamp 8 and the light emitting portion 29 of the warp passage 28 are notified. Further, the image display unit 6 displays the image 45. Furthermore, the speaker 35 outputs a voice “Aim at the right attacker”.

Returning to FIG. 27, in S <b> 115, the CPU 401 performs a launch notification effect process for the second big prize opening 51. Next, the firing notification effect process for the second grand prize winning port 51 will be described.
[Launch notification production process to the 2nd big prize opening]
FIG. 29 is an example of a detailed flowchart of a firing notification effect process for the second big prize winning opening 51 in S115 of FIG.

  First, in S1151, the CPU 401 of the effect control unit 400 determines whether or not the continuous jackpot game described with reference to FIG. 6 is being executed. Specifically, the CPU 401 receives the ending command (continuous jackpot ending command) set in S86 of FIG. 19 after receiving the opening command (continuous jackpot opening command) set in S5405 of FIG. If it is during the period until 10 seconds (ending execution period) elapses, it is determined that the continuous jackpot game is being executed, and if it is not within this period, the continuous jackpot game is not being executed. Is determined. If the determination in S1151 is YES, the process proceeds to S1152, and if this determination is NO, the process proceeds to S116 in FIG.

  In S1152, the CPU 401 determines whether or not the 7R first big prize closing notification command set in S83 of FIG. 18 has been received. Specifically, the CPU 401 counts the number of first big prize opening closing notification commands received during the execution of the jackpot game to determine whether or not the 7R first big winning opening closing notice command has been received. judge. If the determination in S1152 is YES, the process proceeds to S1153, and if this determination is NO, the process proceeds to S116 in FIG.

  In S1153, the CPU 401 creates lamp lighting data. It is assumed that the lighting pattern of the lamp lighting data is stored in the ROM 402. Therefore, here, the lamp lighting data is read from the ROM 402, and data to be transmitted later with the command is created.

  In step S1154, the CPU 401 creates display image animation data. It is assumed that display image animation data is also stored in the ROM 402. Therefore, here, the display image animation data is read from the ROM 402, and data to be transmitted later together with the command is created.

  In S1155, the CPU 401 creates notification voice data. The notification voice data is also stored in the ROM 402. The notification voice is, for example, “Aim at the V attacker”. Therefore, here, the notification voice data is read from the ROM 402, and data to be transmitted later with the command is created.

  In S <b> 1156, the CPU 401 sets, in the RAM 403, a command for instructing execution of the firing notification effect for the second big winning opening 51 described with reference to FIG. 9. Various data created in S1153 to S1155 are attached to this command. This command set in the RAM 403 is transmitted to the image sound control unit 500 and the lamp control unit 600 by the command transmission processing in S14 of FIG. As a result, the launch notification effect to the second big prize opening 51 described with reference to FIG. 9 is executed. Thereafter, the process proceeds to S116 in FIG.

Specifically, as shown in FIG. 9, the panel lamp 8 and the light emitting portion 29 of the warp passage 28 are notified. Further, the image display unit 6 displays the image 46. Furthermore, the speaker 35 outputs a voice “Aim at the V attacker”. As described above, the notification by the image 46 uses animation.

[Specific example of animation by image 46]
FIG. 30 is an explanatory diagram showing a specific example of the launch notification effect to the second grand prize winning opening 51.
As described above, the CPU 401 creates display image animation data in S1154. This display image animation data is transmitted to the image sound control unit 500 and the lamp control unit 600 together with the command set in S1156.

  The display image animation data is obtained by rotating the second big prize opening 51 so that the second big prize opening 51 is looked down obliquely from above. That is, at first, as shown in FIG. 30 (A), the front image of the second big winning opening 51 that can be seen from the player's line of sight is shown, and then, as shown in FIGS. 30 (B) and 30 (C), The image of the 2nd big winning opening 51 which is gradually rotated so that the upper surface of the second big winning opening 51 comes to the front is shown. That is, the display is rotated and displayed at an angle such that the opening / closing member 50 of the second large winning opening 51 that is difficult to recognize from the front side is visible.

  In the first place, the second grand prize winning opening 51 has a box shape, and a sliding opening / closing member 50 is provided on the upper surface thereof. Therefore, when viewed from the player, the opening / closing member 50 of the second big prize opening 51 is difficult to see. In this regard, since the image of the second grand prize opening 51 is rotated so that the second big prize opening 51 is looked down obliquely from above, the firing notification effect to the second big prize opening 51 becomes easy to understand.

[Command reception second processing]
FIG. 31 is an example of a detailed flowchart of the command reception second process in S12 of FIG. The command reception second process will be described below with reference to FIG.

  First, in S121, the CPU 401 of the effect control unit 400 determines whether or not a V region passing command has been received from the main control unit 100 (see S7703 in FIG. 20). If it is determined that the V region passing command has been received (S121: YES), the process proceeds to S122. On the other hand, when it is determined that the V region passing command has not been received (S121: NO), the process proceeds to S126.

  In S122, the CPU 401 analyzes the hold correspondence data. As described above, the hold correspondence data is created and sent when the hold when the game ball passes through the V region 53 satisfies a predetermined condition (S7701 in FIG. 20: YES, S7702, S7703).

  In S123, the CPU 401 determines a notification sound when passing through the V region. This process determines the notification sound corresponding to the hold correspondence data. When there is no hold correspondence data, that is, when the hold does not satisfy a predetermined condition, a normal notification sound is selected.

  In S124, the CPU 401 outputs a notification sound. Specifically, by setting the notification sound output command in the RAM 403, the notification sound output command is sent to the image sound control unit 500 in the command transmission process of S14 of FIG. Thereby, the notification sound determined in S123 is output.

[Notification sound when passing through V region]
The notification sound at the time of passing through the V region output in S124 corresponds to the hold correspondence data. For example, the hold notification data 1 is a first notification sound, the hold correspondence data 2 is a second notification sound, and the hold correspondence data 3 is a third notification sound. As described above, when there is no holding correspondence data, a normal notification sound is generated.

  It is conceivable that the notification sound is a sound effect such as “cure cure”. The notification sound may be a melody. Furthermore, the notification sound may be a pseudo sound. The notification sound may be a voice such as “congratulations”. For example, in the case of a gaming machine 1 based on the theme of an idol group, the voice “V Congratulations, Congratulations” of the idol group is sampled and converted into data.

  In any case, each notification sound is different. The first notification sound may be a sound effect, the second notification sound may be a melody, and the third notification sound may be a voice. Also, all of them may be melody, and the pitch and sound quality may be different.

  Returning to the description of FIG. 31, in step S125, the CPU 401 executes image output. In this process, an image is displayed on the image display unit 6 when passing through the V region. Specifically, by setting the image output command in the RAM 403, the image output command is sent to the image sound control unit 500 in the command transmission process of S14 of FIG. Thereby, the image display in the image display part 6 is implement | achieved.

[Output image when passing through V region]
The image at the time of passing through the V region output in S125 congratulates the passing of the V region 53 of the game ball. In other words, the player is informed of the passage of the V region 53 and is informed that the passage of the V region 53 is advantageous.

Such an image is not particularly limited as long as it notifies the passage of the game ball through the V region 53. If a specific example is given, it can be considered to display as shown below.
FIG. 32 illustrates an output image when passing through the V region.

  As shown in FIG. 32 (A), it is conceivable to display “V region passing! Congratulations !!”. At this time, the background image may be changed. As a result, it is possible to reliably notify the player that the V area 53 has passed the game ball.

In addition, as shown in FIG. 30B, the letter “V” may be displayed on the image display unit 6.
According to such an image display, in combination with the notification sound output in S124, the player can be surely informed of the passage of the game ball in the V region 53.

  As described above, the notification sound at the time of passing through the V region is made different corresponding to the hold correspondence data. Similarly, the notification sound is made to correspond to the hold correspondence data, that is, when the hold satisfies a predetermined condition (a jackpot or reach). Or the like (when there is a hold), the image (notification image) when passing through the V region may be different. For example, the image of the letter “V” shown in FIG. 30B is changed to a premier “V” image. The premier “V” image may be such that, for example, the letter “V” has a zebra pattern or a predetermined character is displayed in the vicinity of the letter “V”.

  Returning to the description of FIG. 31, in S126, the CPU 401 determines whether or not an error command has been received. There are various error commands as described above. If it is determined that an error command has been received (S126: YES), the process proceeds to S127. On the other hand, if it is determined that an error command has not been received (S126: NO), the process of S127 is not executed and the command reception second process is terminated.

In step S127, the CPU 401 executes error output processing. Details of the error output processing will be described below. After the process of S127 is completed, the command reception second process is terminated.
[Error output processing]
FIG. 33 is a flowchart showing details of the error output processing in S127.

  In first S1271, the CPU 401 determines whether or not the firing notification effect is being performed. If it is determined that the launch notification effect is being performed (S1271: YES), the process proceeds to S1272. On the other hand, when it is determined that the firing notification effect is not being performed (S1271: NO), the process proceeds to S1274.

  In step S1272, the CPU 401 determines whether or not the output error includes a dish full error. This determination is made based on whether or not a full dish error start designation command is included. If it is determined that there is a dish full error (S1272: YES), the flow proceeds to S1273. On the other hand, when it is determined that there is no dish full tank error (S1272: NO), the process proceeds to S1274.

  In step S1273, the CPU 401 outputs a dish full tank error that does not interfere with the launch notification effect. Specifically, the display that makes it difficult to visually recognize the image displayed in the firing notification effect is not performed. In addition, no error sound output that interferes with the notification sound in the launch notification effect is performed.

Specifically, in the launch notification effect to the first grand prize opening 23, the following display is used.
As shown in FIG. 34 (A), for example, an image “dish full error, please remove the ball” is displayed on the upper left of the image display unit 6 together with the original image 45. In this case, the character display of “Aim at the right attacker” and the arrow display toward the right attacker are not hidden.

  As shown in FIG. 34 (B), for example, an image “dish full error, please remove the ball” is displayed in the center of the image display unit 6 together with the original image 45. Also in this case, the character display of “Aim at the right attacker” and the arrow display toward the right attacker are not hidden.

Specifically, the following display is used in the launch notification effect to the second grand prize winning opening 51.
As shown in FIG. 35A, for example, an image “dish full error, please remove the ball” is displayed on the upper left of the image display unit 6 together with the original image 46. In this case, the character display of “Aim at the V attacker” and the arrow display toward the V attacker are not hidden.

  As shown in FIG. 35 (B), for example, an image “dish full error, please remove the ball” is displayed on the lower right of the image display unit 6 together with the original image 46. Also in this case, the character display of “Aim at the V attacker” and the arrow display toward the V attacker are not hidden.

More specifically, in the firing notification effect, the following error audio output is used.
As shown in FIGS. 36 (A) and 36 (B), consider a case in which a launch notification is made with a voice of “Aim at the right attacker”.

As shown in FIG. 36 (A), if a dish full error occurs before the voice launch notification, an error voice “Pull out the ball” is output and a voice “Aim at the right attacker” is output. When the output period is reached, output of error audio is stopped. If the dish full tank error continues when the voice output period of “Aim at the right attacker” ends, that is, if the dish full tank error end designation command has not been received, again, “Pull out the ball. Error sound is output. That is, the notification sound and the error sound in the launch notification effect are not superimposed.

  As shown in FIG. 36 (B), when a dish full tank error occurs during the voice launch notification period, the error voice “Pull out the ball” is not output, and the voice output period of “Aim at the right attacker” is When the dish full tank error continues, that is, if a dish full tank error end designation command has not been received, an error sound “please remove the ball” is output. That is, also in this case, the notification sound and the error sound in the launch notification effect are not superimposed.

  Returning to FIG. 33, in S1274, normal dish full tank error output is performed. Specifically, the above-mentioned image “dish full error, please remove the ball” is displayed, and the error sound “please remove the ball” is output. The image “dish full error, please remove the ball” is displayed at a position that is easy for the player to see, such as around a round display, assuming that a big hit game is being played.

  In S1273 and S1274, the error output related to the dish full tank error was described. In either case, the error voice output “Please remove the ball” is a silent period of 5 seconds between the voices. Is repeated. As described above, the sound volume can be set, but an error sound is output at a sound volume of 80% of the volume setting value.

  In step S1275, the CPU 401 performs other error output. Here, error output relating to various errors will be described in order. Specifically, commands corresponding to various errors are set in the RAM 403, and the command is transmitted to the image sound control unit 500 and the lamp control unit 600 in S14 of FIG.

(Abnormal winning error 1)
If it is determined that there is an abnormal prize error 1, an abnormal prize error 1 start designation command is transmitted (see S901-1 in FIG. 25).

  In this case, the number of occurrences is counted, and if the number of errors is 1 or more and less than 10, output to an external information terminal not shown is performed. An ON signal is mainly output to the external information terminal for 200 ms, and then an OFF signal is output for 200 ms. When there are multiple errors, such output is repeated. Error output is stopped in 0.4 seconds on condition that a new abnormal prize error 1 is not determined.

  If the number of errors is 10 times or more and less than 30 times, lamp notification by the frame lamp 36 or the like is performed together with the output to the external information terminal. The lamp notification is controlled to blink in 250 ms. Error output is stopped in 1 second on condition that a new abnormal prize error 1 is not determined.

  When the number of errors is 30 times or more, the error voice “Silent winning error” and the siren sound are repeatedly output together with the output to the external information terminal and the lamp notification. Regardless of the volume setting value, error sound and siren sound are output at the maximum volume. Error output is stopped in 30 seconds on condition that a new abnormal prize error 1 is not determined.

(Abnormal prize error 2)
If it is determined that there is an abnormal winning error 2, an abnormal winning error 2 start designation command is transmitted (see S901-2 in FIG. 25).

  In this case, output to an external information terminal (not shown) is performed. An ON signal is mainly output to the external information terminal for 200 ms, and then an OFF signal is output for 200 ms. When there are multiple errors, such output is repeated.

In addition to the output to the external information terminal, lamp notification is performed by the frame lamp 36 or the like. The lamp notification is controlled to blink in 250 ms.
Furthermore, together with the output to the external information terminal and the lamp notification, the error voice “Silent winning error” and the siren sound are repeatedly output. Regardless of the volume setting value, error sound and siren sound are output at the maximum volume.

The error output is stopped in 30 seconds on condition that a new abnormal prize error 2 is not determined.
(Door open error)
When it is determined that the door is open, a door open error start designation command is transmitted. When the door opening error is resolved, a door opening error end designation command is transmitted (see S903 in FIG. 24).

  In this case, an image “door open error” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “door open error” ends when a door open error end designation command is received.

  In addition to the image display on the image display unit 6, an error sound “The door is open” is repeatedly output. This error sound output is performed at the maximum volume regardless of the volume setting value. The error sound output ends when 5 seconds have elapsed after receiving the door opening error end designation command.

  In addition, lamp notification is performed by the frame lamp 36 or the like together with image display and error sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification ends when 30 seconds have elapsed since the door opening error end designation command was received.

  If the door open error continues for 5 minutes or more, error audio output stops when 5 minutes have passed, the image display ends when the door open error end specification command is received, and the door open error end specification command Lamp notification is terminated when 30 seconds have elapsed since the reception of.

(Withdrawal status error)
When it is determined that the payout state error has occurred, a payout state error start designation command is transmitted. When the payout state error is resolved, a payout state error end designation command is transmitted (see S904 in FIG. 24).

  In this case, an image “Please call an attendant” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “Please call a clerk” ends when the payout state error end designation command is received.

  In addition to the image display, lamp notification is performed by the frame lamp 36 or the like. The lamp notification is controlled to blink in 250 ms. This lamp notification ends when a door opening error end designation command is received.

(Switch not connected error)
When it is determined that the switch is not connected, a switch unconnected error start designation command is transmitted. When the switch unconnected error is resolved, a switch unconnected error end designation command is transmitted (see S905 in FIG. 24).

  In this case, an image “switch not connected error” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “switch unconnected error” ends when a switch unconnected error end designation command is received.

  In addition to the image display on the image display unit 6, an error sound “Switch not connected error” is repeatedly output. A siren sound is repeatedly output along with the error sound. The error sound and siren sound are output at the maximum volume regardless of the volume setting value. The output of the error sound and the siren sound ends when a switch non-connection error end designation command is received.

  Furthermore, the lamp notification is performed by the frame lamp 36 or the like together with the image display, error sound and siren sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification ends when a door opening error end designation command is received.

(Magnet detection error)
If it is determined that there is a magnet detection error, a magnet detection error start designation command is transmitted (see S906 in FIG. 24).

  In this case, an image “magnet detection” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The “magnet detection” image display stops in 30 seconds on condition that a new magnet detection error is not determined.

  In addition to the image display on the image display unit 6, an error sound “A magnet has been detected” is repeatedly output. Siren sound is repeatedly output along with the error sound. The error sound and siren sound are output at the maximum volume regardless of the volume setting value. The output of the error sound and the siren sound stops in 30 seconds on condition that a new magnet detection error is not determined.

  Furthermore, the lamp notification is performed by the frame lamp 36 or the like together with the image display, error sound and siren sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification stops for 30 seconds on condition that a new magnet detection error is not determined.

  Also, output to the external information terminal is performed. An ON signal is output to the external information terminal for 200 ms, and then an OFF signal is output for 200 ms. When there are multiple errors, such output is repeated. The output to the external information terminal is stopped when 0.4 seconds have elapsed.

(Discharge error)
If it is determined that there is a discharge error, a discharge error start designation command is transmitted (see S907 in FIG. 24).

  In this case, an image “discharge error” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “discharge error” stops for 30 seconds on condition that a new discharge error is not determined.

In addition to the image display on the image display unit 6, an error sound “discharge error” is repeatedly output. A siren sound is repeatedly output along with the error sound. The error sound and siren sound are output at the maximum volume regardless of the volume setting value. The output of the error sound and the siren sound is stopped for 30 seconds on condition that the discharge error is not newly determined.

  Furthermore, the lamp notification is performed by the frame lamp 36 or the like together with the image display, error sound and siren sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification is stopped in 30 seconds on condition that a new discharge error is not determined.

  Also, output to the external information terminal is performed. An ON signal is output to the external information terminal for 200 ms, and then an OFF signal is output for 200 ms. When there are multiple errors, such output is repeated. The output to the external information terminal is continued until the next RAM clear.

(Large prize exit error)
When it is determined that the big prize exit discharge error, a discharge ball check error start designation command is transmitted (see S908 in FIG. 24).

  In this case, the image display unit 6 displays an image “Large winning mouth discharge error”. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “big prize opening discharge error” stops for 30 seconds on condition that a new big prize opening discharge error is not newly determined.

  In addition to the image display on the image display unit 6, an error sound “discharge error” is repeatedly output. A siren sound is repeatedly output along with the error sound. The error sound and siren sound are output at the maximum volume regardless of the volume setting value. The output of the error sound and the siren sound is stopped for 30 seconds on condition that it is not newly determined as a big prize exit discharge error.

  Furthermore, the lamp notification is performed by the frame lamp 36 or the like together with the image display, error sound and siren sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification is stopped in 30 seconds on condition that it is not newly determined as a big prize exit discharge error.

(Large winning mouth abnormal error)
If it is determined that there is a big prize opening abnormality error, a solenoid photosensor abnormality error start designation command is transmitted (see S909 in FIG. 24).

  In this case, an image of “abnormal prize opening abnormality” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “abnormal prize opening abnormality” stops for 30 seconds on condition that a new big prize opening abnormality error is not newly determined.

  In addition to the image display on the image display unit 6, an error sound “It is a big prize opening error” is repeatedly output. A siren sound is repeatedly output along with the error sound. The error sound and siren sound are output at the maximum volume regardless of the volume setting value. The output of the error sound and the siren sound is stopped for 30 seconds on the condition that it is not newly determined as a big prize opening abnormality error.

  Furthermore, the lamp notification is performed by the frame lamp 36 or the like together with the image display, error sound and siren sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification is stopped in 30 seconds on condition that a new winning prize abnormality error is not newly determined.

(Board surface error)
If it is determined that there is a board surface error, a board surface error error start designation command is transmitted (see S910 in FIG. 24).

  In this case, an image “board surface error” is displayed on the image display unit 6. This image is displayed so as not to overlap the design of the image display unit 6. The image display of “board surface error” is stopped in 30 seconds on condition that a new disk surface error is not determined.

  In addition to the image display on the image display unit 6, an error sound “board surface error” is repeatedly output. A siren sound is repeatedly output along with the error sound. The error sound and siren sound are output at the maximum volume regardless of the volume setting value. The output of the error sound and the siren sound stops in 30 seconds on the condition that it is not newly determined as a board surface abnormality error.

  Furthermore, the lamp notification is performed by the frame lamp 36 or the like together with the image display, error sound and siren sound output. The lamp notification is controlled to blink in 250 ms. This lamp notification is stopped in 30 seconds on condition that a new board surface error is not determined.

(Short Open V Prize)
If it is determined that the short open V winning is determined, a short open V winning designation command is transmitted (see S901-3 in FIG. 25).

In this case, lamp notification is performed by the frame lamp 36 or the like. The lamp notification is controlled by turning on all the lamps. This lamp notification continues until the power is turned off.
(Long Open Non-V Award)
If it is determined that the long open non-V winning is determined, a long open non-V winning designation command is transmitted (see S901-4 in FIG. 25).

In this case, the number of occurrences is held and displayed on a log screen or the like.
As described above, the long open non-V winning determination is also determined by the lamp control unit 600. In this case, a ramp notification is given from the end of the jackpot game. This lamp notification is continued until the power is turned off or the next jackpot game.

[Error audio output priority]
When errors are duplicated at the same time, the above error sound output is performed preferentially for errors with high priority, and is performed for errors with low priority when error sound output for errors with high priority is completed. . Specifically, as shown in FIG. 37, “abnormal winning error 2 start designation command” → “abnormal winning error 1 start designation command” → “magnet detection error start designation command” → “board surface abnormal error start designation command” → “Eject ball check error start specification command” → “Discharge error start specification command” → “Door open error start specification command” and “Door open error end specification command” → “Solenoid photosensor error error start specification command” → “Switch not yet set” Priorities are set in the order of “connection error start designation command” and “switch unconnected error end designation command” → “dish full tank error start designation command” and “dish full tank error end designation command”.

Second Embodiment
In the second embodiment, the game progress is different compared to the first embodiment. Therefore, hereinafter, the difference in the game progress will be described, and then the characteristic operation will be mentioned. In addition, about the component similar to the said embodiment, the same code | symbol is attached | subjected and description is abbreviate | omitted suitably.

[Outline of Game Progress and Outline of Characteristic Operations According to this Embodiment]
An outline of game progress and an outline of characteristic operations according to the present embodiment will be described.
In the above embodiment, as shown in FIG. 5 (1), the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21 is that the winning probability per single hit jackpot is 50%, and the consecutive jackpot wins Probability is 50%. As shown in FIG. 5 (2), the jackpot breakdown of the special symbol lottery by winning the game ball to the second starting port 22 has a winning probability of 100%.

On the other hand, in the present embodiment, the following jackpot breakdown is provided.
FIG. 38 is an explanatory diagram showing a breakdown of jackpots in the present embodiment. As shown in FIG. 38 (1), the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21 is that the winning probability of the normal jackpot is 50%, and the winning probability of the chance jackpot is 50%. . As shown in FIG. 38 (2), the special symbol lottery breakdown of the special symbol lottery by winning the game ball to the second starting port 22 has a normal jackpot winning probability of 25% and a winning probability of probability variable jackpot of 75. %. That is, in this embodiment, when winning the second start port 22, it is not always a promising big hit.

  In the above-described embodiment, when a consecutive big hit is made in a normal state (so-called first big hit in a so-called initial hit), the right of five sets of big hits is obtained. For this reason, the terms “single jackpot” and “continuous jackpot” are used. However, in this embodiment, each jackpot has a low probability / short time with a probability of 25% (50% at the beginning) after the jackpot ends. The state becomes a high accuracy / short time state with a probability of 75% (50% at first). Therefore, a jackpot that becomes a low probability / short time state after the jackpot is ended is referred to as a “normal jackpot”, and a jackpot that becomes a high probability / short time state is described as a “probability big hit”. When referring to the same drawings as described in the above embodiment, “continuous jackpot” in the figure should be read as “probable jackpot”, and “single jackpot” should be read as “normal jackpot”.

Also in this embodiment, the opening timing and closing timing of the first grand prize opening 23, the second big prize opening 51, and the V region 53 are the same as those described above with reference to FIG.
Again, an example of a jackpot game with a normal jackpot and a probable jackpot will be described with reference to FIG.

  First, the probability variation big hit game will be described with reference to FIG. When the probable jackpot game is started, after a predetermined opening time elapses, the first big winning opening 23 is changed from the closed state to the open state, and one round (which may be referred to as “round game”) is started. In 1R, when nine game balls are won in the first big winning opening 23 or when the opening time is 29.5 seconds, the first big winning opening 23 is changed from the open state to the closed state, and 1R is ended. Thereafter, after an interval period between rounds is provided for 2 seconds, the first big prize opening 23 is opened and closed in the same manner as 1R, and 2R ends. Thereafter, similarly, 3R to 7R are executed by opening and closing the first big prize opening 23 with an interval period of 2 seconds. After the end of 7R, an interval period of 5 seconds longer than the previous 2 seconds is provided as an interval period, and then the second big prize winning opening 51 is changed from the closed state to the open state, and 8R which is the final R is started. The In 8R, when nine game balls are won in the second big prize opening 51 or when the opening time is 29.5 seconds, the second big prize opening 51 is changed from the open state to the closed state, and 8R is ended. Thereafter, when a predetermined ending time (10 seconds) elapses, the probability variation big hit game ends. Here, the V region 53 is changed from the closed state to the open state 3 seconds after the second big winning opening 51 is set to the open state, and is changed from the open state to the closed state 6 seconds after the open state. From this, one or more game balls that have entered the second big winning opening 51 pass through the V region 53 in 8R of the probable big hit game. When the game ball passes through the V region 53, the winning probability of the special symbol lottery is set to a high probability (1/46: low probability is 1/265), and the electric tulip 27 is frequently opened for a long time and special. A highly accurate / short time state is achieved in which the symbol lottery execution interval is shortened.

Next, the normal jackpot game will be described with reference to FIG. In the normal jackpot game, the opening / closing timings of the first big winning opening 23 and the V region 53 are the same as those in the probability variation jackpot game described above, and thus the description thereof is omitted. After the end of 1R to 7R in which the first grand prize opening 23 is opened and closed, after the interval period of 2 seconds, which is the same as the previous 2 seconds, is provided, the second big prize opening 51 is opened from the closed state. And 8R which is the final R is started. In 8R, when the opening time of 0.1 seconds elapses, the second big prize winning opening 51 is changed from the open state to the 8R. That is, in the normal jackpot game 8R, the second big winning opening 51 is opened momentarily, so that the game ball hardly enters the second big winning opening 51. Thereafter, when a predetermined ending time (10 seconds) elapses, the normal jackpot game ends. Here, the V region 53 is changed from the closed state to the open state 3 seconds after the second grand prize winning opening 51 is opened, and is opened 6 seconds after the open state, similarly to the probability variation big hit game. Is closed. That is, in the normal jackpot game, the V region 53 is opened 2.9 seconds after the second big prize winning opening 51 is closed. In addition, due to the structure of the second big prize opening 51 shown in FIG. 1, it is usually impossible for the game ball to stay in the second big prize opening 51 for 2.9 seconds. Therefore, in a normal jackpot game, it is a mechanism that a game ball cannot normally pass through the V region 53. If the game ball does not pass through the V region 53, the winning probability of the special symbol lottery is set to a low probability (1/265). However, the electric tulip 27 is frequently opened for a long time only 100 times after the end of the jackpot game, and the execution interval of the special symbol lottery is shortened. In other words, after the normal jackpot game is finished, the low probability / short time state is set.

[Game state setting process]
As described above, in the present embodiment, for each jackpot, after the jackpot is completed, the probability / short time state is reached with a probability of 25% (50% at the beginning), and 75% (50% at the beginning). The probability is high / short time. Therefore, the probability variation jackpot may continue 5 times or more, while it may end in less than 5 times. Therefore, the game state setting process is different from the above embodiment.

FIG. 39 is a flowchart showing details of the game state setting process in S90 of FIG.
First, in S9021, the CPU 101 determines whether or not at least one game ball has passed through the V region 53 in S76 of FIG. 18 in the current jackpot game. If the determination in S9021 is YES, the process proceeds to S9022, and if this determination is NO, the process proceeds to S9027.

In step S9022, the CPU 101 sets the probability variation flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to S9023.
In step S <b> 9023, the CPU 101 sets the time reduction flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to S9024.

In S9024, the CPU 101 turns on the right-handed display 4h that was turned off in S88 of FIG. Thereafter, the process proceeds to S9025.
In S9025, the CPU 101 sets the value of J stored in the RAM 103 to “10000”. Note that J is the number of executions of the special symbol lottery in the high accuracy / time-short state or the low accuracy / time-short state as described above. Thereafter, the process proceeds to S9026.

By the processing of S9022 to S9025, the gaming state of the gaming machine 1 is controlled to the probability change / short time state.
In S9026, the CPU 101 sets, in the RAM 103, the high-accuracy / short-time state variable time table set described with reference to FIG. 15 as the use-target variable time table set. Thereafter, the process proceeds to S7 (electric tulip process) in FIG.

  The process proceeds to S9027 when a negative determination is made in S9021. In step S9027, the CPU 101 resets the value of N stored in the RAM 103 to “0”. Thereafter, the process proceeds to S9028. In the above-described embodiment, the variable N is used to count the set of five consecutive big hits. However, in this embodiment, the variable N indicates the number of consecutive consecutive big hits.

In step S9028, the CPU 101 sets the probability variation flag stored in the RAM 103 to “OFF”. Thereafter, the process proceeds to S9029.
In step S <b> 9029, the CPU 101 sets the time reduction flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to S9030.

In S9030, the CPU 101 turns on the right-handed display 4h that was turned off in S88 of FIG. Thereafter, the process proceeds to S9031.
In S9031, the CPU 101 sets the value of J stored in the RAM 103 to “100”. Thereafter, the process proceeds to S9032.

  In S9032, the CPU 101 sets the variable time table set for the low probability / short time state described with reference to FIG. 15 in the RAM 103 as the variable time table set to be used. Thereafter, the process proceeds to S7 (electric tulip process) in FIG.

  By the way, an example of the special symbol stopped and displayed on the first special symbol display 4a and the second special symbol display 4b of the 7-segment display system has been described with reference to FIG. 16 in the above embodiment. Specifically, when a consecutive jackpot symbol is set in the jackpot determination process, the CPU 101 displays the first jackpot symbol corresponding to the set symbol among the four consecutive jackpot symbols shown in FIG. The display is stopped on the device 4a (or the second special symbol display 4b). Similarly, when a single jackpot symbol is set in the jackpot determination process, the CPU 101 displays a single jackpot symbol corresponding to the set symbol among the four single jackpot symbols shown in FIG. 16 in the first special symbol indicator 4a. To stop display. Further, when a lost symbol is set in the big hit determination process, the CPU 101 stops and displays one lost symbol shown in FIG. 16 on the first special symbol display 4a (or the second special symbol display 4b).

  In this regard, the present embodiment is also the same. When the probability variation jackpot symbol is set in the jackpot determination process, the CPU 101 determines the probability variation jackpot symbol corresponding to the set symbol among the four probability variation jackpot symbols shown in FIG. Is stopped and displayed on the first special symbol display 4a (or the second special symbol display 4b). Similarly, when the normal jackpot symbol is set in the jackpot determination process, the CPU 101 displays the normal jackpot symbol corresponding to the set symbol among the four normal jackpot symbols shown in FIG. 16 as the first special symbol indicator 4a. (Or stop display on the second special symbol display 4b). Further, when a lost symbol is set in the big hit determination process, the CPU 101 stops and displays one lost symbol shown in FIG. 16 on the first special symbol display 4a (or the second special symbol display 4b). In the present embodiment, a normal jackpot symbol may be stopped and displayed on the second special symbol display 4b because a normal jackpot is likely with a probability of 25% even by winning the second starting port 22.

  In the above embodiment, the CPU 401 of the effect control unit 400 determines the type of jackpot game effect (continuous jackpot game effect or single-shot jackpot game effect) based on the information included in the opening command, and the determined jackpot game A command for instructing the start of production is set in the RAM 403. As a result, an opening effect indicating the start of a continuous jackpot game or a single jackpot game is started by the image display unit 6, the speaker 35, the panel lamp 8, the movable accessory 7, and the like.

  In this regard, in this embodiment, even when the above-described probability variation jackpot symbol is set, depending on the probability variation jackpot symbol, an opening effect similar to that of the normal jackpot may be performed. In this case, a promotion effect may be performed during the round.

  Specifically, the promotion effect is performed in a predetermined period between 1R and 7R in which the first grand prize opening 23 is opened and closed. Specifically, it may be a battle effect that produces a battle between a player-side character and an enemy-side character. For example, directing a battle between robots. In addition, for example, it may be an effect that determines victory or defeat by Janken. Of course, since winning or losing is determined, a challenge to some mini game (mission) may be produced. Then, if the probability variation jackpot symbol is set in the first place, then the above-mentioned launch notification effect to the second big winning opening 51 (see FIG. 9) is performed, and if the normal jackpot symbol is set, The launch notification effect to the second big prize opening 51 is not performed.

[V region passing processing]
By the way, in the said embodiment, the notification sound accompanying the game ball passage of the V area | region 53 was changed with the result of the prior | preceding determination process of the hold | maintenance at the time of V area passage.

  On the other hand, in this embodiment, the notification sound that accompanies the game ball passing through the V region 53 is changed according to the number of consecutive successes per probability variation. Therefore, the V region passing process in S77 of FIG. 18 is different from the above embodiment.

FIG. 40 is a flowchart showing details of the V region passing process executed in S77 of FIG.
In step S7711, the CPU 101 acquires the number N of consecutive times. In the above embodiment, N is used as a variable for counting the number of consecutive jackpots. In this embodiment, it is used as a variable for counting the number of consecutive jackpots.

In step S7712, the CPU 101 creates the number correspondence data. This process replaces the “holding correspondence data” in the above embodiment.
FIG. 41 is an explanatory diagram showing the number of consecutive times N and the number-of-times corresponding data created corresponding to the number of consecutive times N.

  As shown in FIG. 41, when the continuous count N is “1”, the count-corresponding data 1 is created. Similarly, in the case of “2” to “5”, the number correspondence data 2 is created, in the case of “6” to “10”, the number correspondence data 3 is created, and in the case of “11” or more, the number of times Correspondence data 4 is created. Of course, this correspondence is merely an example, and there is no problem with other correspondence.

  Returning to FIG. 40, in step S <b> 7713, the CPU 101 sets a V region passing command in the RAM 103. The V region passing command set here is transmitted to the effect control unit 400 in S10 of FIG.

  In the present embodiment, the notification sound at the time of passing through the V region is different depending on the number of consecutive times of the probability variation big hit. It is good. For example, the image of the letter “V” shown in FIG. 30B is changed to a premier “V” image. The premier “V” image may be such that, for example, the letter “V” has a zebra pattern or a predetermined character is displayed in the vicinity of the letter “V”.

[Command reception second processing]
FIG. 42 is an example of a detailed flowchart of the command reception second process in S12 of FIG. The command reception second process will be described below with reference to FIG.

The processing of S121, S123-S127 is the same as that in the above embodiment. In this embodiment, the process of S128 following S121 is different from that of the above embodiment.
After the processing of S121 is completed, in S128, the CPU 401 analyzes the number correspondence data. As described above, the number-of-times correspondence data is created and sent corresponding to the number of consecutive big hits N when the game ball passes through the V region 53 (see FIG. 40).

In S123, the CPU 401 determines a notification sound when passing through the V region based on the number-of-times correspondence data, and outputs a notification sound in S124.
[Notification sound when passing through V region]
In the present embodiment, the notification sound at the time of passing through the V region output in S124 corresponds to the number corresponding data. For example, the number corresponding data 1 is the first notification sound, the number corresponding data 2 is the second notification sound, the number corresponding data 3 is the third notification sound, and the number corresponding data 4 is the fourth notification sound. This is a notification sound.

  It is conceivable that the notification sound is a sound effect such as “cure cure” as in the above embodiment. The notification sound may be a melody. Furthermore, the notification sound may be a pseudo sound. The notification sound may be a voice such as “congratulations”. For example, in the case of a gaming machine 1 based on the theme of an idol group, the voice “V Congratulations, Congratulations” of the idol group is sampled and converted into data.

  In any case, each notification sound is different. The first notification sound may be a sound effect, the second notification sound may be a melody, the third notification sound may be a sound, and the fourth notification sound may be a pseudo sound. Also, all of them may be melody, and the pitch and sound quality may be different.

[Effects of the gaming machine 1]
In the gaming machine 1 of the first and second embodiments, when the effect control unit 400 receives an opening command from the main control unit 100 (S113 in FIG. 27: YES), the effect is performed (S114). This opening effect includes a launch notification effect process for the first grand prize opening 23. In the firing notification effect process for the first big prize opening 23, lamp data lighting data, display image data, and notification sound data are created (S1141 to S1143 in FIG. 28), and image acoustic control is performed together with the first firing notification effect command. Is transmitted to the unit 500 and the lamp control unit 600 (S1144). Thereby, the notification by the light emission part 29 of the panel lamp 8 and the warp channel | path 28 is performed. Further, the image display unit 6 displays the image 45. Furthermore, the speaker 35 outputs a voice “Aim at the right attacker” (see FIG. 8).

  Further, in the firing notification effect processing for the second grand prize opening 51, when the 7R closing notification command is received (S1152: YES in FIG. 29), lamp data lighting data, display image animation data, and notification sound data are created. (S1153 to S1155) are transmitted to the image sound control unit 500 and the lamp control unit 600 together with the second firing notification effect command (S1156). Thereby, the notification by the light emission part 29 of the panel lamp 8 and the warp channel | path 28 is performed. Further, the image display unit 6 displays the image 46. Furthermore, the speaker 35 outputs a voice “Aim at the V attacker” (see FIG. 9).

In this way, the player is informed of the launch notification to the first grand prize opening 23 during the first round game (see FIG. 8), and the second big prize opening during the predetermined round game. The launch notification effect to 51 is performed. As a result, it is possible to avoid a situation in which the game ball is temporarily stopped when the round in which the first big winning opening 23 is opened is completed. As a result, it is possible to reduce the disadvantage that the player may suffer in the jackpot game.

  (1) Conventionally, an illegal act of entering a game ball into the second grand prize opening using a magnet or the like, or making a game ball enter the V area in the second big prize opening, or to the second grand prize opening There has been a fraudulent act of irradiating an electromagnetic wave or the like to a switch that determines whether or not a game ball is entered or a switch that determines whether or not a game ball is awarded to the V region. Alternatively, it may be determined that a game ball has entered the second grand prize opening when the gaming ball cannot enter the second grand prize opening due to a failure of each switch, There is a possibility that it is determined that the game ball has passed.

  In this regard, in the gaming machine 1, when the second big prize opening 51 or the V region switch 119 is turned on while the second big prize 51 is closed, the CPU 101 issues an abnormal prize error 2 start designation command. It is set in the RAM 103 (S902-2 in FIG. 25). Thereby, the production control unit 400 outputs an error of the abnormal winning error 2 (S1275 in FIG. 33). Specifically, output to an external information terminal (not shown) is performed. In addition to the output to the external information terminal, lamp notification is performed by the frame lamp 36 or the like. Furthermore, together with the output to the external information terminal and the lamp notification, the error voice “Silent winning error” and the siren sound are repeatedly output.

  That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game determination means determines that the special game is to be performed, a first special winning opening provided in the game area and a specific area are provided therein. A special game execution means for performing a special game for performing a round game for opening and closing one of the second special prize winning holes to allow a game ball to enter the first or second special prize winning opening; When the special game is being played by the special game execution means, the game state that has entered the second special prize opening passes the specific area, and the game state is changed to the game state after the special game ends. Play that is advantageous to the user A game state control means for shifting to a state, a notification means for notifying that a game ball should be fired by the launch means, and a game ball to the second special prize opening during the closing period of the second special prize opening At least one of determination means for determining the entrance and the passage of the game ball in the specific area, and at least one of the entrance of the game ball to the second special winning opening and the passage of the game ball in the specific area by the determination means And an error output means for outputting an error as an abnormal prize error when determined, and the special game executing means is a predetermined round game when it is determined by the special game determination means that the first special game is to be performed. When the game ball entered in the second special prize opening is subjected to the first special game for performing the opening / closing control that easily passes through the specific area, and the special game determination means determines that the second special game is performed. The game ball that has entered the second special prize opening in a predetermined round game performs the second special game in which the opening / closing control is performed so that it does not easily pass through the specific area, and the notification means performs the first round game in the special game. In this case, a notification indicating that a game ball should be fired toward the special prize opening is made, and a game ball should be fired toward the special prize opening even during a predetermined round game in the special game The notification which shows that is performed.

  Thereby, in the jackpot game, the disadvantage that the player may suffer can be reduced. In addition, an abnormal winning in the period in which the second big winning opening 51 is closed can be quickly found, and as a result, a disadvantage that a hole may suffer in the jackpot game can be reduced.

(2) Also, in the gaming machine 1 of the second embodiment, the main control unit 100 acquires the number N of consecutive jackpot games (S7711 in FIG. 40), creates the number correspondence data, and sets the V region passing command (S7712, S7713). Then, when receiving the V region passing command (S121 of FIG. 42: YES), the effect control unit 400 analyzes the number-of-times correspondence data (S12).
8) The notification sound data is created and the notification sound is output (S123, S124).

  In other words, when a game ball in a specific area passes, it further includes an output unit that outputs a notification output that is an output of at least one of a notification sound and a notification image for notifying the passage, and the output unit includes the game state control The notification output is made different based on the number of times that the special game is continuously executed by the special game execution means by being shifted to the advantageous game state by means.

Thereby, the player can be made aware of the passage of the game ball in the V region 53, and the effect of reducing the disadvantage of the player is conspicuous.
(3) Conventionally, since a great profit can be obtained by passing through the V area in the second big prize opening, an illegal act of winning a game ball in the V area in the second big prize opening using a magnet or the like, or the V area There was a fraudulent act that caused a malfunction by irradiating electromagnetic waves or the like to a switch for determining the winning of a game ball. Alternatively, it may be determined that the game ball has passed through the V region when the gaming ball originally cannot pass through the V region due to a failure of the switch for determining the winning of the game ball in the V region. there were.

  In this regard, in the gaming machine 1, when the V area switch 119 is turned on while the V hook 52 of the second large winning opening 51 closes the V area 53, the CPU 101 sends an abnormal winning error 2 start designation command to the RAM 103. (S902-2 in FIG. 25). Thereby, the production control unit 400 outputs an error of the abnormal winning error 2 (S1275 in FIG. 33). Specifically, output to an external information terminal (not shown) is performed. In addition to the output to the external information terminal, lamp notification is performed by the frame lamp 36 or the like. Furthermore, together with the output to the external information terminal and the lamp notification, the error voice “Silent winning error” and the siren sound are repeatedly output.

  That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game determination means determines that the special game is to be performed, a first special winning opening provided in the game area and a specific area are provided therein. A special game execution means for performing a special game for performing a round game for opening and closing one of the second special prize winning holes to allow a game ball to enter the first or second special prize winning opening; When the special game is being played by the special game execution means, the game state that has entered the second special prize opening passes the specific area, and the game state is changed to the game state after the special game ends. Play that is advantageous to the user A game state control means for shifting to a state, an informing means for informing that the game ball should be launched by the launch means, and a first state in which the game ball can easily pass through the specific area and a second state in which it is difficult to pass through A distribution unit that distributes the game balls by changing a posture; a determination unit that determines the passage of the game balls in the specific area during the period in which the distribution unit is in the second state; and An error output means for outputting an error as an abnormal winning error when it is determined that a game ball has passed through the area, and the special game execution means is determined to perform the first special game by the special game determination means. The first special game for performing opening / closing control in which a game ball that has entered the second special winning opening in the predetermined round game easily passes through the specific area via the distribution means, and the special game determination is performed. means When it is determined that the second special game is to be performed, the opening / closing control is performed such that the game ball that has entered the second special prize opening in a predetermined round game is less likely to pass through the specific area via the distribution unit. Two special games are performed, and the notifying means performs a notification indicating that a game ball should be launched toward the special winning opening at the time of the first round game in the special game, and a predetermined round in the special game. Also during the game, a notification indicating that the game ball should be launched toward the special prize opening is performed.

Thereby, in the jackpot game, the disadvantage that the player may suffer can be reduced. In addition, an abnormal winning in the period in which the V region 53 is closed by the V honey 52 can be quickly found, and as a result, it is possible to reduce a disadvantage that a hole may suffer in the jackpot game.

  (4) Also, in the gaming machine 1 of the first embodiment, the main control unit 100 determines whether there is a hold that satisfies the predetermined condition (S7701 in FIG. 20), and if there is a hold that satisfies the predetermined condition ( (S7701: YES), pending correspondence data is created and a V region passing command is set (S7702 and S7703). Then, when receiving the V region passing command (S121: YES in FIG. 31), the effect control unit 400 analyzes the hold correspondence data (S122), creates notification sound data, and outputs the notification sound (S123). , S124).

  That is, further, determination information to be determined by the special game determination unit is acquired, a prior determination unit that determines whether or not to perform the special game before the determination by the special game determination unit, and a game in the specific area Output means for outputting a notification output that is an output of at least one of a notification sound and a notification image for notifying the passage when the sphere passes, and the output means is based on a determination result by the prior determination means The notification output is different.

Thereby, the player can be made aware of the passage of the game ball in the V region 53, and the effect of reducing the disadvantage of the player is conspicuous.
(5) Conventionally, since there are two first and second big prize openings, cheating for entering a game ball into the first big prize opening using a magnet or the like, or the first big prize opening There was a fraudulent act of irradiating electromagnetic waves etc. on the switch that counts the number of balls entering the ball. Alternatively, when a gaming state in which a game ball cannot originally enter the first grand prize opening is due to a failure of a switch that counts a ball entering the first grand prize opening, a game ball is placed in the first grand prize opening. There was a possibility that it was determined that the ball entered.

  In this regard, in the gaming machine 1, the CPU 101 sets an abnormal prize error 1 start designation command in the RAM 103 when the first big prize opening switch 114 is turned on in a state where the first big prize opening 23 is closed ( S901-1 in FIG. Thereby, the production control unit 400 performs error output of the abnormal winning error 1 (S1275 in FIG. 33). Specifically, output to an external information terminal, lamp notification by a frame lamp 36, etc., and output of an error voice and siren sound “abnormal prize error” are performed according to the number of error occurrences.

That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game determination means determines that the special game is to be performed, a first special winning opening provided in the game area and a specific area are provided therein. A special game execution means for performing a special game for performing a round game for opening and closing one of the second special prize winning holes to allow a game ball to enter the first or second special prize winning opening; When the special game is being played by the special game execution means, the game state that has entered the second special prize opening passes the specific area, and the game state is changed to the game state after the special game ends. Play that is advantageous to the user A game state control means for shifting to a state, an informing means for informing that the game ball should be fired by the launch means, and a game ball to the first special prize opening during the closing period of the first special prize opening A determination means for determining a winning ball; and an error output means for outputting an error as an abnormal winning error when the determination means determines that a game ball has entered the first special winning opening. The special game executing means, when it is determined by the special game determination means that the first special game is to be performed, the game ball that has entered the second special prize opening in a predetermined round game is likely to pass through the specific area. When the first special game to be controlled is performed and it is determined by the special game determination means that the second special game is to be performed, the game ball that has entered the second special prize opening in the predetermined round game is the specific area. Through The second special game that performs difficult opening and closing control is performed, and the notification means performs notification indicating that a game ball should be launched toward the special winning opening in the first round game in the special game In the case of a predetermined round game in the special game, a notification indicating that a game ball should be launched toward the special prize opening is performed.

  Thereby, in the jackpot game, the disadvantage that the player may suffer can be reduced. In addition, an abnormal winning in the period in which the first big winning opening 23 is closed can be quickly found, and as a result, the disadvantage that the hall may suffer in the jackpot game can be reduced.

  (6) In the present embodiment, a firing button 41 is provided separately from the handle 31 (see FIGS. 3 and 4). The firing button 41 includes a left-launching weak firing button 41a, a middle-launching middle firing button 41b, and a right-handed strong firing button 41c (see FIG. 3). The strong launch button 41c can also be used to launch game balls toward the first grand prize winning port 23 and the second big prize winning port 51.

  In other words, in addition to a handle for launching a game ball by the launching means, an operation unit capable of launching a game ball with a predetermined launch strength is further provided, and directed to the special prize opening by operation of the operation unit. And can play game balls.

Thereby, since it becomes easy to fire the game balls toward the first grand prize opening 23 and the second big prize opening 51, the effect of reducing the disadvantage of the player is conspicuous.
(7) Conventionally, there has been a problem that it is difficult to understand that the notification effect of the transition to the probability variation gaming state performed after the end of the final round is caused by the passage of the game ball in the V area in the second winning prize opening. As a result, even if the second grand prize opening is provided separately from the corner and the first big prize opening, there is a possibility that the game performance by the second big prize opening may not be sufficiently exhibited.

  In this regard, in the gaming machine 1, it is determined whether or not the effect control unit 400 has received the V region passing command from the main control unit 100 (S121 in FIG. 31) and determines that the V region passing command has been received. (S121: YES), image output is executed (S125, see FIG. 32).

  That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game is determined to be performed by the special game determination means, and a round game for opening and closing at least one special prize opening provided in the game area is performed a plurality of times. A special game execution means for performing a special game to enable a game ball to enter the special prize opening, and entering the special prize opening when the special game is being performed by the special game execution means. The game state control means for shifting the game state to a game state advantageous to the player after the end of the special game on the condition that the game ball passed through the specific area, and the launching means In the case where it is determined that the special game execution means performs the first special game by the special game determination means, and a notification control means for performing an effect by a predetermined effect means. In the predetermined round game, it is determined that the first special game for performing the opening / closing control in which the game ball that has entered the special winning opening easily passes through the specific area is performed, and the second special game is performed by the special game determination unit. The second special game in which the game ball that has entered the special prize opening in a predetermined round game is controlled so as not to pass through the specific area, and the notification means In a round game, a notification indicating that a game ball should be fired toward the special prize opening is made, and in the case of a predetermined round game in the special game, the special prize opening is also given. The notification control means performs an effect of notifying the passage of the specific area when the game ball passes the specific area after the notification by the notification means. .

Thereby, in the jackpot game, the disadvantage that the player may suffer can be reduced. In addition, since it is easy to recognize the passage of the game ball in the specific area, it is possible to sufficiently exhibit the game performance by the second big prize opening, and to suppress a decrease in the interest of the game.

  (8) In addition, in the gaming machine 1, when errors are duplicated at the same time, the error sound is output preferentially for errors having a high priority, and when the error sound output for errors having a high priority is completed. Execute for low priority errors. Specifically, “abnormal prize error 2 start designation command” → “abnormal prize error 1 start designation command” → “magnet detection error start designation command” → “board surface abnormal error start designation command” → “discharge ball check error start designation” "Command" → "Discharge error start designation command" → "Door open error start designation command" and "Door open error end designation command" → "Solenoid photosensor error error start designation command" → "Switch unconnected error start designation command" and Priorities are set in the order of “switch unconnected error end designation command” → “dish full tank error start designation command” and “dish full tank error end designation command” (see FIG. 37).

  That is, the game ball is stored in the dish part to the extent that it is difficult to pay out the game ball to the dish part due to an abnormal prize error due to the game ball entering the special prize mouth during the closing period of the special prize mouth. Determination means for determining a plurality of errors including at least a dish full tank error, and error sound output means for outputting an error sound for notifying the error determined by the determination means, The error voice output means outputs the error voice according to a predetermined priority order for the plurality of errors so that the error voice does not overlap when the errors overlap.

As a result, since error voices with high priority are preferentially output, errors with high priority can be quickly found, and disadvantages that can cause holes can be reduced.
(9) Conventionally, during a big hit game, more game balls are paid out than in a normal game. Therefore, if it becomes difficult to pay out with the game balls stored in the plate portion, a dish full tank error occurs. By paying attention to such a dish full tank error notification, there are not a few players who once cease to play a game ball when the round in which the first big prize opening is opened is completed.

  In this regard, in the gaming machine 1, the main control unit 100 determines a dish full tank error and sets a dish full tank error start designation command in the RAM 103 (S902 in FIG. 24). When receiving the dish full tank error start designation command during the firing notification effect (S1271: YES, S1272: YES in FIG. 33), the effect control unit 400 outputs an image that does not interfere with the firing notification effect (S1273, FIG. 34, FIG. 35).

That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game is determined to be performed by the special game determination means, and a round game for opening and closing at least one special prize opening provided in the game area is performed a plurality of times. A special game execution means for performing a special game to enable a game ball to enter the special prize opening, and entering the special prize opening when the special game is being performed by the special game execution means. The game state control means for shifting the game state to a game state advantageous to the player after the end of the special game on the condition that the game ball passed through the specific area, and the launching means A notifying means for notifying what to shoot, a determining means for determining a dish full tank error based on the fact that game balls are stored in the dish part to such an extent that it is difficult to pay out the game balls to the dish part, Error image display means for displaying an image for notifying the dish full tank error when the dish full tank error is determined, and the special game executing means uses the special game determination means to generate a first special game. If it is determined that the game ball entered the special prize opening in a predetermined round game, the first special game that performs opening / closing control that facilitates passing through the specific area is performed, and the special game determination means performs the first game. 2 When it is determined that a special game is to be performed, the second special game is performed in which a game ball that has entered the special prize opening in a predetermined round game is controlled so as not to pass through the specific area. The notification means performs a notification indicating that a game ball should be launched toward the special prize opening in the first round game in the special game, and also in a predetermined round game in the special game, A notification indicating that a game ball should be fired toward the special prize opening is provided, and the error image display means does not obstruct the notification image when the notification image is displayed by the notification means. An image is displayed to notify a full tank error.

  Thereby, the notification image for the launch notification effect is not hindered by the image display for notifying the dish full tank error, and the disadvantage that the player may suffer in the jackpot game can be further reduced. it can.

  (10) Also, in the gaming machine 1, the main control unit 100 determines a dish full tank error and sets a dish full tank error start designation command in the RAM 103 (S902 in FIG. 24). When the production control unit 400 receives the dish full tank error start designation command during the firing notification effect (S1271: YES, S1272: YES in FIG. 33), the effect control unit 400 outputs an error sound that does not interfere with the firing notification effect (see S1273, FIG. 36). ).

  That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game is determined to be performed by the special game determination means, and a round game for opening and closing at least one special prize opening provided in the game area is performed a plurality of times. A special game execution means for performing a special game to enable a game ball to enter the special prize opening, and entering the special prize opening when the special game is being performed by the special game execution means. The game state control means for shifting the game state to a game state advantageous to the player after the end of the special game on the condition that the game ball passed through the specific area, and the launching means A notifying means for notifying what to shoot, a determining means for determining a dish full tank error based on the fact that game balls are stored in the dish part to such an extent that it is difficult to pay out the game balls to the dish part, Error sound output means for outputting an error sound for notifying the dish full tank error when the dish full tank error is determined, and the special game executing means is configured to output a first special game determination means by the special game determination means. When it is determined that a game is to be performed, the first special game in which opening and closing control is performed so that the game ball that has entered the special prize opening in a predetermined round game easily passes through the specific area is performed, and the special game determination means When it is determined that the second special game is to be performed, the second special game that performs opening / closing control in which a game ball that has entered the special prize opening in a predetermined round game is unlikely to pass through the specific area. The notification means performs a notification indicating that a game ball should be launched toward the special prize opening at the time of the first round game in the special game, and at the time of a predetermined round game in the special game In addition, a notification indicating that a game ball should be launched toward the special prize opening is performed, and the error sound output means is in a period that does not overlap the notification sound when the notification sound is output by the notification means. An error sound for notifying the dish full tank error is output.

  Thereby, the notification voice for the launch notification effect is not hindered by the error voice for notifying the dish full tank error, and the disadvantage that the player may suffer in the jackpot game can be further reduced. it can.

(11) Conventionally, an illegal act of using a magnet or the like to enter a game ball into the first grand prize opening and the second grand prize opening, or causing a game ball to enter the V area in the second grand prize opening, There was a fraudulent act that caused the malfunction by irradiating electromagnetic waves or the like to the switch for judging the game ball to enter the first grand prize opening and the second grand prize mouth or the switch for judging the game ball to enter the V area. . Alternatively, the first state is when the gaming ball cannot enter the first or second grand prize opening due to a failure of each switch.
Alternatively, it may be determined that a game ball has entered the second grand prize opening, or it may be determined that the game ball has passed through the V region when the game ball cannot pass through the V region. And it is desirable to find such an abnormal prize quickly and reliably.

  In this regard, in the gaming machine 1, the CPU 101 determines an abnormal winning error 1 and an abnormal winning error 2 (S901-1 and S901-2 in FIG. 25). Specifically, when the second big prize opening 51 or the V region switch 119 is turned on with the second big prize opening 51 closed, an abnormal prize error 2 start designation command is set in the RAM 103 (FIG. 25, S902-2). Further, when the V area switch 119 is turned on in a state where the V slot 52 of the second large winning opening 51 closes the V area 53, an abnormal winning error 2 start designation command is set in the RAM 103. Furthermore, if the first big prize opening switch 114 is turned on while the first big prize opening 23 is closed, an abnormal prize error 1 start designation command is set in the RAM 103 (S901-1 in FIG. 25). The production control unit 400 repeatedly outputs an error voice and siren sound “abnormal prize error” when a predetermined condition is satisfied. At this time, the error sound and the siren sound are output at the maximum volume regardless of the volume setting value (S1275 in FIG. 33).

  That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game is determined to be performed by the special game determination means, and a round game for opening and closing at least one special prize opening provided in the game area is performed a plurality of times. A special game execution means for performing a special game to enable a game ball to enter the special prize opening, and entering the special prize opening when the special game is being performed by the special game execution means. The game state control means for shifting the game state to a game state advantageous to the player after the end of the special game on the condition that the game ball passed through the specific area, and the launching means An abnormal winning based on a game ball entering the special winning opening during the closing period of the special winning opening, including a notifying means for notifying what to shoot and a volume setting means for setting the volume from the sound output means A determination means for determining an error; and an error sound output means for outputting an error sound for notifying the abnormal winning error when the determination means determines that the abnormal winning error has occurred. When the special game determination means determines that the first special game is to be performed, the means performs the opening / closing control in which a game ball that has entered the special prize opening in a predetermined round game is likely to pass through the specific area. When it is determined that one special game is to be performed and the second special game is to be performed by the special game determination means, a game ball that has entered the special prize opening in a predetermined round game has the specific area The second special game for performing the opening / closing control that is difficult to perform is performed, and the notification means notifies that the game ball should be launched toward the special winning opening in the first round game in the special game. Performing a notification indicating that a game ball should be fired toward the special winning opening even during a predetermined round game in the special game, and the error sound output means is set by the volume setting means. Regardless of the volume, the error sound is output at the maximum volume.

  Thereby, the disadvantage which a player may suffer can be reduced. Further, if there is an abnormal winning at the time of closing the first big winning opening 23 and the second big winning opening 51, an error voice is output at the maximum volume, so that the abnormal winning can be found quickly and reliably.

  (12) Further, in the gaming machine 1, display image animation data is created in the launch notification effect processing to the second big prize opening 51 (S1154 in FIG. 29), and the second launch notification effect command is set (S1156). . As a result, the front image of the second grand prize winning opening 51 that can be seen from the player's line of sight is displayed first, and then the second big prize winning that is gradually rotated so that the upper surface of the second big winning prize opening 51 comes to the front. An image of the mouth 51 is displayed. That is, it is displayed by being rotated to an angle at which the opening / closing member 50 of the second big prize winning opening 51 that is difficult to recognize from the front side is visible (see FIG. 30).

  In other words, the notifying means looks at the special winning opening from an angle so that the position of the special winning opening can be easily understood when notifying that the game ball should be launched toward the special winning opening. The image of the special prize opening at the time of playing is displayed.

As a result, the position of the second big winning opening 51 where the game ball should be launched becomes easy to understand, and the effect of reducing the disadvantage that the player may suffer is conspicuous.
(13) Conventionally, there is a problem that it is difficult to understand that the notification effect of the transition to the probability variation gaming state performed after the end of the final round is caused by the passing of the game ball of the V region 53 in the second grand prize winning opening. As a result, even if the second grand prize opening is provided in addition to the first grand prize opening, there is a possibility that the game performance by the second big prize opening may not be sufficiently exhibited, leading to a decrease in the interest of the game. Concerned.

  In this regard, in the gaming machine 1 of the second embodiment, the promotion effect is performed in a predetermined period between 1R and 7R in which the first big prize opening 23 is opened and closed. Specifically, it may be a battle effect that produces a battle between a player-side character and an enemy-side character. For example, directing a battle between robots. In addition, for example, it may be an effect that determines victory or defeat by Janken. Of course, since winning or losing is determined, a challenge to some mini game (mission) may be produced. Then, if the probability variation jackpot symbol is set in the first place, then the above-mentioned launch notification effect to the second big winning opening 51 (see FIG. 9) is performed, and if the normal jackpot symbol is set, The launch notification effect to the second big prize opening 51 is not performed.

  That is, a special game is played by launching means for launching a game ball into a game area where the game ball can flow down according to the player's operation, and the game ball entering the start port provided in the game area. A special game determination means for determining whether or not the special game is determined to be performed by the special game determination means, and a round game for opening and closing at least one special prize opening provided in the game area is performed a plurality of times. A special game execution means for performing a special game to enable a game ball to enter the special prize opening, and entering the special prize opening when the special game is being performed by the special game execution means. The game state control means for shifting the game state to a game state advantageous to the player after the end of the special game on the condition that the game ball passed through the specific area, and the launching means Promotion means for performing a promotion effect for expecting a transition to the advantageous game state when the special game is being played by the notification means for notifying that to be shot and the special game execution means. Directing means, and when the special game execution means determines that the first special game is to be performed by the special game determination means, the game ball that has entered the special prize opening in a predetermined round game is specified. A game ball that has entered the special prize opening in a predetermined round game when the first special game for performing opening / closing control that easily passes through the area is performed and the special game determination means determines that the second special game is to be performed. Performs the second special game that performs the opening / closing control that is difficult to pass through the specific area, and the notification means is directed toward the special prize opening in the first round game in the special game. A notification indicating that a technical ball should be fired is made, and based on the result of the promotion effect by the promotion effect means, the game ball is fired toward the special prize opening in a predetermined round game after the promotion effect. A notification indicating what should be done.

  Thereby, in the jackpot game, the disadvantage that the player may suffer can be reduced. In addition, after the promotion effect, a notification indicating that a game ball should be launched toward the second big prize opening 51 based on the result of the promotion effect is performed. The playability by the winning opening 51 is sufficiently exhibited, and as a result, the interest of the game can be improved.

[Other variations]
(1) In the above embodiment, as described with reference to FIG. 9, the board lamp 8 and the light emitting unit 29 emit light in such a manner that light appears to flow in the launch notification effect to the second big prize opening 51. The game ball is notified in the direction of the second big prize opening 51. In the modified example, a lamp is provided in the second big prize opening 51 so that the second big prize opening 51 itself emits light in addition to the light emitted from the board lamp 8 and the light emitting part 29. Light may be emitted in such a manner that light appears to flow as a whole in the second grand prize winning hole 51 itself, and it may be notified that the game ball should be launched in the direction of the second big prize winning opening 51.

  (2) In the first embodiment, as an example, the final round (8R) of the consecutive jackpot game is a round in which a game ball can pass through the V region 53 (a round that can pass V). However, the V passable round is set as a round that is not the final round, and the firing notification effect to the second grand prize winning port 51 described with reference to FIG. 9 is executed in the interval period immediately before the V passable round. May be. Furthermore, a plurality of V passable rounds may be provided in a continuous jackpot game. In this case, in the interval period immediately before each V passable round, the firing notification effect to the second grand prize winning opening 51 described with reference to FIG. 9 may be executed. In this case, the firing notification effect to the second grand prize winning opening 51 described with reference to FIG. 9 may be executed in an interval period immediately before one or more V passable rounds. In this case, the firing notification effect to the second grand prize winning opening 51 described with reference to FIG. 9 may be executed in the interval period immediately before the first V-passable round.

  (3) In the above embodiment, as described with reference to FIGS. 8 and 9 as an example, the firing notification effect is executed by the light emission effect by the lamp and the image display by the image display unit. However, the launch notification effect is not limited to this, and may be executed by using other means such as a speaker or an accessory. In addition, the firing notification effect to the second grand prize opening 51 described with reference to FIG. 9 makes the player's attention stronger than the firing notification effect to the first grand prize opening 23 described with reference to FIG. It may be an effect that can be drawn (that is, a more flashy effect). Thus, the player intuitively recognizes that the notification effect is different from the notification notification effect on the first big prize opening 23 when the notification notification effect on the second big prize opening 51 is performed. In addition, it is possible to intuitively recognize that it is an effect notification effect that is more important than the notification notification effect of launching to the first big prize opening 23 (notification effect related to the passage of the game ball to the V region 53).

  (4) In the above embodiment, the firing notification effect to the second big prize opening 51 described with reference to FIG. 9 is executed over the entire interval period (5 seconds) between 7R and 8R as an example. Explained that. However, the firing notification effect to the second grand prize winning opening 51 described with reference to FIG. 9 is continued even after the end of the interval period between 7R and 8R, for example, the game ball first passes through the V region 53 at 8R. The process may be terminated when it passes through (see FIG. 6 (1)). In this case, the effect control unit 400 uses the V area passing command set and transmitted in S77 of FIG. 18 to determine when the game ball first passes through the V area 53 in 8R.

  (5) In the above embodiment, as described with reference to FIG. 6, the firing notification effect described with reference to FIG. 9 is not executed in the interval period between 7R and 8R of the single hit big hit game. . However, the firing notification effect described with reference to FIG. 9 may also be executed in the interval period between 7R and 8R of the single hit big hit game. In this case, for example, this firing notification effect may be executed over a relatively short interval period (2 seconds) between 7R and 8R of the single-hit jackpot game. It may be set to 5 seconds instead of 2 seconds, and this firing notification effect may be executed over the entire interval period (5 seconds).

(6) The shape, number, installation position, and the like of each component provided in the gaming machine 1 described above are merely examples, and the scope of the present invention may be other shapes, numbers, and installation positions. It goes without saying that the present invention can be realized without departing from the above. Further, it goes without saying that the numerical values and the like used in the above-described processing are merely examples, and the present invention can be realized even with other numerical values.

  As mentioned above, although this invention was demonstrated in detail using embodiment, the above-mentioned description is only the illustration of this invention in all the points, and does not intend to limit the range. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is to be understood that the terms used in the present specification are used in the meaning normally used in the art unless otherwise specified. Thus, unless defined otherwise, all technical and technical terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. In case of conflict, the present specification, including definitions, will control.

1 ... gaming machine (game machine)
4h ... Right-handed display (second notification means)
6. Image display unit ( first notification means)
8: Panel lamp ( first notification means)
20 ... game area (game area)
21 ... 1st starting port (starting port)
22 ... 2nd starting port (starting port)
23 ... 1st Grand Prize Exit (Special Prize Exit)
29. Light emitting unit ( first notification means)
35 ... Speaker ( error notification means )
38 ... production key 51 ... the second special winning opening (special winning opening)
53 ... V area (specific area)
100. Main control unit (special game determination means, special game execution means, game state control means, first notification means, second notification means, error determination means, error notification means)
114. First grand prize opening switch ( error judging means)
117 ... Second grand prize opening switch ( error judging means)
119 ... Area switch ( error determination means)
211 ... Launching device 400 ... Production control unit ( first notification means, error notification means )
500... Image sound control unit ( first notification means, error notification means )
600 ... Lamp control section ( first notification means)

Claims (1)

  1. Special game determination means for determining whether or not to perform a special game by entering a game ball into a start opening provided in the game area;
    When the special game determination means determines that the special game is to be performed, a round game that opens and closes at least one special prize opening provided in the game area is executed a plurality of times, and a game ball is placed in the special prize opening. Special game execution means for performing a special game that allows entry,
    When the special game is being performed by the special game execution means, the game state is determined for the player after the special game is completed on condition that the game ball that has entered the special prize opening passes through a specific area. Gaming state control means for shifting to an advantageous gaming state;
    First informing means for informing the right hand ;
    Second notifying means for notifying the right hand in a different notification mode from the first notifying means;
    Error determination means for determining a plurality of errors related to the game ;
    If it is determined that the error in the error determining means, and an error informing means for informing an error,
    The special game execution means includes
    When it is determined by the special game determination means that the first special game is to be performed, the first special game that performs the opening / closing control in which a game ball that has entered the special prize opening in a predetermined round game easily passes through the specific area. And
    When it is determined by the special game determination means that the second special game is to be performed, the second special game that performs opening / closing control in which a game ball that has entered the special prize opening in a predetermined round game is difficult to pass through the specific area. And
    The first notification means includes
    In the first round game in the special game, a notification indicating that a game ball should be launched toward the special prize opening,
    In the case of a predetermined round game in the special game, if it is determined by the special game determination means that the first special game is to be performed , a notification indicating that a game ball should be launched toward the special prize opening while performing,
    If it is determined by the special game determination means that the second special game is to be performed, a notification indicating that a game ball should be fired toward the special prize opening is not performed.
    The second notification means includes
    It indicates that the game ball should be fired over the execution period of the special game both when it is determined by the special game determination means that the first special game is performed and when it is determined that the second special game is performed. To inform,
    The error notification means includes
    When the error determined by the error determination means has a high priority, while performing the first error notification ,
    When the error determined by the error determination means has a low priority, a second error notification different from the first error notification is performed .
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JP2017029264A (en) * 2015-07-30 2017-02-09 株式会社三共 Game machine
JP6185527B2 (en) * 2015-09-07 2017-08-23 京楽産業.株式会社 Game machine
JP6185528B2 (en) * 2015-09-07 2017-08-23 京楽産業.株式会社 Game machine
JP6437408B2 (en) * 2015-09-17 2018-12-12 株式会社ニューギン Game machine
JP6437410B2 (en) * 2015-09-17 2018-12-12 株式会社ニューギン Game machine
JP6437411B2 (en) * 2015-09-17 2018-12-12 株式会社ニューギン Game machine
JP6437412B2 (en) * 2015-09-17 2018-12-12 株式会社ニューギン Game machine
JP6437409B2 (en) * 2015-09-17 2018-12-12 株式会社ニューギン Game machine
JP6437413B2 (en) * 2015-09-17 2018-12-12 株式会社ニューギン Game machine
JP2018086056A (en) * 2016-11-28 2018-06-07 株式会社ソフイア Game machine

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JP5105344B2 (en) * 2006-08-24 2012-12-26 豊丸産業株式会社 Game machine
JP2008126008A (en) * 2006-11-27 2008-06-05 Taiyo Elec Co Ltd Game machine
JP2009005735A (en) * 2007-06-26 2009-01-15 Taiyo Elec Co Ltd Game machine
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