JP6080801B2 - Game machine - Google Patents

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JP6080801B2
JP6080801B2 JP2014123964A JP2014123964A JP6080801B2 JP 6080801 B2 JP6080801 B2 JP 6080801B2 JP 2014123964 A JP2014123964 A JP 2014123964A JP 2014123964 A JP2014123964 A JP 2014123964A JP 6080801 B2 JP6080801 B2 JP 6080801B2
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effect
stage
control unit
scenario
effect control
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JP2016002230A (en
Inventor
拓 灘原
拓 灘原
佐々木 伸也
伸也 佐々木
陽二 大谷
陽二 大谷
池田 洋子
洋子 池田
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京楽産業.株式会社
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  The present invention relates to a gaming machine such as a pachinko gaming machine that launches a game ball on a game board surface.
  Conventionally, in a gaming machine that launches a game ball on the game board surface and performs a game, whether or not to shift to a game state advantageous to the player on condition that the game ball enters a predetermined area on the game board surface There are many things to judge. Among such gaming machines, when a player performs a button operation, there is a game in which the display mode of the hold display changes and a notice effect relating to the hold is performed (for example, Patent Document 1).
JP 2004-357878 A
  However, the conventional gaming machine only determines whether or not to perform a notice effect based on a button operation by the player. That is, the button operation by the player is merely an opportunity to start the notice effect. Further, when it is determined that the notice effect is to be performed, the display form of the hold display only changes to one display form that is different from the normal display form, and therefore the notice effect has no diversity and is less interesting. Therefore, even if the player has an opportunity to perform button operations while the game is in progress, the player may not actively perform button operations.
  Therefore, the present invention aims to solve the problems of the conventional gaming machines as described above, and provides a gaming machine having a higher interest than before so that the player can be actively operated. To do.
In order to achieve the above object, the invention according to claim 1 is a gaming machine (1), wherein a special game determination is made as to whether or not to shift to a special gaming state advantageous to a player when a start condition is established. A special game determination means (74) to be performed, an operation input means (6) by which a player can perform an operation input, and a progress effect that advances a predetermined effect in response to an operation on the operation input means (6). An effect control means (33) for causing the predetermined effect means to perform, and the effect control means (33) suggests an expectation that the progress effect will progress to the final stage based on the result of the special game determination. The suggestion effect control means (74) for causing the suggestion effect to be performed, and after the suggestion effect, the progress effect is predetermined from the initial stage in response to receiving the first operation on the operation input means (6). the first step Starring capable of first stage or in progress of The first stage presentation control means for causing the output (75), wherein after the first stage effect, the progressive effect is pre Symbol final stage in response to accepting the second operation on the operation input unit (6) The success effect that displays the first image indicating that the image has progressed to the first stage, and the failure effect that displays the second image indicating that the image has not progressed to the final stage, which is different from the first image. Second stage effect control means (76) for performing one of the above, and the first stage in which the progress effect can proceed in the first stage effect, the result of the special game determination is the special game The first stage effect control means (75) is preliminarily determined to be a stage that is closer to the final stage than a case that is not shifted to the special gaming state when the state is shifted to the state. In the first stage production, the operation By accepting the first operation on the force means a plurality of times, and proceeding the progress effect by a predetermined step in response to accepting the first operation, the progress effect is made the first step. it is possible to proceed to the second stage attraction control means (76), when said special game result is determined to be shifting to the special game state, the transition to the results the special game state special play determination It is a configuration characterized in that the success effect is performed with a higher probability than in the case where it is not performed.
  In addition, the code | symbol in this column is shown in description in description of this invention, and this invention is not interpreted limitedly by this code | symbol.
  According to the gaming machine according to the present invention, the player can be actively operated, and a gaming machine having higher interest than the conventional one can be provided.
It is a front view which shows an example of the game machine which is one Embodiment of this invention. It is a front view which shows an example of the game board provided in a gaming machine. It is the block diagram which showed typically the main function structure in the main control board. It is a figure which shows an example of the transition of the game state in a gaming machine. It is a flowchart which shows the main operation | movement in a main control board. It is a flowchart which shows the detail of a 1st start port switch process and a 2nd start port switch process. It is a flowchart which shows the detail of gate switch processing. It is a flowchart which shows the detail of special symbol processing. It is a flowchart which shows the detail of a special game determination process. It is a flowchart which shows the detail of a stop process. It is a flowchart which shows the detail of a big prize opening process. It is a flowchart which shows the detail of a big prize opening process. It is a flowchart which shows the detail of a normal symbol process. It is a flowchart which shows the detail of an electric tulip process. It is a flowchart which shows the detail of an output process. It is a block diagram schematically showing the main functional configuration of the effect control board. It is a figure which shows an example of an effect pattern selection table. It is a timing chart which shows the various productions defined in the 1st scenario production pattern. It is a figure which shows the aspect of the title display based on a 1st scenario effect pattern, and a 1st step effect. It is a figure which shows the concept of the process in the 1st step production based on a 1st scenario production pattern. It is a figure showing one mode of suggestion production based on the 1st scenario production pattern. It is a figure showing one mode of the 2nd stage production based on the 1st scenario production pattern. It is a figure which shows the one aspect | mode of the success production based on a 1st scenario production pattern and a failure production. It is a figure which shows the one aspect | mode of a resurrection effect. It is a flowchart which shows an example of the main process sequence based on a 1st scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on a 1st scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 1st scenario effect pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 1st scenario production pattern. It is a timing chart which shows the various productions defined in the 2nd scenario production pattern. It is a figure explaining the scenario progress effect based on a 2nd scenario effect pattern. It is a figure which shows the concept of the process in the 1st step production based on a 2nd scenario production pattern. It is a figure which shows the aspect of the title display based on a 2nd scenario production pattern, and a 1st step production. It is a figure showing one mode of suggestion production based on the 2nd scenario production pattern. It is a figure which shows the relationship between the display state and expectation degree in suggestion production. It is a figure which shows the one aspect | mode of the 2nd stage production based on a 2nd scenario production pattern, a success production, and a failure production. It is a flowchart which shows an example of the main process sequence based on a 2nd scenario production pattern. It is a flowchart which shows an example of the 1st step production control processing based on the 2nd scenario production pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 2nd scenario effect pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 2nd scenario production pattern. It is a timing chart which shows the various productions defined in the 3rd scenario production pattern. It is a figure which shows the one aspect | mode of the title display based on a 3rd scenario effect pattern, and an suggestion effect. It is a figure which shows the relationship between the display state and expectation degree in suggestion production. It is a figure showing one mode of the 1st stage production based on the 3rd scenario production pattern. It is a figure explaining the processing concept in the 1st stage production based on the 3rd scenario production pattern. It is a figure which shows the one aspect | mode of the 2nd stage production based on a 3rd scenario production pattern, a success production, and a failure production. It is a flowchart which shows an example of the main process sequence based on a 3rd scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 3rd scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on a 3rd scenario effect pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 3rd scenario production pattern. It is a timing chart which shows the various productions defined in the 4th scenario production pattern. It is a figure explaining the 1st step production and suggestion production based on the 4th scenario production pattern. It is a figure which shows an example of the scenario in the 1st step production based on the 4th scenario production pattern. It is a figure which shows an example of the operation failure period and the operation success period in a button operation reception valid period. It is a figure which shows the aspect of the title display based on a 4th scenario effect pattern, and a 1st step effect. It is a figure showing one mode in the 1st stage production based on the 4th scenario production pattern. It is a figure which shows the relationship between the display state and expectation degree in suggestion production. It is a figure which shows the one aspect | mode of the 2nd step production based on a 4th scenario production pattern, a success production, and a failure production. It is a flowchart which shows an example of the main processing procedures based on a 4th scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on a 4th scenario effect pattern. It is a flowchart which shows an example of the 2nd step effect control process based on a 4th scenario effect pattern. It is a flowchart which shows an example of the main process sequence based on a 5th scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on a 5th scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 5th scenario effect pattern. It is a flowchart which shows an example of the 2nd step effect control process based on a 5th scenario effect pattern. It is a flowchart which shows an example of the main process sequence based on a 6th scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on a 6th scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 6th scenario effect pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 6th scenario production pattern. It is a flowchart which shows an example of the main process sequence based on a 7th scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on a 7th scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 7th scenario effect pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 7th scenario production pattern. It is a flowchart which shows an example of the main process sequence based on an 8th scenario effect pattern. It is a flowchart which shows an example of the 1st step effect control process based on an 8th scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on an 8th scenario effect pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 8th scenario production pattern. It is a flowchart which shows an example of the main process sequence based on the 9th scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 9th scenario effect pattern. It is a flowchart which shows an example of the 1st step production control processing based on the 9th scenario production pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 9th scenario production pattern. It is a flowchart which shows an example of the main process sequence based on a 10th scenario effect pattern. It is a flowchart which shows an example of the suggestion effect control process based on a 10th scenario effect pattern. It is a flowchart which shows an example of the 1st step production control processing based on the 10th scenario production pattern. It is a flowchart which shows an example of the 2nd step production control processing based on the 10th scenario production pattern.
  Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the drawings. In the embodiments described below, members that are common to each other are denoted by the same reference numerals, and duplicate descriptions thereof are omitted.
◇ Overall configuration of gaming machine ◇
FIG. 1 is a front view showing an example of a gaming machine 1 in the present embodiment. This gaming machine 1 is a bullet-type gaming machine configured to pay out a winning ball when a gaming ball launched by a player's instruction operation enters a winning opening provided in various winning devices. Further, the gaming machine 1 is configured to determine whether or not to shift to a gaming state advantageous to the player on condition that a game ball launched by an instruction operation by the player enters a predetermined area. This is a gaming machine that performs an auxiliary game that assists a game ball to easily enter a predetermined area under a predetermined condition in order to enhance the interest of the game. Hereinafter, the gaming machine 1 of the present embodiment will be described in detail.
  As shown in FIG. 1, the gaming machine 1 has a gaming machine main body 1a fixed to an island facility of a hall (store), and a transparent glass plate 2 is fitted on the front side of the gaming machine main body 1a. A front frame door 3 is provided. The gaming machine main body 1 a includes a gaming board 10 that rolls gaming balls inside the front frame door 3.
  The front frame door 3 is pivotally supported at the left end of the gaming machine main body 1a so that the front side of the gaming machine main body 1a can be opened and closed. The transparent glass plate 2 is for making the gaming board 10 attached to the inside of the gaming machine main body 1a visible while the front frame door 3 closes the front side of the gaming machine main body 1a. In addition, a shelf-shaped sphere storage unit 4 that protrudes to the front side is provided at the lower center of the front frame door 3. On the upper surface of the ball storage section 4, an operation button 6 that can be operated by the player is provided, and a storage tray for storing a game ball for launching on the game board 10 is provided. Further, the front frame door 3 includes a handle lever 5 that can be rotated in the clockwise direction in order to allow the player to fire the game ball at the lower right portion of the ball storage unit 4. Further, the front frame door 3 includes a frame lamp 9 arranged so as to surround the periphery of the transparent glass plate 2, and on the left and right sides of the frame lamp 9 positioned above the transparent glass plate 2 as the game progresses. A speaker 8 is provided for performing sound output for various effects.
  When the front frame door 3 is in a closed state, the game board 10 forms a game area where the game ball can roll between the board surface and the transparent glass plate 2 fitted in the front frame door 3. When the handle lever 5 is operated by the player, the game ball is launched to the upper left part of the game area with a hitting force corresponding to the operation angle, and then the game ball flows down while rolling in the game area. When the game ball wins various winning holes provided on the game board 10, the gaming machine 1 pays out the prize ball to the storage tray of the ball storage unit 4.
  In the center of the game board 10, a center accessory 11 for performing various effects as the game progresses is provided. The center accessory 11 is provided with an image display 12 such as a color liquid crystal display disposed so as to be positioned substantially in the center of the game board 10. The image display 12 is a first image display that displays a main effect image when a game effect is performed in the gaming machine 1. The center accessory 11 includes a movable accessory 14 on the upper part of the image display 12. The movable accessory 14 is an accessory (gimmick) that can be operated when a predetermined effect is performed in the gaming machine 1. The movable accessory 14 has, for example, letters “ABC” and various other decorations on the surface side, and incorporates a plurality of LEDs that emit light of different colors inside. That is, the movable accessory 14 is configured to include a panel lamp 14a that can emit a decorative portion such as a character “ABC” in various colors. Further, the center accessory 11 includes a sub-display 13 having a display screen size smaller than that of the image display 12 below the image display 12. The sub display 13 is a second image display configured by a color liquid crystal display or the like, for example, like the image display 12. The sub-display 13 displays a secondary effect image related to the effect image displayed on the image display 12 when a game effect is performed in the gaming machine 1, or the image display 12 An independent effect image that is not related to the effect image displayed in is displayed. The sub display 13 can also display a main effect image in place of the image display 12.
  The game board 10 also has a first start port 15, a second start port 16, a first big prize port 17, a second big prize port 18, and a through hole in addition to a large number of nails and windmills around the center actor 11. Known members such as a gate 20 and an out port 21 are provided. In addition to this, the game board 10 is also provided with a normal winning opening not shown. Further, the game board 10 displays a special symbol corresponding to the determination result of the special game determination (big hit determination) by displaying a variation of the special symbol on the lower left part of the board surface outside the game area where the game ball rolls. The number of holds due to winning a game ball is displayed at the first start port 15 and the second start port 16, or the normal symbol lottery result when the game ball passes through the through gate 20 is displayed. For this purpose, a symbol display 22 is provided.
  In the game board 10 shown in FIG. 1, a through gate 20 is provided on the right side of the center accessory 11. The through gate 20 is a gate that is a condition for the normal symbol lottery to be performed in the gaming machine 1, and when the game ball passes through the gate, the normal symbol lottery is performed in the gaming machine 1.
  The first start port 15 is provided below the center accessory 11, and the second start port 16 is provided on the right side of the first start port 15. Here, a game ball having a relatively high possibility of winning in the first starting port 15 is a game ball that rolls on the left side of the center accessory 11 as indicated by an arrow F1. It is. That is, the first start port 15 is provided so that the possibility that the game ball rolling on the right side of the center accessory 11 wins the first start port 15 as shown by the arrow F2 is extremely low. A game ball with a relatively high possibility of winning at the second starting port 16 is a game ball that rolls on the right side of the center accessory 11 as indicated by an arrow F2 when the game ball is launched on the game board 10. . In other words, the second start port 16 is provided so that the possibility that the game ball rolling on the left side of the center accessory 11 wins the second start port 16 as shown by an arrow F1 is extremely low.
  Each of the first start port 15 and the second start port 16 is a winning opening for paying out a predetermined number of prize balls, and whether or not a special game advantageous to the player in the gaming machine 1 is performed. It is a winning opening as a condition for performing game determination (hit determination). When the game balls won in the start ports 15 and 16 pass through a start detection area (not shown) and a start condition is satisfied, a special game determination is performed in the gaming machine 1. When the special game determination is made in the gaming machine 1, the special symbol variation display is started on the symbol display 22, and the effect corresponding to the result of the special game determination is started also in the center accessory 11 or the like. For example, in the image display 12, a symbol variation effect is started that varies the three decorative symbols 12a, 12b, and 12c in the vertical direction or the horizontal direction. When a predetermined time elapses after the special symbol variation display is started, the special symbol variation display on the symbol display 22 and the symbol variation effect on the center accessory 11 are finished, and the result of the special game determination is given to the player. Is displayed. If the result of the special game determination displayed at this time indicates that a predetermined winning such as a big win is won, the gaming machine 1 thereafter starts a special game advantageous to the player.
  The symbol display 22 is arranged at the corner of the game board 10 and is provided at a position where it is difficult for the player to visually recognize. When the special symbol variation display is terminated and the result of the special game determination is displayed, the jackpot is displayed. It is displayed in such a display manner that it is difficult for the player to determine whether or not it is a win. On the other hand, the image display 12 or the like displays in a display mode in which the player can easily determine whether or not the result of the special game determination is a big hit. Therefore, the player recognizes the result of the special game determination or the like based on the result of the symbol variation effect performed mainly by the center accessory 11 or the like. Then, the player advances the game while visually recognizing various effects performed by the center accessory 11.
  The 2nd starting port 16 is provided with the electric tulip 16a which opens and closes in the left-right direction on the right-and-left both sides. The electric tulip 16 a is an auxiliary member that assists the winning of the game ball to the second start port 16. In other words, the electric tulip 16 a assists the game ball rolling to a position in the vicinity of the second starting port 16 to easily win the second starting port 16 in the open state opened in the left-right direction. On the other hand, when the electric tulip 16a is in a closed state in which both the left and right sides of the second start port 16 are closed, an auxiliary function for assisting winning in the second start port 16 does not act. It becomes difficult to win a prize. Such an electric tulip 16a wins a normal symbol lottery performed when a game ball passes through the through gate 20, so that an opening time corresponding to the gaming state at that time is set, and the closed state is changed to the opened state. And is driven a predetermined number of times.
  The first grand prize winning port 17 is provided further to the right of the second starting port 16 in the game board 10. The first big winning opening 17 is a first variable winning device that is driven into an open state in which game balls can be won and a closed state in which game balls cannot be won, and is normally in a closed state. Then, in the gaming machine 1, when a special game determination is made by winning a game ball in the first start port 15 or the second start port 16, a predetermined round of a special game that is started after that is won. , The first grand prize winning port 17 is driven to the open state, and the game ball can enter the first grand prize winning port 17. When the first big winning opening 17 is opened, the open state continues until a predetermined time elapses or until a predetermined number of winnings are counted. Therefore, when the first big winning opening 17 is in an open state, it is possible to win up to a predetermined number of game balls until a predetermined time elapses, whereby the player can acquire a prize ball. it can. Then, the first grand prize winning port 17 driven to the open state returns to the closed state when a predetermined time elapses or when a predetermined number of winnings are counted.
  However, in the round in which the first grand prize opening 17 is opened, the opening time during which the first big prize opening 17 is kept open is determined according to the type of winning in the special game determination, for example, 30 seconds. There are two types: a round set for a relatively long time (long open round) and a round set for an extremely short time of about 0.2 seconds (short open round). Therefore, the round in which the player can win a lot of prize balls is the long open round. In the case of the short open round, it is difficult to win the game balls at the first big winning opening 17 being opened, It is difficult to acquire.
  The second big prize opening 18 is provided on the right side of the center accessory 11. The second large winning opening 18 is also a second variable winning device that is driven to an open state in which a game ball can be won and a closed state in which a game ball cannot be won, and is normally in a closed state. . Then, in the gaming machine 1, when a special game determination is made in a special game determination performed on the condition that a game ball is won at the first start port 15 or the second start port 16, a special game to be started thereafter is determined in advance. In the second round, the second grand prize opening 18 is driven to the open state, and the game ball can enter the second big prize opening 18. When the second big prize opening 18 is opened, the opened state continues until a predetermined time elapses or until a predetermined number of winnings are counted. Therefore, when the second grand prize winning opening 18 is in an open state, it is possible to win a predetermined number of game balls until a predetermined time elapses, whereby the player can acquire a prize ball. it can. And the 2nd big winning opening 18 driven to the open state returns to the closed state when a predetermined time elapses or when a predetermined number of winnings are counted. Note that the game ball that has won the second grand prize opening 18 is discharged to the back side of the game board 10 through the prize detection port 19 provided in the center accessory 11.
  In the round in which the second big prize opening 18 is opened, the opening time for maintaining the open state of the second big prize opening 18 is also set to a relatively long time of, for example, about 30 seconds like the first big prize opening 17. There are two types of rounds (long open rounds) and rounds (short open rounds) set at an extremely short time of about 0.2 seconds. A round in which a player can win many prize balls is a long open round. In the case of a short open round, it is difficult to win a game ball in the open second big prize opening 18 and win a prize ball. It is difficult.
  In the special game, a round game that selectively drives one of the first grand prize winning port 17 and the second big prize winning port 18 to the open state is executed a predetermined number of times (a predetermined number of rounds). Therefore, the first grand prize winning port 17 and the second grand prize winning port 18 are not simultaneously opened. And the special game in which the round game that opens the first grand prize opening 17 or the second big prize opening 18 is performed a plurality of times gives the player an opportunity to obtain more prize balls than usual. Since it is a game, it becomes a game state (special game state) that is particularly advantageous for the player.
  However, even if the round game that opens the first grand prize opening 17 or the second big prize opening 18 is performed a plurality of times, all of the plurality of times may be a short opening round. If all rounds are short open rounds, it is practically difficult for the player to win a prize ball during the special game. Therefore, when such a special game is performed, for example, by shifting the game state after the end of the special game to a game state advantageous to the player, a game value advantageous to the player is given. Composed.
  The out port 21 is provided at the lowermost center of the game board 10 and discharges a game ball that has not won any of the above-described various winning ports to the back side of the game board 10 as an out ball. It is.
  Next, FIG. 2 is a block diagram showing a control mechanism of the gaming machine 1 attached to the back side of the gaming board 10. On the back side of the gaming board 10, a main control board 30 that controls the main operation of the gaming machine 1 and a sub control board 31 that controls each part based on signals and commands output from the main control board 30 are provided. ing. For example, as shown in FIG. 2, the sub control board 31 includes a payout control board 32, an effect control board 33, an image control board 34, a lamp control board 35, and the like.
  The main control board 30 includes a CPU 30a, a ROM 30b, and a RAM 30c. The main control board 30 includes a first start port switch 41 for detecting that the game ball has won the first start port 15 and a second start port switch for detecting that the game ball has won the second start port 16. 42, a through gate switch 43 for detecting that a game ball has passed through the through gate 20, an electric Chu solenoid 44 for opening and closing the electric tulip 16a, a first big winning port solenoid 45 for opening and closing the first big winning port 17, and a second The first grand prize port switch 46 that detects that a game ball has won the first grand prize port 17, the second grand prize port solenoid 47 that opens and closes the second grand prize port 18, and the second grand prize port 18 Each of the second large prize opening switches 48 for detecting that a game ball has won is connected. A symbol display 22 is connected to the main control board 30. The symbol display 22 is provided with a special symbol display 22a for displaying the variation of the special symbol and a normal symbol display 22b for displaying the variation of the normal symbol.
  The main control board 30 is a payout control board when each of the first start opening switch 41, the second start opening switch 42, the first big prize opening switch 46 and the second big prize opening switch 48 detects a winning of a game ball. A prize ball command is sent to 32. The payout control board 32 includes a CPU 32a, a ROM 32b, and a RAM 32c, and is configured to control a payout motor 32d provided on the back side of the game board 10. When a prize ball command is input from the main control board 30, A predetermined number of balls are paid out in accordance with the winning opening.
  The main control board 30 is configured to perform a special game determination for determining whether or not to perform a special game and a normal symbol lottery for determining whether or not to open the electric tulip 16a. For example, when a game ball passes through the through gate 20, the main control board 30 performs a normal symbol lottery for determining whether to open or close the electric tulip 16a, and displays a normal symbol based on the result of the normal symbol lottery. The change display of the normal symbol in the device 22b is started. When the normal symbol lottery is won, the main control board 30 stops the normal symbol variation display at the winning symbol after a lapse of a predetermined time, and then drives the electric chow solenoid 44 for a predetermined time or a predetermined number of times to make the electric tulip 16a. Open. Note that when the normal symbol lottery is won and the electric tulip 16a is in an open state, the game ball is likely to win the second starting port 16 as described above. This is an advantageous gaming state.
  Further, the main control board 30 detects that the game ball has won the first start port 15 or the second start port 16 and, when the start condition is satisfied, makes a special game determination according to the winning start port. Then, the special symbol display 22a starts displaying the variation of the special symbol for a predetermined time based on the result of the special game determination. Then, the main control board 30 causes the effect control board 33 to perform the symbol change effect for a predetermined time according to the result of the special game determination as the special symbol display 22a starts the change display of the special symbol. In response, signals and commands are sent.
  In addition, when it is detected that the game ball has won the first start port 15 or the second start port 16 and the change display of the previous special symbol is not finished, the main control board 30 displays the special symbol associated with the winning. Hold the variable display of. Then, when it is time to finish the display of the variation of the previous special symbol and start the next variation display, the main control board 30 performs the next special game determination by digesting the hold, and the special game determination Based on the result, the special symbol variation display is started.
  If the main control board 30 is determined to win a predetermined hit in the special game determination, the special control variation display of the special symbol is performed for a predetermined time, and then a special game corresponding to the type of the win is started. In each round during the special game, the first grand prize opening solenoid 45 or the second big prize opening solenoid 47 is selectively driven to the open state so that the first big prize opening 17 or the second big prize opening 18 is opened. Open. The main control board 30 sends a signal or a command to cause the effect control board 33 to perform a special game effect corresponding to the special game as the special game is started.
  The production control board 33 includes a CPU 33a, a ROM 33b, a RAM 33c, and an RTC 33d, and determines specific production contents to be performed on the gaming machine 1 based on signals and commands from the main control board 30, and the decided production. Control the execution of That is, the effect control board 33 controls each of the image control board 34 and the lamp control board 35 to execute an effect based on the determined specific effect contents. The RTC 33d is a clock circuit that is a real-time clock and can output time information indicating the correct current date and time.
  For example, when the special game determination is performed by the main control board 30 and the special symbol variation display is performed for a predetermined time, the effect control board 33 displays the three decorative symbols 12a and 12b on the image display 12 during the predetermined time. , 12c is changed. In this symbol variation effect, the three decorative symbols 12a, 12b, and 12c are simply a normal symbol variation effect in which the up and down direction is changed, and various notice effects in which characters appear from such a normal symbol variation effect. Various effects are performed according to the result of the special game determination, such as an effect of transitional development. In addition, the operation buttons 6 are connected to the effect control board 33. Therefore, when it is detected that the operation button 6 has been operated at a predetermined timing at which the player can perform a button operation, the effect control board 33 can also perform an effect according to the button operation. . In addition, since the production control board 33 includes the RTC 33d, the production to be performed in the gaming machine 1 can be switched or changed according to the current date and time.
  When a special game is played by the main control board 30, the effect control board 33 controls the execution of the special game effect corresponding to the winning type won in the special game determination.
  The image control board 34 includes a CPU 34 a, a ROM 34 b, a RAM 34 c, and a VRAM 34 d, and controls images displayed on the image display 12 and the sub display 13. The image control board 34 starts a design variation effect that varies the three decorative symbols 12a, 12b, and 12c on the image display 12 based on an instruction from the performance control substrate 33, and makes the design variation effect a reach effect. Transition to various development effects. Further, the image control board 34 can also display an effect image or the like related to such a symbol variation effect or the like on the sub-display 13. Further, the image control board 34 displays a round of the current round during a special game based on an instruction from the effect control board 33 or displays a special game effect image such as a moving image.
  The VRAM 34 d in the image control board 34 is a memory for writing an image to be displayed on the image display 12. The CPU 34a repeatedly executes various processes such as background image display processing, decorative symbol display processing, and character image display processing for each frame on the VRAM 34d, so that the image display 12 and the sub display 13 are A background image, a decorative design image, a character image, and the like can be displayed in a superimposed manner so that the player can visually recognize the foreground image. Further, the image control board 34 generates a sound effect for production from the speaker 8. Therefore, the image control board 34 can output sound, music, sound effects, or the like corresponding to an image (moving image or the like) displayed on the image display 12 or the sub display 13 from the speaker 8.
  The lamp control board 35 includes a CPU 35a, a ROM 35b, and a RAM 35c, and controls each of the frame lamp 9, the panel lamp 14a, and the movable accessory driving unit 14b that drives the movable accessory 14. The lamp control board 35 turns on the frame lamp 7 based on an instruction from the effect control board 33, turns on the panel lamp 14a in a predetermined color, or drives the movable accessory driving section 14b to move the movable accessory 14. Or operate.
  Each of the image display 12, the sub display 13, the speaker 8, the frame lamp 7, the board surface lamp 14 a, and the movable accessory 14 can be easily perceived by the player as the game progresses in the gaming machine 1. This is a production means provided for performing various productions. 2 illustrates the case where the effect control board 33, the image control board 34, and the lamp control board 35 are provided as separate boards. However, the present invention is not limited thereto, and the effect control board 33, the image control board, and the like. 34 and the lamp control board 35 may be configured as one production control board.
◇ Main control board 30 ◇
FIG. 3 is a block diagram schematically showing the main functional configuration of the main control board 30. The RAM 30c of the main control board 30 is provided with a game data storage unit 60 and a hold storage unit 61. The game data storage unit 60 stores various random numbers such as jackpot random numbers, symbol random numbers, variation pattern random numbers, reach random numbers, and the like as game data. The various random numbers stored in the game data storage unit 60 are random numbers that can take values within a predetermined range, and the values are sequentially updated by a random number update unit (not shown). Therefore, the values of various random numbers differ depending on the timing at which game data is read from the game data storage unit 60. In the game data storage unit 60, normal symbol random numbers used for the normal symbol lottery are also stored as game data. On the other hand, the holding storage unit 61 is a storage area for temporarily storing and holding the game data read from the game data storage unit 60 by the game data acquisition unit 51 up to a predetermined upper limit number.
  In the ROM 30b of the main control board 30, a special game determination table 62 and a variation pattern table 63 are stored in advance. The special game determination table 62 is a table referred to for performing a special game determination. The special game determination table 62 includes a first table 62a and a second table 62b. The first table 62a is a table that is referred to when the probability that a special game is determined to be performed in the special game determination is a normal probability state in which the probability is a normal probability. The second table 62b is a table that is referred to when the probability that a special game is determined to be performed in the special game determination is a high probability state that is higher than the normal probability. In the first table 62a, a predetermined number of values are determined as winning values where the jackpot random number is a jackpot, and in the second table 62b, more values than the first table 62a are determined as winning values where the jackpot random number is a jackpot. ing.
  The variation pattern table 63 is a table that is referred to in order to determine the variation time related to the variation display of the special symbol when the special game determination is performed on the main control board 30. The variation pattern table 63 includes a plurality of tables (not shown) such as a table that is referred to when the jackpot random number is a predetermined hit and a table that is referred to when the reach random number indicates reach. Each of the plurality of tables included in the variation pattern table 63 is a table in which the variation time of the special symbol is associated with the variation pattern random number on a one-to-one basis. Therefore, by referring to the variation pattern table 63, it is possible to uniquely determine the variation time of the special symbol corresponding to the result of the special game determination, the random number value of the reach random number, or the like.
  In such a variation pattern table 63, when it is determined that the special game determination is a big hit, the variation pattern is determined in advance so that a relatively long time such as 90 seconds or more of the special symbol is determined. ing. Further, when it is determined that the game is lost in the special game determination, the variation pattern is determined in advance so that the variation time of the special symbol is determined, for example, a relatively short time of less than 90. However, even if the result of the special game determination is a loss, if the reach random number is a value indicating that a reach effect is performed, as in the case of jackpot, the comparison time of the special symbol, for example, 90 seconds or more is compared. It is a fluctuation pattern that a long time is determined.
  The CPU 30a of the main control board 30 functions as a game control unit 50 that comprehensively controls the state and operation of the gaming machine 1 and advances the game. The game control unit 50 functions as various processing units, and FIG. 3 illustrates some of the functions. That is, the game control unit 50 switches the game state of the gaming machine 1 or advances the game, so that the game data acquisition unit 51, the special game determination unit 52, the special symbol variation control unit 53, and the special game control unit 54 functions.
  When the first start port switch 41 and the second start port switch 42 detect winning of a game ball, the game data acquisition unit 51 receives a jackpot random number, symbol random number, fluctuation from the game data storage unit 60 at that timing. Game data including a pattern random number and a reach random number is acquired. When the game data acquisition unit 51 acquires the game data by winning the first start port 15 or the second start port 16, the game data acquisition unit 51 stores the game data in the holding storage unit 61. The holding storage unit 61 stores a first holding storage unit 61a that stores game data acquired by winning the first start port 15 and a second storage that stores game data acquired by winning the second start port 16. A holding storage unit 61b, which distinguishes the game data acquired by winning the first start port 15 from the game data acquired by winning the second start port 16, and sets a predetermined upper limit number ( For example, up to four) can be stored. Therefore, the game data acquisition unit 51 stores the game data acquired by winning the first start port 15 in the first hold storage unit 61a and stores the game data acquired by winning the second start port 16 in the second hold. Store in the storage unit 61b. When the upper limit number of game data is already stored in each of the first hold storage unit 61a and the second hold storage unit 61b, the game data acquisition unit 51 discards the game data acquired from the game data storage unit 60. However, processing for storing game data is not performed.
  The special game determination unit 52 reads the game data stored in the hold storage unit 61 and in the hold state, and makes a special game determination based on the game data. That is, the special game determination unit 52 refers to the special game determination table 62 based on the jackpot random number included in the game data, and determines whether or not the jackpot random number matches the winning value of the jackpot. As described above, the special game determination table 62 includes the first table and the second table, and the special game determination unit 52 selects one of the first table and the second table according to the probability state at the time of reading the game data. Is selected, and it is determined whether or not the jackpot random number matches the winning value of the jackpot determined in the selected table. With such special game determination, winning or losing of game data read from the holding storage unit 61 is determined. The first table is a table whose probability of winning a jackpot is set to about 1/400, for example, and the second table has a higher probability of winning a jackpot than the first table, for example, set to about 1/68. It is a table.
  The special game determination unit 52 does not read out the game data from the holding storage unit 61 when the special symbol variation control unit 53 displays the variation of the special symbol. In this case, at the timing when the special symbol variation display performed by the special symbol variation control unit 53 is completed and the next variation display can be performed, the special game determination unit 52 reads from the hold storage unit 61. The next game data is read out, and special game determination is performed based on the read out game data. At this time, if the game data is stored in the second holding storage unit 61b, the special game determination unit 52 reads the game data and performs the special game determination. That is, the special game determination unit 52 preferentially reads out the game data stored in the second hold storage unit 61b over the game data stored in the first hold storage unit 61a and performs the hold digest. It is configured as follows.
  When the special game determination is performed by the special game determination unit 52, the special symbol variation control unit 53 refers to the variation pattern table 63 based on the result of the special game determination, and determines the variation time of the special symbol. Controls the variation display of special symbols performed on the display 22a. The special symbol variation control unit 53 sends a variation start command to the effect control board 33 when the variation time of the special symbol is determined and the variation display of the special symbol is started. This variation start command includes information on the result of the special game determination, the variation time of the special symbol, and the like. Therefore, when the effect control board 33 receives the variation start command sent from the special symbol variation control unit 53, it responds to the result of the special game determination while the special symbol display is performed on the special symbol display 22a. It will be possible to perform the effect.
  The special game control unit 54 functions when a special game determination by the special game determination unit 52 is won in a predetermined win and it is determined to shift to a special game advantageous to the player. When the special game determination unit 52 determines that the special game control unit 54 is a predetermined hit, each of the first grand prize winning port 17 and the second big prize winning port 18 in the special gaming state performed accordingly. In addition to determining the number of rounds to be released and the opening pattern, the game state after the end of the special game is determined. Then, the special game control unit 54 starts a special game. When the special game control unit 54 starts the special game, each of the first grand prize port 17 and the second big prize port 18 is selected in each of a plurality of rounds based on the determined release pattern. By opening the first special winning opening, the first special winning opening 17 or the second large winning opening 18 is controlled to be opened during the special game.
  For example, the special game control unit 54 wins either the first start port 15 or the second start port 16 when determining the number of rounds and the opening pattern in the special game state, or the game state after the end of the special game. Different tables are referenced depending on whether the acquired game data is a big hit. For example, when it is determined that the game data stored in the first holding storage unit 61a is a big hit with the winning at the first starting port 15, the special game control unit 54 is stored in advance in the ROM 30b, for example. A first starting port table (not shown) is read and referred to, and the number of rounds and the opening pattern are determined based on the design random number included in the game data, and the game state after the end of the special game is determined. Further, when it is determined that the game data stored in the second holding storage unit 61b is a big hit with the winning at the second start port 16, the special game control unit 54 reads the second start port table. The number of rounds and the release pattern are determined based on the design random number included in the game data, and the game state after the special game is determined. That is, the special game control unit 54 determines the game state after the special game state is ended when it is determined that the special game determination is a big hit, and the determined game state after the special game state ends. It is comprised so that the gaming state of the gaming machine 1 may be shifted to the next.
  FIG. 4 is a diagram showing the transition of the gaming state of the gaming machine 1. First, when the gaming machine 1 is powered on, the gaming machine 1 is activated in the normal gaming state ST1. The normal game state ST1 is a game state in which the probability that it is determined that a special jackpot is won and a special game is determined in the special game determination is a normal probability, and the game is advanced with the normal probability. The normal game state ST1 is a relatively long predetermined time in which the normal symbol change time performed on the normal symbol display 22b is about 29 seconds when the game symbol passes through the through gate 20 and the normal symbol lottery is performed. In addition, even when the normal symbol lottery is won, the opening time for the electric tulip 16a to open the second starting port 16 after the end of the normal symbol variation display is set to an extremely short time of about 0.2 seconds. It is a gaming state. That is, the normal game state ST1 is a game state in which the possibility that a game ball will win the second start port 16 is extremely low. Therefore, in the normal game state ST1, the player operates the handle lever 5 so that the game ball launched into the game area of the game board 10 flows down the left area of the center accessory 11 as shown by the arrow F1 in FIG. The game is played with the aim of winning the game ball at the first start port 15.
  When the game ball wins the first start port 15 in the normal game state ST1 and wins a big win (arrow A1), the gaming machine 1 shifts to the special game state ST2 and the special game corresponding to the type of the game. I do. In this special game, a round game in which the first big prize opening 17 or the second big prize opening 18 is opened is performed a plurality of rounds. Therefore, the player operates the handle lever 5 while the special game is being performed in the gaming machine 1, so that the game ball launched into the game area of the game board 10 is centered as shown by the arrow F <b> 2 in FIG. 1. The game is performed with the aim of causing the game ball to win the first big prize opening 17 or the second big prize opening 18 by adjusting the right area of the accessory 11 to flow down.
  When the special game ends, the special game control unit 54 shifts the subsequent game state to one of the time-short game state ST3 and the probability variation game state ST4 (arrow A2 or arrow A5).
  In the short-time gaming state ST3, when the game ball passes through the through gate 20 and the normal symbol lottery is performed, the normal symbol change time performed in the normal symbol display 22b is set to a relatively short time of about 3 seconds. In addition, when the normal symbol lottery is won, the gaming state in which the opening time for the electric tulip 16a to open the second starting port 16 after the normal symbol variation display ends is set to a relatively long time of about 3.5 seconds. It is. In the short-time game state ST3, the probability of winning the normal symbol lottery is higher than that in the normal game state ST1. However, in the short-time game state ST3, the probability of being determined to be a big hit in the special game determination is the normal probability similar to the normal game state ST1, and the game state advances the game with the normal probability. In such a short time gaming state ST3, when the game ball can be passed through the through gate 20, the electric tulip 16a is frequently opened for a long time. Therefore, when the player enters the short-time game state ST3, the player operates the handle lever 5 while the short-time game state ST3 continues at that time, as shown by the arrow F2 in FIG. The game ball launched into the area is adjusted so as to flow down the right area of the center actor 11, aiming to pass the game ball through the through gate 20 and to win the second starting port 16 that is frequently opened. To play games.
  Such a short-time gaming state ST3 is continued until, for example, a predetermined symbol variation display is completed a predetermined number of times (for example, 100 times). When a special win such as a big win is won in the special game determination performed during the duration of the short-time game state ST3, the game state shifts from the short-time game state ST3 to the special game state ST2 (arrow A3). Special games are performed according to On the other hand, if the predetermined number of special games determined in the short-time gaming state ST3 is not won in a predetermined winning such as a big win, the gaming state of the gaming machine 1 is then returned to the normal gaming state ST1 (arrow A4). When the gaming state returns to the normal gaming state ST1, the electric tulip 16a becomes difficult to be opened, so that the player operates the handle lever 5 to operate the gaming board 10 as shown by the arrow F1 in FIG. The game ball that is launched into the game area is adjusted so as to flow down the left area of the center accessory 11, and the game returns to the state where the game is played with the aim of winning the game ball at the first start port 15.
  When the normal game state ST1 and the short-time game state ST3 are compared, in the short-time game state ST3, the game ball frequently wins the second starting port 16 as described above, and therefore the opportunity for the special game determination to be performed is the normal game state ST1. Can be earned more often. Therefore, the short-time gaming state ST3 is a gaming state that is more advantageous for the player than the normal gaming state ST1. Therefore, even if all the round games performed in the special game state ST2 before the transition to the short-time game state ST3 are all short-open rounds, the player moves to the short-time game state ST3 after the special game state ST2 ends, so that the player It is possible to obtain a gaming value that is more advantageous than the normal gaming state ST1.
  On the other hand, in the probability variation gaming state ST4, as in the short-time gaming state ST3, when the game ball passes through the through gate 20 and the normal symbol lottery is performed, the variation time of the normal symbol performed on the normal symbol display 22b is 3 A comparatively short time of about 3.5 seconds is set for a relatively short time of about 2 seconds, and when the normal symbol lottery is won, the opening time for the electric tulip 16a to open the second start port 16 after the normal symbol variation display ends. It is a gaming state set for a long time. In the probability variation gaming state ST4, as in the short-time gaming state ST3, the probability of winning the normal symbol lottery is higher than that in the normal gaming state ST1. Further, in the probability variation game state ST4, the probability of being determined to be a big hit in the special game determination is a high probability state higher than the normal probability, and a game state in which the game is advanced with the high probability. In such a probable gaming state ST4, when the game ball can be passed through the through gate 20, the electric tulip 16a is frequently opened for a long time. Therefore, when the player changes to the probability change game state ST4, the player operates the handle lever 5 while the probability change game state ST4 continues, so that the game on the game board 10 is performed as shown by the arrow F2 in FIG. The game ball launched into the area is adjusted so as to flow down the right area of the center actor 11, aiming to pass the game ball through the through gate 20 and to win the second starting port 16 that is frequently opened. To play games.
  Such a probable game state ST4 is continued until, for example, a predetermined symbol variation display is completed a predetermined number of times (for example, 10,000 times). Then, when a special win such as a big win is won in the special game determination performed during the continuation of the probability variation game state ST4, the game state shifts from the probability variation game state ST4 to the special game state ST2 (arrow A6), and the hit type Special games are performed according to On the other hand, if the predetermined number of special games determined in the probability variation gaming state ST4 is not won in a predetermined winning such as a big win, the gaming state of the gaming machine 1 thereafter returns to the normal gaming state ST1 (arrow A7). When the gaming state returns to the normal gaming state ST1, the electric tulip 16a becomes difficult to be opened, so that the player operates the handle lever 5 to operate the gaming board 10 as shown by the arrow F1 in FIG. The game ball that is launched into the game area is adjusted so as to flow down the left area of the center accessory 11, and the game returns to the state where the game is played with the aim of winning the game ball at the first start port 15.
  When comparing the short-time gaming state ST3 and the probability variation gaming state ST4, in the probability variation gaming state ST4, as described above, the probability of winning a jackpot in the special game determination is high, so the player wins the next jackpot early. Opportunity can be acquired. Therefore, the probability variation gaming state ST4 is a gaming state that is more advantageous for the player than the short-time gaming state ST3. Accordingly, even if all the round games performed in the special game state ST2 before the transition to the probability change game state ST4 are all short-open rounds, the player moves to the probability change game state ST4 after the special game state ST2 ends, so that the player It is possible to obtain a gaming value more advantageous than the normal gaming state ST1 and the short-time gaming state ST3.
◇ Processing procedure of main control board 30 ◇
Next, main operation procedures performed in the main control board 30 will be described. FIG. 5 is a flowchart showing main operations in the main control board 30. The CPU 30a of the main control board 30 performs a process based on the flowchart shown in FIG. 5 as a timer interrupt process for a certain time (for example, 4 milliseconds) in a normal operation except for special cases such as when the power is turned on or when the power is turned off. Repeat every time. When this process is started, the main control board 30 performs a random number update process (step S101), a first start port switch process (step S102), a second start port switch process (step S103), and a gate switch process (step S104). ), Various switch processes (step S105), prize ball process (step S106), special symbol process (step S107), special prize opening process (step S108), normal symbol process (step S109), electric tulip (electric chew) process (Step S110) and the output process (Step S111) are sequentially executed as a series of processes. When the series of processes is completed, the initial value random number update process (Step S112) is repeatedly executed. Thereafter, when time elapses and an interrupt is generated again by the timer, execution of the processes after the random number update process (step S101) is started again. Thereafter, such processing is repeated.
  In the random number update process (step S101), a process of updating the values of various random numbers such as a jackpot random number, a design random number, a variation pattern random number, and a reach random number stored in the game data storage unit 60 of the RAM 30c is performed. In the first start port switch process (step S102), the above-described game data acquisition unit 51 monitors the state of the first start port switch 41, and the game ball winning the first start port 15 passes through a predetermined area. Thus, when the first start port switch 41 is turned on, processing for obtaining game data from the game data storage unit 60 is performed. In the second start port switch process (step S103), the above-described game data acquisition unit 51 monitors the state of the second start port switch 42, and the game ball winning the second start port 16 passes through a predetermined area. Thus, when the second start port switch 42 is turned on, processing for acquiring game data from the game data storage unit 60 is performed. In the gate switch process (step S104), the state of the through gate switch 43 is monitored, and a normal symbol random number is used to draw a normal symbol when the game ball passes through the through gate 20 and the through gate switch 43 is turned on. The process of acquiring is performed. In the various switch processes (step S105), a process of inputting signals from all other switches (for example, a big prize opening switch) is performed. In the winning ball process (step S106), a process of counting the number of winnings in various winning ports and setting a winning ball command based on the counted value is performed. In the special symbol processing (step S107), special game determination processing by the special game determination unit 52, special symbol variation control unit 53, and special game control unit 54, special symbol variation processing based on the result of the special game determination, and the like are performed. . In the special prize opening process (step S108), the operation during the special game for opening the first big prize opening 17 and the second big prize opening 18 is controlled. In the normal symbol processing (step S109), the normal symbol variation display and the processing associated with the normal symbol variation display are performed. In the electric tulip process (step S110), the opening / closing operation control of the electric tulip 16a is performed. In the output process (step S111), a process of outputting a control command, game data, and the like from the main control board 30 to each of the payout control board 32 and the effect control board 33 is performed. The commands and data to be output to each substrate are generated in each process of steps S102 to S110 and are set in advance in the RAM 30c. Therefore, in this output process, the commands and data set in the RAM 30c are read and output. In the initial value random number update process (step S112), initial values of various random numbers such as jackpot random numbers, symbol random numbers, variation pattern random numbers, reach random numbers stored in the game data storage unit 60 are updated.
  FIG. 6 is a flowchart showing details of the first start port switch process (step S102 in FIG. 5) and the second start port switch process (step S103 in FIG. 5). First, as shown in FIG. 6A, in the first start port switch process (step S102), it is determined whether or not a game ball has won the first start port 15 and the first start port switch 41 is turned on. (Step S201). If the first start port switch 41 is not turned on, the first start port switch process is terminated. If the first start port switch 41 is on, it is determined whether or not the number of holds U1 stored in the first hold storage unit 61a is less than the upper limit value (step S202). In the example shown in the figure, the upper limit value is four. If the number of holdings U1 has reached the upper limit (NO in step S202), the number of holdings cannot be increased any more, and the first start port switch process is terminated. On the other hand, if the hold number U1 is less than the upper limit value (YES in step S202), the value of the hold number U1 is incremented by 1 (step S203). Then, game data obtained by winning the first start port 15 is read from the game data storage unit 60, and various random numbers included in the game data are stored in the first hold storage unit 61a (step S204). Depending on the value of the jackpot random number read out at this time, it is determined whether the jackpot is “losing” or “lost”. In the case of “big hit”, the type of special game to be played as a special game and the game state after the end of the special game are determined by the value of the read design random number. In the case of “losing”, whether or not the reach effect is performed is determined based on the read reach random number value. Then, the main control board 30 sets game data including various read random numbers as game data for transmission for transmitting to the effect control board 33 (step S205). The transmission game data set at this time is given information indicating that it is game data acquired by winning the first start port 15. When the game data setting is completed, the first start port switch process is terminated.
  Next, as shown in FIG. 6B, in the second start port switch process (step S103 in FIG. 5), whether a game ball has won the second start port 16 and the second start port switch 42 is turned on. It is determined whether or not (step S301). If the second start port switch 42 is not turned on, the second start port switch process is terminated. If the second start port switch 42 is turned on, it is determined whether or not the number of holds U2 stored in the second hold storage unit 61b is less than the upper limit value (step S302). In the example shown in the figure, the upper limit value is four. If the number of holdings U2 has reached the upper limit (NO in step S302), the number of holdings cannot be increased any more, so the second start port switch process is terminated. On the other hand, when the hold number U2 is less than the upper limit value (YES in step S302), 1 is added to the value of the hold number U2 (step S303). Then, game data obtained by winning the second start port 16 is read from the game data storage unit 60, and various random numbers included in the game data are stored in the second holding storage unit 61b (step S304). Based on the values of the various random numbers read at this time, it is determined whether or not it is a big hit, and in the case of a loss, whether or not a reach effect is performed. Then, the main control board 30 sets game data including various read random numbers as transmission game data for transmitting to the effect control board 33 (step S305). The transmission game data set at this time is given information indicating that it is game data acquired by winning the second start port 16. When the game data setting is completed, the second start port switch process is terminated.
  FIG. 7 is a flowchart showing details of the gate switch process (step S104 in FIG. 5). In this process, first, it is determined whether or not the game ball has passed through the through gate 20 and the through gate switch 43 is turned on (step S401). If the through gate switch 43 is not turned on, the gate switch process is terminated. If the through gate switch 43 is on, it is determined whether or not the normal symbol lottery holding number G is less than the upper limit value (step S402). In the example shown in the figure, the upper limit value is four. If the number of reservations G has reached the upper limit (NO in step S402), the number of reservations cannot be increased any more, and the gate switch process is terminated. On the other hand, when the reserved number G is less than the upper limit value (YES in step S402), 1 is added to the value of the reserved number G (step S403). Then, the normal symbol random number for the normal symbol lottery when the game ball passes through the through gate 20 is read out, and the random number value is stored in the RAM 30c (step S404). Note that the random symbol value read at this time determines whether or not the normal symbol lottery is based on the fact that the game ball has passed through the through gate 20.
  FIG. 8 is a flowchart showing details of the special symbol process (step S107 in FIG. 5). In this process, first, it is determined whether or not the current state of the gaming machine 1 is in a special game (step S501). If the special game is in progress, the special symbol processing cannot be performed until the special game is finished, and therefore the special symbol processing is terminated without starting the special symbol variation processing (YES in step S501). . On the other hand, when the special game is not being performed (NO in step S501), the main control board 30 determines whether or not the current state of the gaming machine 1 is displaying the variation of the special symbol (step S502). When the special symbol variation display is not in progress (NO in step S502), it is determined whether or not the number of holdings U2 is 1 or more (step S503). When the holding number U2 is 1 or more (YES in step S503), the main control board 30 reads out the game data stored first in the second holding storage unit 61b (step S504), and the value of the holding number U2 1 is subtracted (step S505). Then, the other reserved storage areas stored in the second reserved storage unit 61b are sequentially shifted (step S506).
  On the other hand, when the hold number U2 is 0 (NO in step S503), the main control board 30 determines whether or not the hold number U1 is 1 or more (step S507). When the holding number U1 is 1 or more (YES in step S507), the main control board 30 reads the game data stored first in the first holding storage unit 61a (step S508), and the value of the holding number U1. 1 is subtracted (step S509). Then, the other reserved storage area stored in the first reserved storage unit 61a is shifted (step S510). If the number of holdings U1 is 0 (NO in step S507), it means that there is no holding based on winning in the first starting port 15 or the second starting port 16 which is the starting condition for the special game determination. The process ends without starting the special symbol variation display.
  When the game data is read out in either step S504 or step S508, the process proceeds to a process for determining a special game based on the read game data (steps S511 to S517). That is, the main control board 30 first determines whether or not the current gaming state of the gaming machine 1 is a high probability state (probability game state ST4) (step S511), and if it is a high probability state, a special game determination table. The second table 62b included in 62 is selected and read (step S512), and if not in the high probability state, the first table 62a is selected and read (step S513). Then, the main control board 30 executes a special game determination process for determining whether or not to perform a special game advantageous to the player (step S514). In the special game determination process (step S514), whether or not the jackpot is determined is determined based on the jackpot random number included in the game data read in step S504 or S508, and the special symbol is displayed in a variable manner according to the determination result. The variation time to perform is determined. The details of this special game determination process will be described later.
  After performing the special game determination process (step S514), the main control board 30 performs a symbol variation effect including a variation display of the decorative symbols 12a, 12b, and 12c corresponding to the variation time determined in the special game determination process. A change start command for causing the effect control board 33 to execute is set in the RAM 30c (step S515). Then, the main control board 30 starts the special symbol variation display on the special symbol indicator 22a (step S516), and starts the variation time measurement in order to continue the variation display until the variation time elapses (step S516). S517).
  On the other hand, when the variation of the special symbol is being displayed in step S502 (YES in step S502), the main control board 30 determines whether or not the variation time has ended (step S518). Here, it is determined whether or not the variation time measured in step S517 has reached the variation time determined in the special game determination process (step S514) when the special symbol variation display is started. If the variation time has not ended (NO in step S518), the special symbol variation display is continued, and the special symbol processing is terminated as it is. On the other hand, when the variation time has ended (YES in step S518), the main control board 30 sets a variation stop command for stopping the symbol variation effect performed by the effect control board 33 in the RAM 30c. (Step S519). Then, the variation display of the special symbol on the special symbol display 22a is stopped at the stop symbol corresponding to the result of the special game determination (step S520), and the measured variation time is reset (step S521). Then, the main control board 30 executes a stop process (step S522). The details of the stop process will be described later.
  FIG. 9 is a flowchart showing details of the special game determination process (step S514 in FIG. 8). When this process is started, the main control board 30 makes a special game determination based on the table selected in step S512 or S513 in FIG. 8 as to whether or not the jackpot random number included in the game data is a jackpot (step S541). . If the jackpot is won (YES in step S542), the type of jackpot is determined based on the design random number (step S543). When determining the jackpot type, the design random number to be determined is a random number read from the first reserved storage unit 61a and a random number read from the second reserved storage unit 61b. The table to be referenced in is different. Therefore, even if the same symbol random number is used, different types of jackpots may be determined depending on whether the random numbers are read from the first reserved storage unit 61a or the second reserved storage unit 61b. When the jackpot type is determined, the main control board 30 sets the jackpot symbol corresponding to the jackpot type as a stop symbol to be stopped after the special symbol variation display (step S544). Subsequently, the main control board 30 refers to the jackpot variation pattern table included in the variation pattern table 63 (step S545), and determines the variation time of the special symbol based on the variation pattern random number (step S546). Thereafter, the main control board 30 sets in advance an opening pattern for opening the first big prize opening 17 and the second big prize opening 18 in the special game state that occurs thereafter, based on the type of jackpot determined in step S543. You may make it keep.
  If the jackpot is not won (NO in step S542), the main control board 30 sets a lost symbol based on the symbol random number as a stop symbol to be stopped after the special symbol variation display (step S547). Then, it is determined whether or not the current gaming state is the probability variation gaming state ST4 (step S548). If the current gaming state is the probability variation gaming state ST4 (YES in step S548), the main control board 30 is included in the variation pattern table 63. The variation pattern table for probability variation game is referred to (step S549), and the variation time of the special symbol is determined based on the variation pattern random number (step S550). At this time, the main control board 30 determines whether or not a reach effect is to be performed by determining a reach random number. May be determined. In the probability variation gaming state ST4, except for the case where the reach effect is performed, the special symbol variation time is easily determined to be relatively shorter than that in the normal gaming state ST1.
  On the other hand, if it is not the probability variation gaming state ST4 (NO in step S548), the main control board 30 determines whether or not the current gaming state is the short-time gaming state ST3 (step S551). As a result, when it is in the short-time game state ST3 (YES in step S551), the main control board 30 refers to the short-time game variation pattern table included in the variation pattern table 63 (step S552), and based on the variation pattern random number and the like. Then, the variation time of the special symbol is determined (step S553). Also at this time, the main control board 30 determines whether or not the reach effect is to be performed by determining the reach random number. You may decide the time. In the short-time gaming state ST3, except for the case where the reach effect is performed, it becomes easier to determine the time when the variation time of the special symbol is relatively shorter than that in the normal gaming state ST1.
  If it is not the short-time gaming state ST3 (NO in step S551), the main control board 30 refers to the normal game variation pattern table included in the variation pattern table 63 (step S554), and further. The number of holds stored in the first hold storage unit 61a is confirmed (step S555). Then, the variation time of the special symbol is determined based on the variation pattern random number, the number of reservations, and the like (step S556). Also at this time, the main control board 30 determines whether or not to perform the reach effect by determining the reach random number, and in the case of performing the reach effect, further refer to the reach variation pattern table for the normal game, The variation time may be determined. In the normal game state ST1, unless the reach effect is performed, if the number of reservations stored in the first reservation storage unit 61a reaches the upper limit, the variation time of the special symbol is the shortest time (for example, 2 seconds) ). This completes the special game determination process (step S514).
  Next, FIG. 10 is a flowchart showing details of the stop process (step S522 in FIG. 8). In this process, after the change display of the special symbol is stopped, the gaming state of the gaming machine 1 is shifted to the special gaming state ST2, or the time-short gaming state ST3 or the probability variation gaming state ST4 is shifted to the normal gaming state ST1. Is done. When the stop process is started, the main control board 30 determines whether or not a big hit or the like has occurred (step S571). If a win has occurred (YES in step S571), the main control board 30 corresponds to the type of the hit. The special game is set (step S572). Then, a special game start command is set in the RAM 30c to cause the effect control board 33 to perform an effect corresponding to the special game (step S573). Thereafter, the main control board 30 starts executing the special game (step S574). Thereby, the gaming machine 1 shifts to the special gaming state ST2.
  If the main control board 30 determines that no special game is to be generated (NO in step S571), the main control board 30 determines whether or not the current gaming state is the probability variation gaming state ST4 (step S575). As a result, if the game state is ST4 (YES in step S575), the main control board 30 decrements the count value SC, which is the remaining number of times of the special symbol variation display for continuing the probability game state ST4, by 1 (step). In step S576, it is determined whether the count value SC has become 0 (step S577). As a result, when the count value SC is not 0, the probability variation gaming state ST4 continues, and thus the in-stop process is terminated. When the count value SC becomes 0 (YES in step S577), the main control board 30 sets the normal gaming state ST1 as the current gaming state (step S578). As a result, the gaming state of the gaming machine 1 shifts from the probability-changing gaming state ST4 to the normal gaming state ST1.
  If the current gaming state is not the probability variation gaming state ST4 (NO in step S575), the main control board 30 determines whether or not it is the time-saving gaming state ST3 (step S579). As a result, when it is in the short-time gaming state ST3 (YES in step S579), the main control board 30 decrements the count value JC, which is the remaining number of times of the special symbol variation display for continuing the short-time gaming state ST3, by 1 (step S580), it is determined whether or not the count value JC has become 0 (step S581). As a result, when the count value JC is not 0, the time-saving gaming state ST3 continues, and thus the in-stop process is terminated. When the count value JC becomes 0 (YES in step S581), the main control board 30 sets the normal gaming state ST1 as the current gaming state (step S582). Thereby, the gaming state of the gaming machine 1 shifts from the short-time gaming state ST3 to the normal gaming state ST1.
  If the main control board 30 determines that the current gaming state is not the short-time gaming state ST3 but the normal gaming state ST1 (NO in step S579), then the main control board 30 ends the process without performing any special process. This is the end of the stop process (step S522).
  Next, FIG. 11 and FIG. 12 are flowcharts showing details of the special prize opening process (step S108 in FIG. 5). In this process, the opening / closing operation of the first grand prize port 17 and the second grand prize port 18 after the start of the special game is controlled. The main control board 30 determines whether or not the current gaming state of the gaming machine 1 is a special game (step S601). If it is not during the special game (NO in step S601), the opening / closing operation of the first grand prize opening 17 or the second big prize opening 18 is not performed, and thus the big prize opening process ends. On the other hand, when the special game is in progress (YES in step S601), the main control board 30 is in the special game opening operation started by the gaming machine 1 in the above-described stopping process (step S574 in FIG. 10). It is determined whether or not there is (step S602). When the gaming machine 1 is in the opening operation (YES in step S602), the main control board 30 determines whether or not a predetermined time for opening operation (opening time) has elapsed (step S603). . If the opening time has not elapsed (NO in step S603), the opening operation is continued, and the big prize opening process is terminated.
  When the opening time has elapsed (YES in step S603), the main control board 30 adds 1 to the current round value R that opens the first grand prize winning port 17 or the second major winning prize port 18 (step S603). S604). This round value R is initialized to 0 at the start of the special game, and becomes a round value to be performed this time by adding 1 in step S604. Then, the main control board 30 confirms the opening pattern of the special game that is set in advance (step S605), and the first big winning opening 17 or the second big winning opening in the current round R defined in the opening pattern. 18 open time is set (step S606). Then, the main control board 30 opens one of the first grand prize winning port 17 and the second big prize winning port 18 corresponding to the current round R (step S607). Note that when the first big prize opening 17 or the second big prize opening 18 is opened, the main control board 30 starts the measurement operation of the opening time set in step S606.
  Next, the main control board 30 determines whether or not the opening time set in step S606 has elapsed since the opening of the first grand prize winning port 17 or the second grand prize winning port 18 (step S608). If the time has not elapsed (NO in step S608), it is further determined whether or not a predetermined upper limit number of game balls have won the first grand prize winning opening 17 or the second big winning prize opening 18. (Step S609). As a result, when the opening time has not elapsed and the number of winnings has not reached the upper limit (NO in step S609), the open state of the first big winning port 17 or the second big winning port 18 continues. Therefore, the big prize opening process is terminated.
  On the other hand, when the opening time has elapsed (YES in step S608), or when the number of winning prizes to the big prize opening reaches the upper limit (YES in step S609), the main control board 30 is currently open. The first big prize opening 17 or the second big prize opening 18 is closed (step S610). Then, it is determined whether or not the current round R is a value indicating the final round (for example, 16) (step S611). If it is not the final round (NO in step S611), the special game continues, and thus the big prize opening process is terminated.
  On the other hand, if the current round R is the final round (YES in step S611), the main control board 30 executes the processing from step S612 onward to end the special game. That is, the main control board 30 resets the current round value R to 0 (step S612), and determines whether or not to shift the gaming state after the end of the special game to the probability-changing gaming state ST4 (step S613). When shifting to the probability change game state ST4 after the end of the special game (YES in step S613), the main control board 30 sets the probability change game state ST4 as the game state after the end of the special game (step S614). A predetermined value (for example, 10000) is set as the count value SC of the number of times of continuous display of special symbols that are continued (step S615). If the count value SC set here is set to 10,000, for example, the probability variation gaming state ST4 is substantially continued until the next jackpot winning. Further, if the count value is set to a value of about 100 or less, it can be realistic to return from the probability-changing gaming state ST4 to the normal gaming state ST1 without winning a big hit in the probability-changing gaming state ST4.
  If the main control board 30 determines that the transition to the probability-changing game state ST4 is not made after the special game ends (NO in step S613), the main control board 30 sets the short-time game state ST3 as the game state after the special game ends (step S616). A predetermined value (for example, 100) is set to the count value JC of the number of times the special symbol is continuously displayed in the gaming state ST3 (step S617).
  Then, the main control board 30 starts measuring time for ending the special game (step S618), and determines whether or not the ending has ended (step S619). If the predetermined time has not elapsed since the ending was started, it is determined that the ending has not been completed (NO in step S619), and the big prize opening process is terminated. When a predetermined time has elapsed since the start of ending, it is determined that the ending has ended (YES in step S619), and a special game end command is set on the effect control board 33 to end the special game effect. (Step S620), the special game is ended (Step S621).
  On the other hand, if it is determined in step S602 that the gaming machine 1 is not opening (NO in step S602), the process proceeds to the flowchart of FIG. 12, and the main control board 30 determines whether the first grand prize port 17 or the second grand prize port. It is determined whether or not 18 is open (step S651). If it is open (YES in step S651), the processing from step S608 shown in FIG. 11 is executed. If it is not open (NO in step S651), it is determined whether or not the gaming machine 1 is ending a special game (step S652). If the ending is in progress (YES in step S652), the processes in and after step S619 shown in FIG. 11 are executed. If the ending is not in progress (NO in step S652), the elapsed time after the first grand prize winning port 17 or the second major winning prize port 18 is closed has passed a predetermined execution interval (interval time) of each round. Whether or not (step S653). If the interval time has not elapsed (NO in step S653), it is not the timing for carrying out the next round yet, so the big prize opening process is terminated. On the other hand, when the interval time has elapsed (YES in step S653), the processing after step S604 shown in FIG. 11 is executed to perform the next round.
  When a special game is started in the gaming machine 1 by the above-described special prize opening process, the first big prize opening 17 or the second big prize opening 18 is opened with an opening pattern corresponding to the type of the special game. Is performed a predetermined number of times (for example, 16 rounds). When the special game ends, either the short time gaming state ST3 or the probability variation gaming state ST4 is set.
  Next, FIG. 13 is a flowchart showing details of the normal symbol processing (step S109 in FIG. 5). In this process, first, it is determined whether or not the current state of the gaming machine 1 is an auxiliary game (step S701). The auxiliary game is in a state where the process for driving the electric tulip 16a to the open state by winning the normal symbol lottery is started and the process has not been completed yet. If the auxiliary game is being played (YES in step S701), the main control board 30 ends the normal symbol process without starting the normal symbol variation display. If it is not in an auxiliary game (NO in step S701), it is determined whether or not the current state of the gaming machine 1 is displaying a normal symbol variation (step S702). If the normal symbol is not being variably displayed (NO in step S702), the main control board 30 determines whether or not the normal symbol lottery holding number G is 1 or more (step S703). When the holding number G is 0 (NO in step S703), it means that there is no game ball passing to the through gate 20 which is the starting condition of the normal symbol lottery, so the normal symbol variation display is not started. Normal symbol processing ends.
  On the other hand, when the holding number G is 1 or more (YES in step S703), the main control board 30 reads out game data (normal symbol random number) corresponding to the earliest holding (step S704), and the holding number G 1 is subtracted by 1 (step S705), and the storage area storing other hold is shifted (step S706). Then, the main control board 30 determines whether or not the normal symbol random number read from the hold is a predetermined winning value, and determines whether or not the normal symbol lottery is won (step S707). When the normal symbol lottery is won (YES in step S707), the main control board 30 sets a symbol (winning symbol) indicating that the normal symbol lottery is won in the RAM 30c (step S708). If the normal symbol lottery is not won (NO in step S707), a symbol (losing symbol) indicating that the normal symbol lottery is lost is set in the RAM 30c (step S709).
  The main control board 30 determines whether the gaming machine 1 is currently in the short-time gaming state ST3 or the probability-changing gaming state ST4 (step S710). And YES), the fluctuation time of the normal symbol is set to a short time (3 seconds in the case of the example) (step S711). If it is determined that the current gaming state is neither the short-time gaming state ST3 nor the probability-changing gaming state ST4 (NO in step S710), the normal symbol variation time is set to a long time (29 seconds in the example). (Step S712). The main control board 30 starts normal symbol variation display on the normal symbol display 22b of the symbol display 22 based on the variation time set in step S711 or S712 (step S713), and the variation time is measured. Is started (step S714).
  If the normal symbol variation display is in progress (YES in step S702), the main control board 30 determines whether or not the regular symbol variation time has ended (step S715). That is, it is determined whether or not the variation time at which measurement is started in step S714 has reached the variation time set in step S711 or S712. If the variation time has not ended (NO in step S715), the normal symbol variation display is continued, and the normal symbol processing is terminated as it is. When the variation time has ended (YES in step S715), the main control board 30 stops the variation display of the normal symbol and displays the symbol set in step S708 or S709 (step S716). Thereafter, the measured variation time is reset (step S717). Then, it is determined whether or not the normal symbol lottery has been won (step S718), and if it has been won (YES in step S718), an auxiliary game for opening the electric tulip 16a is started (step S719). As a result, the current state of the gaming machine 1 becomes an auxiliary game. On the other hand, if the normal symbol lottery is not won (NO in step S718), the normal symbol processing is terminated while the current state of the gaming machine 1 is maintained.
  Next, FIG. 14 is a flowchart showing details of the electric tulip process (step S110 (electricity Chu process) in FIG. 5). In this process, first, it is determined whether or not the current state of the gaming machine 1 is an auxiliary game (step S801). If the auxiliary game is not being performed (NO in step S801), the electric tulip 16a is not released, and thus the electric tulip process is terminated. If the auxiliary game is being performed (YES in step S801), the main control board 30 determines whether or not the electric tulip 16a is being opened (step S802). If the electric tulip 16a is not being opened (step S802) It is determined whether or not the current gaming state is the short-time gaming state ST3 or the probability-changing gaming state st4 (NO in step S802) (step S803). When the current gaming state is the short-time gaming state ST3 or the probability variation gaming state ST4 (YES in step S803), the main control board 30 sets the electric tulip 16a for a long time (3.5 seconds in the illustrated example). (Step S804). In addition, when neither the short-time gaming state ST3 nor the probability-changing gaming state ST4 is in the normal gaming state ST1 (NO in step S803), the main control board 30 shortens the opening time of the electric tulip 16a (in the example shown in the figure). 0.2 second) (step S805). Then, the main control board 30 drives the electric Chu solenoid 44 to open the electric tulip 16a (Step S806), and starts measuring the elapsed time after opening (Step S807). On the other hand, if the electric tulip 16a has already been opened (YES in step S802), the processes in steps S803 to S807 are skipped. Thereafter, the main control board 30 determines whether or not the opening time set in step S804 or S805 has elapsed (step S808), and if the opening time has not elapsed (NO in step S808), the electric tulip 16a. Since the open state is continued, the electric tulip process is terminated. If the opening time has elapsed (YES in step S808), the main control board 30 drives the electric chew solenoid 44 to return the electric tulip 16a to the closed state (step S809), ends the auxiliary game, and performs electric tulip processing. Is finished (step S810).
  Through the processing shown in FIGS. 13 and 14, the electric tulip 16a is opened more frequently and longer than the normal gaming state ST1 in the short-time gaming state ST3 or the probability-changing gaming state ST4, and the second start port It becomes easier for a game ball to enter 16.
  FIG. 15 is a flowchart showing details of the output process (step S111 in FIG. 5). In this process, various data and commands are output from the main control board 30 to the sub-control board 31. First, when the game data for transmission is set, the main control board 30 transmits it to the effect control board 33 (step S901). If the game data for transmission is not set, the transmission process in step S901 is not performed. Next, if the variation start command is set, it is transmitted to the effect control board 33, and an instruction is given to perform the symbol variation effect corresponding to the variation time of the special symbol (step S902). Thereby, the fluctuating effect which fluctuates the decorative symbols 12a, 12b and 12c by the effect control board 33 is started. If the change start command is not set, the transmission process in step S902 is not performed. Next, if the change stop command is set, is it transmitted to the effect control board 33, and the change effect being executed by the effect control board 33 is stopped and the result of the special game determination is a big hit? An instruction is given to notify the player whether or not (step S903). If the change stop command is not set, the transmission process in step S903 is not performed. Next, if the special game start command is set, it is transmitted to the effect control board 33, and the start of the effect operation accompanying the start of the special game is instructed (step S904). The special game start command transmitted at this time includes information indicating whether the gaming state after the special game is the short-time gaming state ST3 or the probability-changing gaming state ST4. If the special game start command is not set, the transmission process in step S904 is not performed. Next, if the special game end command is set, it is transmitted to the effect control board 33, and the end of the effect corresponding to the special game is instructed (step S905). If the special game end command is not set, the transmission process in step S905 is not performed. Finally, if various other commands are set, each part is controlled by transmitting it to the effect control board 33 and the payout control board 32 (step S907). For example, a prize ball command that accompanies winning of a game ball at various winning openings is transmitted to the payout control board 32 at this time, and the payout control board 32 pays out a prize ball. Thus, the output process ends.
◆ Direction control board 33 ◆
Next, details of the effect control board 33 will be described. FIG. 16 is a block diagram schematically showing the main functional configuration of the effect control board 33. The effect control board 33 inputs various commands CMD from the main control board 30 as described above, and performs effects according to the commands CMD. In addition, when the operation button 6 is operated by the player, the effect control board 33 can input an operation signal SGN from the operation button 6 and perform an effect according to the player's button operation. Hereinafter, the configuration and operation of such an effect control board 33 will be described in detail.
  As shown in FIG. 16, the ROM 33b of the effect control board 33 stores in advance a plurality of effect patterns 77 performed as symbol variation effects. Each of the plurality of effect patterns 77 is an effect pattern that performs an effect corresponding to the variation time of the special symbol determined by the special symbol variation control unit 53. The plurality of effect patterns include a plurality of scenario effect patterns 78 that detect a player's button operation on the operation button 6 and advance a predetermined scenario according to the button operation. The scenario effect pattern 78 is an effect defined so that a scenario in which a plurality of stages are set from the initial stage to the final stage progresses in stages according to the presence or absence of button operation by the player or the timing of button operation. It is a pattern. All of the plurality of scenario effect patterns 78 are stored in the ROM 33b as effect patterns corresponding to the same variation time of the special symbol. The ROM 33b stores in advance an effect pattern selection table 79 for selecting one effect pattern from the plurality of effect patterns 77 corresponding to the variation time of the special symbol.
  On the other hand, the CPU 33a of the effect control board 33 functions as an effect pattern determination unit 70, a symbol variation effect control unit 71, and a special game effect control unit 72, as shown in FIG.
  When receiving the change start command from the main control board 30, the effect pattern determining unit 70 selects one effect pattern corresponding to the change time of the special symbol included in the change start command from the plurality of effect patterns 77. It is a processing unit that determines an effect pattern of a symbol variation effect performed in the gaming machine 1 by selecting based on the table 79.
  FIG. 17 is a diagram illustrating an example of the effect pattern selection table 79. The effect pattern selection table 79 is table information in which an effect pattern is associated with the variation time of the special symbol as shown in FIG. In the effect pattern selection table 79, selection time setting information can be additionally recorded.
  For example, if the effect pattern A is associated with a change time of 2 seconds and the change time of the special symbol included in the change start command is 2 seconds, the effect pattern determination unit 70 sets the change time of 2 seconds. An effect pattern A is selected as the corresponding effect. If the effect pattern B is associated with the change time of 5 seconds and the change time of the special symbol included in the change start command is 5 seconds, the effect pattern determination unit 70 sets the change time of 5 seconds. The production pattern B is selected as the corresponding production. As described above, in the effect pattern selection table 79, except for the scenario effect pattern 78, the special symbol change time and the effect pattern are associated one-to-one. In the effect pattern selection table 89, when one effect pattern is associated one-to-one with one variation time, selection time setting information is not registered in the effect pattern.
  On the other hand, the plurality of scenario effect patterns 78 are associated with the same predetermined time in the special symbol variation time in the effect pattern selection table 79. In the illustrated example, all of the ten scenario effect patterns 78 from the first scenario effect pattern 78a to the tenth scenario effect pattern 78j are associated with a fluctuation time of 90 seconds. In these scenario effect patterns 78, selection time setting information is registered in advance. The selection time setting information is information that is referred to in order to select one scenario effect pattern from a plurality of scenario effect patterns 78a to 78j when the variation time of the special symbol is a predetermined time (for example, 90 seconds). Yes, it is information in which different time zones are set for the scenario effect patterns 78a to 78j. Therefore, when the variation time included in the variation start command received from the main control board 30 is 90 seconds, the effect pattern determination unit 70 refers to the time information output from the RTC 33d, and a plurality of scenario effect patterns 78a to 78j. One scenario effect pattern corresponding to the current date and time is selected from among them, and the selected scenario effect pattern is determined as an effect pattern of the symbol variation effect performed in the gaming machine 1.
  However, the effect pattern determining unit 70 is not limited to selecting one scenario effect pattern according to the current date and time output from the RTC 33d as described above. For example, the variation time of the special symbol is a predetermined time (for example, 90 seconds). In this case, a lottery may be performed, and one scenario effect pattern may be selected from a plurality of scenario effect patterns 78a to 78j based on the lottery result.
  When one effect pattern to be performed as a symbol variation effect is determined by the effect pattern determination unit 70, the symbol variation effect control unit 71 operates each of the image control board 34 and the lamp control board 35 based on the effect pattern. As a result, the execution of the symbol variation effect associated with the determination of the special game in the gaming machine 1 is controlled. The symbol variation effect control unit 71 includes a scenario progress effect control unit 73. The scenario progress effect control unit 73 functions when one of the plurality of scenario effect patterns 78a to 78j is selected by the effect pattern determination unit 70, so that the symbol variation effect based on the selected scenario effect pattern is performed. To control. In other words, the scenario progress effect control unit 73 causes various effect means such as the image display 12 to perform the scenario progress effect via the image control board 34 and the lamp control board 35.
  The scenario progress effect starts from the initial stage, and the scenario progresses step by step according to the presence or absence of button operation by the player and the timing of button operation, and it is advantageous to the player if the scenario finally progresses to the final stage. This is an effect that gives the highest expectation of game value. For example, in this embodiment, when the variation time of the special symbol is 90 seconds, a scenario progress effect for 90 seconds is performed. Therefore, when the result of the special game determination is a big hit and the subsequent game state is to be shifted to the special game state ST2, if the variation time of the special symbol determined in the main control board 30 is 90 seconds In many cases, a scenario progress effect that finally progresses to the final stage is performed. Even if the result of the special game determination is a big hit and the subsequent game state is shifted to the special game state ST2, a scenario progress effect that does not proceed to the final stage may be performed. In this case, after a notice that it has not progressed to the final stage is made, a resurrection effect is performed, and the result of the special game determination is a big hit by the resurrection effect, and the subsequent game state shifts to the special game state ST2. Is notified. On the other hand, if the result of the special game determination is a loss and the subsequent game state is not shifted to the special game state ST2, if the variation time of the special symbol determined in the main control board 30 is 90 seconds Finally, a scenario progression effect that does not proceed to the final stage is performed. In this way, in the scenario progress production, the scenario is advanced step by step from the initial stage and approaches the final stage, so the player's expectation is raised step by step by the progress of the scenario. Will be able to go. In the present embodiment, when the result of the special game determination is to be shifted to the special game state ST2, the final stage is performed with a higher probability than when the result of the special game determination is not to be shifted to the special game state ST2. The scenario progress effect that progresses to will be performed.
  In order to control the scenario progress effect as described above, the scenario progress effect control unit 73 includes a suggestion effect control unit 74, a first stage effect control unit 75, and a second stage effect control unit 76.
  The suggestion effect control unit 74 causes the suggestion effect to suggest the degree of expectation that the scenario progress effect starting from the initial stage progresses to the final stage. After the scenario progress effect is started, the suggestion effect control unit 74 causes the suggestion effect indicating the degree of expectation to be performed at a predetermined timing or a timing when a button operation is performed by the player. The suggestion effect control unit 74 causes the suggestion effect based on the result of the special game determination performed by the special game determination unit 52 to perform the suggestion effect. Therefore, when the result of the special game determination is to shift to the special game state ST2, there is a suggestion effect with a higher expectation that the scenario progress effect will reach the final stage than in the case of the determination result not to shift to the special game state ST2. To be done.
  In addition, the suggestion effect control unit 74 may perform the suggestion effect on condition that a button operation by the player is detected at a predetermined timing. In this case, when the button operation by the player is not detected at a predetermined timing, no suggestion effect is performed. If the scenario progress effect is advanced to the final stage as described above, there is a high possibility that a game value advantageous to the player will be given. I am interested in whether or not the scenario progress production will progress to the final stage. Therefore, the player actively performs button operations at a predetermined timing in order to know the degree of expectation that the scenario progress effect will progress to the final stage.
  After the scenario progress effect is started, the first stage effect control unit 75 causes the first stage effect to advance the scenario progress effect to the first stage according to the button operation by the player. The first stage effect is an effect that does not advance the scenario progress effect to the final stage, but advances the scenario progress effect to the first stage before the final stage. The first stage effect control unit 75 may not advance the scenario progress effect when the button operation is not detected within the button operation reception valid period for receiving the button operation by the player. In that case, the scenario progress effect does not proceed toward the final stage. Therefore, the player positively operates the button to advance the scenario progress effect.
  The second stage production control unit 76 operates after the first stage production is performed by the first stage production control unit 75, and the scenario progression production proceeds from the first stage to the final stage and proceeds to the final stage. The second stage effect that selectively performs one of the failure effects is not performed. The second stage effect control unit 76 receives a button operation by the player for a predetermined period after the first stage effect is performed by the first stage effect control unit 75, and performs the button operation by the player within the period. Any one of a success effect and a failure effect may be performed at the detected timing. However, even if the player does not detect the button operation during the predetermined period, the second stage effect control unit 76 performs either the success effect or the failure effect at the timing when the predetermined period has elapsed. In addition, when the result of the special game determination is shifted to the special game state ST2, the second stage effect control unit 76 has a higher probability than the case where the result of the special game determination is not shifted to the special game state ST2. The success effect is performed after the two-stage effect, and the result of the special game determination is a big hit in the success effect or after the success effect, and the gaming state of the gaming machine 1 shifts to the special gaming state ST2. Inform.
  The suggestion effect control unit 74, the first stage effect control unit 75, and the second step effect control unit 76 as described above function in a predetermined order for one scenario effect pattern selected by the effect pattern determination unit 70. . That is, the suggestion effect control unit 74, the first stage effect control unit 75, and the second stage effect control unit 76 have different operation orders depending on which scenario effect pattern is selected from the plurality of scenario effect patterns 78a to 78j. It becomes. For example, among the plurality of scenario effect patterns 78a to 78j, the first stage effect control unit 75 is operated first, the suggestion effect control unit 74 is operated after the first stage effect control unit 75, and finally the second An effect pattern for operating the stage effect control unit 76 is included. Also included is an effect pattern in which the suggestion effect control unit 74 is operated first, the first stage effect control unit 75 is operated after the suggestion effect control unit 74, and finally the second stage effect control unit 76 is operated. Further, the first stage effect control unit 75 is operated first, the suggestion effect control unit 74 is operated according to the button operation by the player during the operation of the first stage effect control unit 75, and finally the second stage effect control is performed. An effect pattern for operating the unit 76 is also included. Accordingly, the scenario progress effect control unit 73 operates the suggestion effect control unit 74, the first stage effect control unit 75, and the second stage effect control unit 76 in order based on those effect patterns to execute the scenario progress effect. To control.
  The special game effect control unit 72 operates when the symbol variation effect performed by the symbol variation effect control unit 71 ends and the gaming state of the gaming machine 1 shifts to the special game state ST2, and produces an effect in the special game state ST2. It is something to control. As described above, in the special game state ST2, a round game in which the first grand prize winning port 17 and the second grand prize winning port 18 are alternatively opened is performed a plurality of times (a plurality of rounds). Therefore, for example, the special game effect control unit 72 performs an effect corresponding to the special game state ST2 such as displaying the current number of rounds on the image display 12 while the plurality of round games are performed.
  In the following, the scenario progress effect that is performed in the symbol variation effect when each of the first scenario effect pattern 78a to the tenth scenario effect pattern 78j is selected by the effect pattern determination unit 70 will be described in detail.
◇ Scenario progress effect based on first scenario effect pattern 78a ◇
First, the first scenario effect pattern 78a will be described. FIG. 18 is a timing chart showing the execution timing of various effects predefined in the first scenario effect pattern 78a. When the first scenario effect pattern 78a is selected by the effect pattern determination unit 70, the scenario progress effect control unit 73, as shown in FIG. 18, the first step effect control unit 75, the suggestion effect control unit 74, and the second step. The effect control unit 76 is caused to function in this order, and various effects defined in the first scenario effect pattern 78a are executed at predetermined timings.
  When the scenario progress effect based on the first scenario effect pattern 78a is started at the timing T0, the first stage effect control unit 75 functions first. Then, the first stage effect control unit 75 starts the title display 101 corresponding to the first scenario effect pattern 78a at the timing T0 and continues the title display 101 for a predetermined time. The first stage effect control unit 75 starts the first stage effect 102 after detecting that a predetermined time has elapsed from the start of the title display 101 and has reached the timing T1.
  When starting the first stage effect 102, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. The first operation here is, for example, an operation in which the operation button 6 is pressed once within a predetermined period. However, the present invention is not limited to this, and may be an operation in which the operation button 6 is long pressed within a predetermined period. When the first stage production control unit 75 receives a first operation by the player during a period from a predetermined timing until a predetermined period elapses, the first stage production control unit 75 reaches a predetermined first stage according to the first operation. Proceed with scenario progression effects. This first stage is a stage that has advanced to the final stage from the initial stage and has not yet reached the final stage. On the other hand, if the first operation by the player is not received from the predetermined timing until the predetermined period elapses, the first stage effect control unit 75 performs the scenario progress effect after the button operation reception valid period has elapsed. Is advanced to a predetermined stage. When the first operation by the player is not accepted, the stage in which the scenario progress effect progresses is the minimum progress width, and is a stage that is less than the first stage. In other words, if the first operation is performed within the period in which the first operation is accepted, the scenario progress effect progresses significantly more than the case where the first operation is not performed. A player who expects this will actively perform the first operation on the operation button 6. In the first stage effect 102, the effect of advancing the scenario progress effect to the first stage by receiving the first operation as described above is performed at least once. Then, after starting the first stage effect 102, at the timing T2, the first stage effect 102 by the first stage effect control unit 75 ends.
  At timing T2, the suggestion effect control unit 74 functions next. Then, the suggestion effect control unit 74 starts the suggestion effect 103 from the timing T2. When the suggestion effect control unit 74 starts the suggestion effect 103, based on the result of the special game determination, the suggestion effect control unit 74 performs an effect suggesting the degree of expectation that the scenario progress effect proceeds to the final stage at a predetermined timing. It should be noted that a button operation by the player may be received at a predetermined timing, and an effect suggesting the degree of expectation that the scenario progress effect will progress to the final stage may be performed on condition that the button operation by the player is performed. In this case, if the player does not perform a button operation, the degree of expectation as to whether or not the scenario progress effect will progress to the final stage is not suggested, so the player will actively perform the button operation. When the suggestion effect control unit 74 suggests the degree of expectation that the scenario progress effect will progress to the final stage, for example, a plurality of characters are displayed on the image display 12 and expected by the conversation content when the characters exchange conversation. Suggest a degree. However, since there are various types of suggestion modes by the suggestion effect control unit 74, the expectation degree that the scenario progress effect proceeds to the final stage in other suggestion modes may be suggested. At timing T3, the suggestion effect 103 by the suggestion effect control unit 74 ends.
  Next, the second stage effect control unit 76 functions at the timing T3. Then, the second stage effect control unit 76 starts the second stage effect 104 from the timing T3, and after the second stage effect 104, when the predetermined stage T5 comes, the scenario progress effect is changed from the first stage to the final stage. One of the success effect 105 that progresses and the failure effect 106 that the scenario progress effect does not progress to the final stage is performed. The success effect 105 or the failure effect 106 continues until the timing T6 and ends when the timing T6 is reached. Further, the second stage effect control unit 76 may start the second stage effect 104 at the timing T3, perform the failure effect 106 at a relatively fast timing T4, and then perform the resurrection effect 107. Even in this case, the revival effect 107 continues until the timing T6, and ends at the timing T6.
  As described above, the first scenario effect pattern 78a is an effect pattern that is performed within the period from the timing T0 to T6. The person will be notified.
  FIG. 19 is a diagram illustrating an aspect of the title display 101 and the first stage effect 102 performed by the first stage effect control unit 75. In FIG. 19, only the screen example displayed on the image display device 12 is shown, but an effect linked to the screen displayed on the image display device 12 is performed for the entire center accessory 11 or the entire gaming machine 1. You may do it. When starting the execution of the scenario progress effect based on the first scenario effect pattern 78a, the first stage effect control unit 75 first causes the image display 12 to display the title display 101. In the title display 101, the player is notified of how to proceed with the scenario progress effect based on the first scenario effect pattern 78a. In the example of FIG. 19, the message “Press the button to complete the RUSH constellation!” Is displayed, and if the RUSH constellation can be finally completed by operating the buttons, the game value advantageous to the player Has been informed. That is, in the example of the scenario progress effect based on the first scenario effect pattern 78a, a scenario for the purpose of finally completing the RUSH constellation progresses.
  When starting the first stage effect 102 after the title display 101, the first stage effect control unit 75 causes the image display 12 to display the initial screen 102a of the first stage effect 102 as shown in FIG. In this initial screen 102a, the stars constituting the RUSH constellation are displayed in a blank state, and the RUSH constellation is in an incomplete state. After the initial screen 102a is displayed, at the start timing of the button operation acceptance valid period by the player, the first stage effect control unit 75 prompts the player to operate the button on the initial screen 102a. Button operation guidance images are displayed superimposed. By displaying such a button operation guide image, the player can grasp that the button operation is effectively accepted.
  When the first operation by the player is performed within the button operation reception valid period, the first stage effect control unit 75 determines the next stage (first stage) for proceeding with the scenario progress effect, and the first stage The display screen of the image display 12 is changed from the initial screen 102a to the second screen 102b in response to accepting the operation. On the second screen 102b, a large number of meteors appear in the screen of the image display 12, and the stars are filled in a predetermined order with respect to the blank portion of the stars constituting the RUSH constellation. In this way, the first stage effect control unit 75 advances the scenario progress effect to a predetermined next stage (first stage).
  FIG. 20 is a diagram illustrating a concept of processing by the first stage effect control unit 75. FIG. 20A shows the order in which meteors fill the RUSH constellation, and FIG. 20B shows the first stage determined by the presence or absence of the first operation. First, when the first stage effect control unit 75 fills a star in the blank portion of the constellation constituting the RUSH constellation on the second screen 102b, the first stage effect control unit 75 sets the first order effect control unit 75 in a predetermined order as shown in FIG. Fill the stars one by one. That is, for the RUSH constellation, the progression order of the scenarios is determined in advance so that the constellation is completed one character at a time in the order of R constellation, U constellation, S constellation, and H constellation. In order to complete the RUSH constellation, it is necessary that all 26 blanks are filled with meteors and that these 26 stars are lit at their respective positions. When the first stage effect control unit 75 determines the first stage in which the scenario progress effect is advanced in response to the first operation, the number of lightings 7, 10, 13, 20 as shown in FIG. One lighting pattern is selected from among them. At this time, the first stage effect control unit 75 may select one of the four lighting patterns according to the result of the special game determination. For example, when the result of the special game determination is a big hit and the subsequent game state is shifted to the special game state ST2, a lighting pattern having a larger number of lighting than the case where the result of the special game determination is lost is selected. One lighting pattern may be selected so that the probability of being turned on increases. If the first operation is not performed, the first stage effect control unit 75 determines the next stage in which the scenario progress effect is advanced to the stage with the smallest number of lighting (lighting number 4). For example, in the example of FIG. 20B, when the first operation is not performed, the next stage of proceeding the scenario progress effect is the number of lightings 4, and the scenario progress effect is greater than when the first operation is performed. Less progress.
  And the 1st step production | generation control part 75 changes the display screen of the image display 12 from the 2nd screen 102b to the 3rd screen 102c after progress for a predetermined time, after displaying the 2nd screen 102b. In the example shown in FIG. 19, among the RUSH constellations, the R constellation and the U constellation are completed, and the S constellation and the H constellation are left unfinished (the number of lighting is 13). State).
  On the other hand, if the first operation by the player is not performed within the button operation reception valid period, the first stage effect control unit 75 minimizes the next stage for advancing the scenario progress effect after the button operation reception valid period has elapsed. It is determined as the progression width (lighting number 4). Then, the first stage effect control unit 75 changes the display screen of the image display 12 from the initial screen 102a to the fourth screen 102d. In the fourth screen 102d, as in the second screen 102b, meteors appear in the screen of the image display 12, and the stars are filled in a predetermined order with respect to the blank portion of the stars constituting the RUSH constellation. In the fourth screen 102d when the first operation is not performed, the number of meteors appears less than the second screen 102b when the first operation is performed, and is smaller than the second screen 102b. You may make it alert | report that there is little progress degree of a scenario progress effect. Then, the first stage effect control unit 75 advances the scenario progress effect by the minimum progress width (lighting number 4). When a predetermined time elapses after displaying the fourth screen 102d, the first stage effect control unit 75 changes the display screen of the image display 12 from the fourth screen 102d to the fifth screen 102e. At this time, as shown in FIG. 19, among the RUSH constellations, only four stars in the R constellation are lit, and the scenario progress effect is advanced by the minimum progress width.
  As described above, in the first stage effect 102 based on the first scenario effect pattern 78a, if the first operation by the player is accepted within the button operation acceptance valid period, the scenario is more effective than the case where the first operation is not accepted. Progressive performance comes closer to the final stage. Therefore, the player positively performs the first operation in the first stage effect 102.
  Next, FIG. 21 is a diagram illustrating an aspect of the suggestion effect 103 performed by the suggestion effect control unit 74. In FIG. 21, only the screen example displayed on the image display device 12 is shown. However, an effect linked to the screen displayed on the image display device 12 is performed on the entire center accessory 11 or the entire gaming machine 1. You may do it. When the suggestion effect control unit 74 starts the suggestion effect 103 after the first-stage effect 102 described above, as shown in FIG. 21A, the suggestion effect control unit 74 causes the two characters 80 a and 80 b to appear on the image display 12. The first screen 103a, the second screen 103b, and the third screen 103c are displayed in order. On the first screen 103a, the first character 80a emits a first line 81a, and on the second screen 103b, the second character 80b emits a second line 81b. On the third screen 103c, the first character 80a emits a third line 81c. The suggestion effect control unit 74 suggests the degree of expectation that the scenario progress effect will progress to the final stage according to the contents of the lines 81a, 81b, 81c generated by the plurality of characters 80a, 80b. FIG. 21B shows the relationship between the contents of the dialogue and the expectation. As shown in FIG. 21B, there are four patterns from the first pattern to the fourth pattern in the lines 81a, 81b, 81c emitted by the plurality of characters 80a, 80b. The first pattern is the pattern with the lowest expectation that the scenario progress effect will progress to the final stage. The second pattern is a medium pattern with a higher expectation that the scenario progress effect will progress to the final stage than the first pattern. The third pattern is a pattern with a relatively high expectation that the scenario progress effect is expected to progress to the final stage even higher than the second pattern. Furthermore, the fourth pattern has the highest expectation that the scenario progress effect will progress to the final stage, and suggests that the scenario progress effect has been determined to progress to the final stage. Based on the result of the special game determination, the suggestion effect control unit 74 selects one of these four patterns and sets it to the lines 81a, 81b, 81c emitted by the plurality of characters 80a, 80b. I do. It should be noted that if the player does not perform the first operation in the first stage effect 102, the suggestion effect control unit 74 has four instructions, even if the result of the special game determination is shifted to the special game state ST2. You may make it not select the 4th pattern of patterns. In this case, since the suggestion effect 103 in the fourth pattern is performed on the condition that the first operation is performed in the first step effect 102, the player performs the first step effect 102. The first operation is actively performed when
  Next, FIG. 22 to FIG. 24 are diagrams showing one mode of the second stage effect 104, the success effect 105, the failure effect 106, and the revival effect 107 performed by the second stage effect control unit 76. 22 to 24 show only examples of screens displayed on the image display 12, but they are linked with the screens displayed on the image display 12 in the entire center accessory 11 or the entire gaming machine 1. You may make it perform.
  First, when the second-stage effect 104 starts the second-stage effect 104 after the suggestion effect 103 described above, the second-stage effect control unit 76 displays the initial screen 104a of the second-stage effect 104 on the image display 12 as shown in FIG. Let On this initial screen 104a, the constellation lighting state at the stage advanced in the first stage effect 102 is displayed. Then, after displaying the initial screen 104a, when the start timing of the button operation acceptance valid period by the player is reached, the second stage effect control unit 76 displays the button operation guidance image superimposed on the initial screen 104a, The acceptance of the second operation by the player is started.
  When the second operation by the player is performed within the button operation reception valid period, the second stage effect control unit 76 displays the display screen of the image display device 12 in response to the reception of the second operation. A transition is made from 104a to the second screen 104b. On the second screen 104b, a large number of meteors again appear in the screen of the image display 12, and the stars are filled in a predetermined order with respect to the remaining blank portions constituting the RUSH constellation. Then, the second stage effect control unit 76 changes the display screen of the image display device 12 from the second screen 104b to the third screen 104c during the period in which the second operation by the player is accepted, and the scenario progress effect. Is gradually advanced to the final stage (constellation completion state).
  On the other hand, when the second operation by the player is not performed, the second stage effect control unit 76 changes the display screen of the image display device 12 from the initial screen 104a to the fourth screen 104d. In the fourth screen 104d, meteors do not appear in the screen of the image display 12, and only the display of the operation valid period added to the button operation guide image is reduced. When the period during which the second operation is not further performed continues, the second stage effect control unit 76 changes the display screen of the image display 12 from the fourth screen 102d to the fifth screen 104e. Even in the fifth screen 104e, no meteor appears in the screen of the image display device 12, and only the display of the operation valid period added to the button operation guide image is displayed. That is, when the second operation is not performed, the scenario progress effect does not proceed in the second stage effect 104.
  When a predetermined time elapses after the second stage effect 104 is started, the second stage effect control unit 76 starts either the success effect 105 or the failure effect 106. FIG. 23A shows an aspect of the success effect 105. When the second stage production control unit 76 performs the success production 105 after the second stage production 104, as shown in FIG. A first screen 105a indicating arrival is displayed on the image display 12, and then a second screen 105b indicating completion of the RUSH constellation is displayed on the image display 12. In this case, the gaming state of the gaming machine 1 subsequently shifts to the special gaming state ST2.
  On the other hand, FIG. 23B shows one mode of the failure effect 106. When performing the failure effect 106 after the second step effect 104, the second stage effect control unit 76 does not light all the stars constituting the RUSH constellation as shown in FIG. A first screen 106a indicating that the RUSH constellation has not been completed is displayed on the image display 12, and then a second screen 106b indicating that the RUSH constellation has failed is displayed on the image display 12. In this case, except for the case where the revival effect 107 is performed after the failure effect 106, the gaming state of the gaming machine 1 remains the same as before that.
  FIG. 24 shows an aspect in the case where the resurrection effect 107 is performed after the failure effect 106. When the second stage production control unit 76 performs the failure production 106 after the second stage production 104, the second stage 106b of the failure production 106 is displayed on the image display 12 for a predetermined time as shown in FIG. After elapses, the revival effect 107 is performed. When the revival effect 107 is performed, the gaming state of the gaming machine 1 shifts to the special gaming state ST2 as in the case where the scenario progress effect reaches the final stage.
  Next, a processing procedure in the effect control board 33 when a scenario progress effect based on the first scenario effect pattern 78a is performed will be described. FIGS. 25 to 28 are flowcharts showing an example of the first scenario progress effect control process in the case where the scenario progress effect is performed on the effect control board 33 based on the first scenario effect pattern 78a. When this process is started, the effect control board 33 first causes the first stage effect control unit 75 to function and display the title display 101 on the image display 12 as shown in FIG. S1000). Thereafter, when it is time to start the first stage effect 102 (YES in step S1001), the first stage effect control unit 75 starts the first stage effect control process (step S1002). Thereafter, when the start timing of the suggestion effect 103 comes (YES in step S1003), the effect control board 33 causes the suggestion effect control unit 74 to function and starts the suggestion effect 103 by the suggestion effect control unit 74 (step S1004). Thereafter, when it is time to start the second stage effect 104, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 104 by the second stage effect control unit 76 (step S1006). ). When the process by the second stage effect control unit 76 ends, the first scenario progress effect control process ends.
  FIG. 26 is a flowchart showing a detailed processing procedure of the first stage effect control process (step S1002 in FIG. 25). When starting this process, the first stage effect control unit 75 starts executing the first stage effect 102 defined in the first scenario effect pattern 78a (step S1010). And if it becomes a button operation reception effective period, the 1st step production control part 75 will start reception of the 1st operation by a player (Step S1011). Thereafter, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1012), and when no button operation is detected (NO in step S1012). Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed since the start of acceptance of the first operation (step S1013). When the button operation (first operation) by the player is detected within the button operation reception valid period, the first stage effect control unit 75 proceeds with the scenario as the first operation is performed by the player. A stage (first stage) for advancing the effect is determined (step S1014). It should be noted that it is possible to determine in advance to what stage the scenario progress effect is advanced by the first operation being performed, for example, immediately after the processing based on the first scenario effect pattern 78a is started. You can keep it. On the other hand, if the button operation (first operation) by the player is not detected within the button operation reception valid period, the first stage effect control unit 75 is due to the fact that the first operation by the player has not been performed. A stage (minimum progression width) for advancing the scenario progression effect is determined (step S1015). Then, the first stage effect control unit 75 performs scenario effect progress processing for advancing the scenario progress effect to the stage determined in step S1014 or step S1015 (step S1016). Thus, if the first operation by the player is accepted, the scenario for completing the RUSH constellation proceeds to a predetermined stage (first stage), and the first operation by the player is not accepted. The scenario for completing the RUSH constellation proceeds by the minimum progression. Thus, the first stage effect control process ends.
  Next, FIG. 27 is a flowchart illustrating an example of a detailed processing procedure of the suggestion effect control process (step S1004 in FIG. 25). When the suggestion effect control unit 74 starts this process, it first refers to the result of the special game determination performed by the special game determination unit 52 (step S1020). Based on the special game determination result, the suggestion effect control unit 74 selects one of four patterns from the four patterns 80a and 80b, and the selected dialogue pattern is to be performed as the suggestion effect 103. The pattern is determined (step S1021). At this time, when the result of the special game determination is to shift to the special game state ST2, the suggestion effect control unit 74 uses, for example, three patterns of the second pattern, the third pattern, and the fourth pattern as selection candidates, The third pattern is selected with a higher probability than the second pattern. If the result of the special game determination is not to shift to the special game state ST2, the suggestion effect control unit 74 uses, for example, three patterns of the first pattern, the second pattern, and the third pattern as selection candidates, and the third pattern The second pattern and the first pattern are selected with a higher probability than the second pattern. When the suggestion effect control unit 74 determines the speech pattern to be performed as the suggestion effect 103 as described above, the suggestion effect 103 as shown in FIG. 21A is started based on the serif pattern (step S1022). . The suggestion effect control unit 74 displays the first to third lines for each of the first screen 103a, the second screen 103b, and the third screen 103c when a predetermined button operation is performed by the player. You may make it let it. This completes the suggestion effect control process.
  Next, FIG. 28 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1006 in FIG. 25). When the second stage effect control unit 76 starts this process, it determines whether or not the effect to be performed next to the second stage effect 104 is the successful effect 105 (step S1030). For example, when the result of the special game determination performed by the special game determination unit 52 is to shift to the special game state ST2, the second stage effect control unit 76 shifts the result of the special game determination to the special game state ST2. The success effect 105 is determined with a higher probability than when it is not. As a result, when it is the successful effect 105 (YES in step S1030), the second stage effect control unit 76 sets an effect in which the scenario progress effect reaches the final stage as the second stage effect 104 in the RAM 33c (step S1031). . Further, when it is not the success effect 105 but the failure effect 106 (NO in step S1030), the second stage effect control unit 76 does not reach the final stage as the second stage effect 104, and the scenario progress effect reaches the predetermined stage. An effect that only reaches is set in the RAM 33c (step S1032). Thereafter, the second stage effect control unit 76 starts the second stage effect 104 (step S1033).
  And if it becomes a button operation reception effective period, the 2nd step production | generation control part 76 will start reception of the 2nd operation by a player (step S1034). Thereafter, the second stage effect control unit 76 determines whether or not a long press operation (second operation) of the operation button 6 by the player is detected (step S1035), and if the long press operation is detected. (YES in step S1012), it is determined whether the second stage effect 104 has progressed to the stage set in the RAM 33c in step S1031 or step S1032 (step S1036). When the second stage effect 104 has not progressed to the stage set in the RAM 33c in step S1031 or step S1032 (NO in step S1036), the second stage effect control unit 76 performs the scenario progress effect in the second stage effect 104. In order to make progress, scenario effect progress processing is executed (step S1037). In this scenario effect progress process (step S1037), for example, each time a long press operation (second operation) by the player continues for a predetermined time, the scenario progress effect progresses step by step. On the other hand, in step S1036, when the scenario progress effect has already progressed to the stage set in RAM 33c in step S1031 or step S1032 (YES in step S1036), the second stage effect control unit 76 performs scenario effect progress processing ( Step S1037) is not performed, and the scenario progress effect is not further advanced. If a long press operation (second operation) by the player has not been detected within the button operation reception valid period (NO in step S1035), the processes in steps S1036 and S1037 are skipped.
  Then, the second stage effect control unit 76 determines whether or not a predetermined time (button operation reception valid period) has elapsed since the start of reception of the second operation (step S1038). As a result, if the predetermined time has not yet elapsed (NO in step S1038), the process returns to step S1035 and the above-described processing is repeated. Therefore, if the long press operation (second operation) by the player is continued within the button operation reception valid period, the scenario progress effect is advanced step by step, and finally in step S1031 or step S1032. The process proceeds to the stage set in the RAM 33c.
  On the other hand, when a predetermined time has elapsed since the start of the acceptance of the second operation (YES in step S1038), the second stage effect control unit 76 determines that the effect to be performed next to the second stage effect 104 is a successful effect 105. (Step S1039), if it is a successful production 105 (YES in step S1039), the success production 105 is started (step S1040). If it is not the success effect 105 (NO in step S1039), the second stage effect control unit 76 starts the failure effect 106 (step S1041). After starting the failure effect 106, the second stage effect control unit 76 determines whether or not to perform the resurrection effect 107 (step S1042). As a result, when performing the revival effect 107 (YES in step S1042), the second stage effect control unit 76 waits until the start timing of the revival effect 107 (step S1043), and when the start timing of the revival effect 107 comes (step S1043). YES), the revival effect 107 is started (step S1044). Note that if the restoration effect 107 is not performed after the failure effect 106 (NO in step S1042), the processing in steps S1043 and S1044 is skipped. This is the end of the second stage effect control process.
  In the second stage effect control process (step S1006) as described above, the scenario progress effect is advanced step by step if the long press operation by the player continues for a predetermined time within the button operation reception period. did. In such a control, for example, the player does not realize that a long press operation should be performed at the beginning of the button operation reception valid period, and notices that a long press operation should be performed after the second half of the button operation reception valid period, If the long press operation is started at that time, the scenario progress effect may not be able to proceed to the final stage in accordance with the end timing of the button operation acceptance valid period even when the successful effect 105 is performed. Therefore, in the second stage effect control process (step S1006), when a long press operation (second operation) by the player is detected within the button operation reception valid period, the remaining time of the button operation reception valid period is referred to. Depending on the remaining time, the stage in which the scenario progress effect is advanced while the long press operation is continued may be determined. That is, when the second stage production control unit 76 receives a second operation by the player within the button operation reception valid period of the second operation, the second stage production control unit 76 performs every predetermined time according to the remaining time of the button operation reception valid period. The stage in which the scenario progress effect is advanced is changed. Thus, for example, even when the player starts a long press operation after the second half of the button operation acceptance valid period, the scenario progress effect is advanced to the final stage in accordance with the timing when the button operation acceptance valid period ends. Will be able to.
  As described above, when the scenario progress effect based on the first scenario effect pattern 78a is performed in the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect in the effect control board 33. The control unit 76 functions in this order. Then, the first stage effect control unit 75 first causes the first stage effect 102 to advance the scenario progress effect to the predetermined first stage in response to receiving the first operation on the operation button 6. After the first stage effect 102, the suggestion effect control unit 74 performs the suggestion effect 103 that suggests the expectation that the scenario progress effect will progress from the first stage to the final stage based on the result of the special game determination. Make it. Further, after the suggestion effect 103, the successful effect 105 in which the scenario progress effect proceeds from the first stage to the final stage in response to the second stage effect control unit 76 accepting the second operation on the operation button 6. One of the failure effects 106 that does not proceed to the final stage is performed. Then, the second stage effect control unit 76 has a higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not shifted to the special game state ST2. It is comprised so that the success production 105 may be performed.
  Accordingly, when the scenario progress effect based on the first scenario effect pattern 78a is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 105 is performed, and at least the first stage effect control unit. When the production by 75 and the second stage production control unit 76 is performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect described above based on the first scenario effect pattern 78a, and is more interesting than before. It will be possible to produce a high performance.
◇ Scenario progress effect based on second scenario effect pattern 78b ◇
Next, the second scenario effect pattern 78b will be described. FIG. 29 is a timing chart showing the execution timing of various effects predefined in the second scenario effect pattern 78b. When the second scenario effect pattern 78b is selected by the effect pattern determination unit 70, the scenario progress effect control unit 73, as shown in FIG. 29, the first step effect control unit 75, the suggestion effect control unit 74, and the second step. The effect control unit 76 is caused to function in this order, and various effects defined in the second scenario effect pattern 78b are executed at predetermined timings.
  When the scenario progress effect based on the second scenario effect pattern 78b is started at the timing T0, the first stage effect control unit 75 functions first. Then, the first stage effect control unit 75 starts the title display 201 corresponding to the second scenario effect pattern 78b at the timing T0 and continues the title display 201 for a predetermined time. When the first stage effect control unit 75 detects that a predetermined time has elapsed since the start of the title display 201 and has reached the timing T1, the first stage effect control unit 75 then starts the first stage effect 202.
  When starting the first stage effect 202, the first stage effect control unit 75 accepts a first operation on the operation button 6 for a predetermined period from a predetermined timing. The first operation here is, for example, an operation in which the operation button 6 is pressed once within a predetermined period. When the first stage effect control unit 75 receives the first operation by the player during the period from the predetermined timing until the predetermined period elapses, the first stage effect control unit 75 varies depending on the timing at which the first operation is received. Proceed with scenario progress production to the stage. This first stage is a stage that has advanced to the final stage from the initial stage and has not yet reached the final stage. On the other hand, if the first operation by the player is not received from the predetermined timing until the predetermined period elapses, the first stage effect control unit 75 performs the scenario progress effect after the button operation reception valid period has elapsed. Is advanced to a predetermined stage. When the first operation by the player is not accepted, the stage where the scenario progress effect progresses is the minimum progress width.
  In the first stage effect 202, the first stage in which the scenario progress effect progresses is different depending on the timing at which the player performs the first operation. If the timing for performing the first operation is poor, the first operation is performed. In some cases, the scenario progress effect may advance only at the same stage as the minimum progression width. On the contrary, if the timing for performing the first operation is good, the scenario progress effect may advance to the first stage that has progressed dramatically compared to the minimum progress width when the first operation is not performed. That is, if the player performs the first operation at a predetermined timing within the period in which the first operation is accepted, the scenario progress effect greatly progresses compared to the case where the first operation is not performed. A player who expects the progress effect to advance to the final stage will actively perform the first operation while observing the timing. In the first stage effect 202, the effect of advancing the scenario progress effect to the first stage by receiving the first operation as described above is performed at least once. In this embodiment, the case where it is performed twice is illustrated. Then, after starting the first stage effect 202, at the timing T2, the first stage effect 202 by the first stage effect control unit 75 ends.
  At timing T2, the suggestion effect control unit 74 functions next. Then, the suggestion effect control unit 74 starts the suggestion effect 203 from the timing T2. When the suggestion effect control unit 74 starts the suggestion effect 203, based on the result of the special game determination, the suggestion effect control unit 74 performs an effect that suggests an expectation that the scenario progress effect will progress to the final stage. However, in the scenario progress effect based on the second scenario effect pattern 78b, the suggestion effect control unit 74 receives the second operation performed on the operation button 6 by the player, and the scenario progress effect is the final stage. Production that suggests the degree of expectation to progress to. That is, even if the suggestion effect 203 is started, if the player does not perform the second operation on the operation button 6 within a predetermined button operation reception period, the expected degree suggested in the suggestion effect 203 is The initial value does not change, and the degree of expectation based on the result of the special game determination is not notified to the player. Therefore, if the player does not perform the button operation, the degree of expectation as to whether or not the scenario progress effect will progress to the final stage is not suggested, and the player actively performs the button operation.
  For example, the suggestion effect control unit 74 displays one power gauge composed of a plurality of gauges arranged in a line on the image display 12, accepts repeated hitting operations on the operation buttons 6, and accumulates power in the power gauge. I will let you. To what extent the power is stored with respect to the maximum power storage amount of the power gauge is determined in advance based on the result of the special game determination. Then, the suggestion effect control unit 74 receives, as a second operation, a continuous operation on the operation button 6 by the player within the button operation reception valid period, and accumulates power in the power gauge every time the second operation is received, When the power accumulation amount determined in advance is reached, the power accumulation amount is not increased thereafter, and the degree of expectation that the scenario progress effect will shift to the final stage is suggested by the power accumulation amount in that state. However, since there are various types of suggestion modes by the suggestion effect control unit 74, the expectation degree that the scenario progress effect proceeds to the final stage in other suggestion modes may be suggested. At timing T3, the suggestion effect 203 by the suggestion effect control unit 74 ends.
  Next, the second stage effect control unit 76 functions at the timing T3. Then, the second stage production control unit 76 starts the second stage production 204 from the timing T3, and after the second stage production 204, at a predetermined timing T5, the scenario progress production is performed from the first stage to the final stage. Either one of the success effect 205 that progresses and the failure effect 206 that the scenario progress effect does not progress to the final stage is performed. The success effect 205 or the failure effect 206 continues until the timing T6, and ends when the timing T6 is reached. Further, the second stage effect control unit 76 may start the second stage effect 204 at the timing T3, perform the failure effect 206 at the relatively fast timing T4, and then perform the revival effect 207. Even in this case, the restoration effect 207 continues until timing T6, and ends when timing T6 is reached.
  As described above, the second scenario effect pattern 78b is an effect pattern that is performed within the period from the timing T0 to T6. The person will be notified.
  FIG. 30 is a diagram for explaining a scenario progress effect based on the second scenario effect pattern 78b. When the scenario progress effect based on the second scenario effect pattern 78 b is started, a scenario effect screen as shown in FIG. 30 is displayed on the image display 12. On this scenario presentation screen, the character 82a is displayed in a state of hanging in the air and swinging in the left-right direction, and a scenario of aiming for the goal position progresses while transferring the six air swings between the start position and the goal position. . The goal position is on the right side of the screen. In the upper part of the scenario effect screen, a route map 82d displaying an aerial swing from the start position to the goal position is displayed, and a character icon 82e indicating the position of the current character 82a is displayed on the route map 82d. The In the screen, a button operation guidance image 82b is displayed when the button operation reception valid period is reached. Further, on the scenario effect screen, a power gauge 82c whose power accumulation amount changes as the character 82a shakes in the left-right direction is displayed at a position below the route map 82d. The power gauge 82c has the minimum power accumulation amount (0%) when the character 82a is located on the rightmost side, and the maximum power accumulation amount (100%) when located on the leftmost side. That is, when the character 82a is swaying in the left-right direction, the power accumulation amount constantly changes within the range from 0% to 100% according to the position of the character 82a. When the amount of accumulated power is large at the timing when the first operation by the player is received, the character 82a jumps over the plurality of aerial swings and transfers to the next aerial swing, and the scenario progress effect progresses dramatically. On the other hand, when the amount of accumulated power is small at the timing when the first operation by the player is accepted, the number of aerial swings over which the character 82a jumps decreases, and the progress degree of the scenario progress effect is less than when the amount of accumulated power is large. Become.
  FIG. 31 is a diagram showing the relationship between the button timing within the button operation reception valid period and the number of swings that are moved according to the button operation timing. First, as shown in FIG. 31 (a), the character 82a swings in two reciprocating half left and right directions while hanging on one air swing. First, the character 82a moves on the first forward path 83a from the position where the power accumulation amount becomes 100% toward the position where the power accumulation amount becomes 0%, and then the position where the power accumulation amount becomes 100% from the position where the power accumulation amount becomes 0%. Toward the first return path 83b. The same applies to the second round-trip, and the character 82a moves the second path 83c from the position where the power accumulation amount becomes 100% toward the position where the power accumulation amount becomes 0%, and then the power accumulation amount becomes 0%. The second return path 83d is moved from the position toward the position which becomes 100%. Finally, the character 82a moves on the third outward path 83e from the position where the power accumulation amount becomes 100% toward the position where it becomes 0%. The button operation acceptance valid period for accepting the first operation by the player is a period from the start of movement of the first forward path 83a (timing T10) to the end of movement of the second return path 83d (timing T14). When the first operation by the player is received within this period, the number of swings when moving to the next aerial swing is determined by the power accumulation amount corresponding to the timing at which the first operation is received. That is, as shown in FIG. 31B, when the first operation is received when the power accumulation amount is between 0% and 30%, the movement amount when the character 82a moves to the next air swing is “1”. Thus, the movement amount is the same as when the button operation is not performed within the button operation reception valid period. When the first operation is accepted when the power accumulation amount is between 30% and 60%, the movement amount when the character 82a moves to the next air swing is “1” or “2”. For example, it may be determined to be “1” when the power accumulation amount is 30% to 40% and “2” when the power accumulation amount is 40% to 60%. When the first operation is received when the power accumulation amount is between 60% and 90%, the movement amount when the character 82a moves to the next air swing is “2” or “3”. For example, it may be determined to be “2” when the power accumulation amount is 60% to 80% and “3” when the power accumulation amount is 80% to 90%. Further, when the first operation is received when the power accumulation amount is between 90% and 100%, the movement amount when the character 82a moves to the next air swing becomes the maximum amount of “3”. As described above, in the scenario progress effect based on the second scenario effect pattern 78b, the progress degree of the scenario progress effect changes according to the timing when the first operation is received.
  Further, when the character 82a receives the first operation while moving on the first outbound path 83a (between T10 and T11), the character 82a reaches the end point of the first outbound path 83a at the timing T11 and the next aerial swing. Move to. Further, when the character 82a receives the first operation while moving the first return path 83b (T11 to T12), or when the character 82a is moving the second return path 83c (T12 to T13), the first operation is performed. Is received, the character 82a moves to the next air swing at the timing T13 when the end point of the second outbound path 83c is reached. Further, when the character 82a receives the first operation while moving on the second return path 83d (T13 to T14), the character 82a moves to the next air swing at the timing T15 when the character 82a reaches the end point of the third outbound path 83e. To do. Thus, in the scenario progress effect based on the second scenario effect pattern 78b, the timing at which the scenario progress effect progresses to the next stage differs depending on the timing at which the first operation is received. Thereby, since the scenario progress effect can be advanced to the next stage at an appropriate timing according to the timing at which the first operation is received, a highly interesting effect is performed. Hereinafter, the scenario progress effect based on the second scenario effect pattern 78b will be described in more detail.
  FIG. 32 is a diagram illustrating an aspect of the title display 201 and the first stage effect 202 performed by the first stage effect control unit 75. In FIG. 32, only the screen example displayed on the image display device 12 is shown. However, an effect linked to the screen displayed on the image display device 12 is performed on the entire center accessory 11 or the entire gaming machine 1. You may do it. When starting the execution of the scenario progress effect based on the second scenario effect pattern 78b, the first stage effect control unit 75 first causes the image display 12 to display the title display 201. In the title display 201, the player is notified of how to proceed with the scenario progress effect based on the second scenario effect pattern 78b. In the example of FIG. 32, a message “Press the button to aim for the goal!” Is displayed, and if the character 82a can finally reach the goal point by operating the button, a game advantageous to the player It is reported that value is added.
  When the first stage effect 202 is started after the title display 201, the first stage effect control unit 75 displays the initial screen 202a of the first stage effect 202 on the image display 12 as shown in FIG. In the initial screen 202a, the character icon 82e is located at the initial position on the route map 82d. After the initial screen 202a is displayed, at the start timing of the button operation acceptance valid period by the player, the first stage effect control unit 75 prompts the player to operate the button on the initial screen 202a. Button operation guidance images are displayed in a superimposed manner. By displaying such a button operation guide image, the player can grasp that the button operation is effectively accepted. Even while the button operation guidance image is displayed, the amount of accumulated power continues to change constantly as the character 82a moves in the left-right direction.
  Then, when the first operation by the player is performed within the button operation reception valid period, the first stage effect control unit 75 advances the scenario progress effect in accordance with the timing at which the first operation is performed. Determine the stage. In addition, the first stage effect control unit 75 determines the timing for shifting the scenario progress effect to the next stage according to the timing when the first operation is received, and the initial screen 202a is changed to the second screen 202b at the determined timing. And the character 82a jumps out toward the next air swing. Thereafter, the first stage effect control unit 75 changes the display screen of the image display device 12 from the second screen 202b to the third screen 202c, and swings in the left-right direction while the character 82a is hung on the next aerial swing. The status is displayed. On the third screen 202c, the display position of the character icon 82e advances in accordance with the position of the aerial swing to which the character 82a has jumped.
  On the other hand, when the first operation by the player is not performed within the button operation reception valid period, the first stage effect control unit 75 sets the minimum progress width (the number of moving swings = Determine to 1). Then, the first stage effect control unit 75 causes the initial screen 202a to transition to the fourth screen 202d at the latest timing after the character 82a sways in two reciprocating half-left and right directions, and directs the character 82a to the next aerial swing. Jump out. Thereafter, the first stage effect control unit 75 changes the display screen of the image display device 12 from the fourth screen 202d to the fifth screen 202e, and swings in the left-right direction while the character 82a is hung on the next aerial swing. The status is displayed. Also on the fifth screen 202e, the display position of the character icon 82e advances in accordance with the position of the aerial swing to which the character 82a has jumped.
  By the way, when the first operation by the player is performed and when the first operation is not performed, the timing at which the scenario progress effect is advanced (timing at which the character 82a jumps to the next aerial swing). May be different. Therefore, when the first operation is received, the first stage effect control unit 75 takes the scenario progress effect to the next stage earlier than the timing of advancing the scenario progress effect when the first operation is not received. When proceeding, the character 82a is moved extra in the left and right directions in one reciprocation or two reciprocations right and left immediately after proceeding to the next stage, thereby consuming the extra time due to early progress. Thus, even when the scenario progress effect is advanced to the next stage at an early stage, it can be adjusted to the same effect time as when the scenario progress effect progresses to the next stage at the latest timing.
  The first stage effect control unit 75 performs the effect of moving the character 82a to the next stage twice according to the timing when the first operation by the player is received as described above. Therefore, after the character 82a has advanced to the next stage, when it is time to accept the button operation by the player again, the first stage effect control unit 75 returns to the state of displaying the initial screen 202a described above, The first operation by the player is received, and the character 82a is further advanced to the next stage according to the timing at which the first operation is received. Even if the player performs the first operation twice, the character 82a does not reach the goal in the first stage effect 202. In this way, the first stage effect control unit 75 advances the scenario progress effect to the first stage determined according to the timing at which the first operation is received. In such a scenario progress effect, if the timing of performing the first operation is adjusted, the scenario progress effect can be brought closer to the final stage. In addition, the first operation is concentrated.
  Next, FIG. 33 is a diagram illustrating an aspect of the suggestion effect 203 performed by the suggestion effect control unit 74. 33 shows only an example of a screen displayed on the image display device 12, but an effect linked with the screen displayed on the image display device 12 is performed in the entire center accessory 11 or the entire gaming machine 1. You may do it. The suggestion effect control unit 74 functions in a state where the display screen 202f in a state where the scenario progress effect has progressed to the first stage is displayed by the first stage effect control unit 75 described above. Then, when the suggestion effect control unit 74 starts the suggestion effect 203 after the first stage effect 202, the suggestion effect control unit 74 displays the initial screen 203a on the image display 12 as shown in FIG. In the center of the initial screen 203a, a power gauge 84a that does not store power is displayed, and a button operation guidance image that prompts the player to perform a continuous operation (second operation) of the operation button 6 is displayed. . The power gauge 84a is configured by, for example, a plurality of gauges defined by a plurality of partition walls 84b connected in a line. In this embodiment, four power gauges are connected from the first gauge to the fourth gauge to constitute one power gauge.
  After the suggestion effect control unit 74 displays the initial screen 203a as described above, the second operation (continuous hitting operation) by the player is accepted, and the power 84c is accumulated sequentially from the first gauge of the power gauge 84a, The amount of accumulated power after the button operation acceptance valid period ends and the gauge color of the power gauge 84a indicate the expectation that the scenario progress effect will progress to the final stage. For example, when the player performs the second operation on the operation button 6 while the initial screen 203a is displayed, the suggestion effect control unit 74 causes the initial screen 203a to transition to the first screen 203b and the second operation. The power 84c is accumulated and displayed on the power gauge 84 in response to accepting. At the end of the button operation acceptance valid period, the second screen 203b is changed to the third screen 203c, and the degree of expectation is suggested by the display state of the power gauge 84a at that time.
  On the other hand, if the player does not perform the second operation within the button operation reception valid period, the suggestion effect control unit 74 changes the initial screen 203a to the fourth screen 203d and accumulates and displays the power on the power gauge 84a. Without changing, the remaining time of the button operation acceptance valid time is displayed while being updated. At the end of the button operation acceptance valid period, the fourth screen 203d is changed to the fifth screen 203e. At this time, since the power 84c is not accumulated in the power gauge 84a, the expectation level that the scenario progress effect proceeds to the final stage is the lowest.
  FIG. 34 is a diagram showing the relationship between the display state of the power gauge 84a and the expectation. If the player does not perform the second operation during the execution of the suggestion effect 203, the power 84c is not accumulated in the power gauge 84a, and therefore the expectation that the scenario progress effect will progress to the final stage is the lowest. Even when the player performs the second operation, when the power 84c accumulated in the power gauge 84a finally remains up to the first gauge, the gauge color of the power gauge 84a is displayed in blue. Thus, the degree of expectation that the scenario progress effect will progress to the final stage is the lowest as in the case where the second operation is not accepted. Further, when the power 84c accumulated in the power gauge 84a finally stays up to the second gauge, the gauge color of the power gauge 84a is displayed in green, and the expectation that the scenario progress effect will progress to the final stage is the first. It is as low as when the gauge stays. When the power 84c accumulated in the power gauge 84a finally stays up to the third gauge, the gauge color of the power gauge 84a is displayed in yellow, and the expectation that the scenario progress effect will progress to the final stage is the first. It is higher than when the gauge or the second gauge stays, and the expectation is medium. When the power 84c accumulated in the power gauge 84a finally stays in the middle of the fourth gauge, the gauge color of the power gauge 84a is displayed in red, and the expectation that the scenario progress effect will progress to the final stage is: It becomes higher than the case where it stays to the 3rd gauge. Furthermore, when the power 84c accumulated in the power gauge 84a finally reaches the maximum amount that fills the whole of the first gauge to the fourth gauge, the gauge color of the power gauge 84a is displayed in a rainbow color, and the scenario progresses. The degree of expectation that the production will progress to the final stage is the highest, and it is an effect that suggests that it has been determined that the production will proceed to the final stage. Thus, in the suggestion effect 203c, the degree of expectation is suggested by the accumulation amount of the power 84c accumulated in the power gauge 84a and the gauge color by the player's continuous hitting operation. In addition, when changing the gauge color of the power gauge 84a, the suggestion effect control unit 74 may change the background other than the power gauge 84a, the movable accessory 14, the frame lamp 9 and the like according to the gauge color. good. Thereby, the suggestion effect 203c can be performed on the entire screen of the image display 12 or the entire gaming machine 1.
  The suggestion effect control unit 74 determines in advance a final power accumulation amount to be accumulated and displayed on the power gauge 84a based on the result of the special game determination. Then, by accepting repeated hitting operations (second operation) by the player within the button operation acceptance valid period, the power 84c is gradually accumulated in the power gauge 84a with the predetermined power accumulation amount as the maximum amount. The display screen is updated, and a suggestion effect 203 that suggests the degree of expectation is performed based on the power accumulation amount at the end of the button operation acceptance period.
  It should be noted that if the player does not perform the first operation in the first stage effect 202, the suggestion effect control unit 74 may use the power gauge even if the result of the special game determination is shifted to the special game state ST2. The pattern in which the power 84c accumulated in the 84a stays at the maximum amount that can completely fill the entire area from the first gauge to the fourth gauge may not be selected. In this case, an effect suggesting that the scenario progress effect has progressed to the final stage is performed on the condition that the first operation is performed in the first step effect 202. The player actively performs the first operation when the first stage effect 202 is being performed.
  Next, FIG. 35 is a diagram illustrating an aspect of the second stage effect 204, the success effect 205, and the failure effect 206 performed by the second stage effect control unit 76. In FIG. 35, only the screen example displayed on the image display 12 is shown. However, the center actor 11 or the gaming machine 1 as a whole performs an effect linked to the screen displayed on the image display 12. You may do it.
  First, when the second stage production control unit 76 starts the second stage production 204 after the suggestion production 203 described above, an initial screen 204a of the second stage production 204 is displayed on the image display 12 as shown in FIG. Let On this initial screen 204a, a preparation image for progressing from the first stage progressed in the first stage effect 202 to the final stage is displayed. Then, the second stage effect control unit 76 makes a transition from the initial screen 204a to the first screen 204b. On the first screen 204b, the character 82a jumps out toward the goal point, a different character appears from the goal point, and a screen for catching the character 82a in the air is displayed.
  Thereafter, the second stage effect control unit 76 starts either the success effect 205 or the failure effect 206. When the second stage production control unit 76 performs the success production 205 after the second stage production 204, the display screen of the image display 12 is changed from the first screen 204b of the second stage production 204 to the initial screen 205a of the success production 205. To display an image of the character 82a caught in the air, and then the first screen 205b indicating that the goal point has been reached is displayed. In this case, the gaming state of the gaming machine 1 subsequently shifts to the special gaming state ST2.
  On the other hand, when the failure stage 206 is performed after the second stage stage 204, the second stage stage control unit 76 changes the display screen of the image display 12 from the first screen 204b of the second stage stage 204 to the initial stage of the failure stage 206. A transition is made to the screen 206a to display an image in which the character 82a has fallen without being caught in the air, and then a first screen 206b is displayed indicating that it has failed to reach the goal point. In this case, except for the case where the revival effect 207 is performed after the failure effect 206, the gaming state of the gaming machine 1 remains the same as before that.
  Note that the revival effect 207 may be performed after the failure effect 206. However, since the revival effect 207 is the same as that shown in FIG. 24, detailed description thereof is omitted here.
  Next, a processing procedure in the effect control board 33 when a scenario progress effect based on the second scenario effect pattern 78b is performed will be described. 36 to 39 are flowcharts showing an example of the second scenario progress effect control process when the scenario progress effect is performed on the effect control board 33 based on the second scenario effect pattern 78b. When this process is started, as shown in FIG. 36, the effect control board 33 first causes the first stage effect control unit 75 to function, and starts the process of displaying the title display 201 on the image display 12 (steps). S1100). Thereafter, when it is time to start the first stage effect 202 (YES in step S1101), the first stage effect control unit 75 starts the first stage effect control process (step S1102). Thereafter, when the start timing of the suggestion effect 203 is reached (YES in step S1103), the effect control board 33 causes the suggestion effect control unit 74 to function and starts the suggestion effect 203 by the suggestion effect control unit 74 (step S1104). Thereafter, when it is time to start the second stage effect 204, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 204 by the second stage effect control unit 76 (step S1106). ). When the process by the second stage effect control unit 76 ends, the first scenario progress effect control process ends.
  FIG. 37 is a flowchart showing a detailed processing procedure of the first stage effect control process (step S1102 in FIG. 36). When this process is started, the first stage effect control unit 75 starts executing the first stage effect 202 defined in the second scenario effect pattern 78b (step S1110). And if it becomes a button operation reception effective period, the 1st step production control part 75 will start reception of the 1st operation by a player (Step S1111). Thereafter, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1112), and when no button operation is detected (NO in step S1112). Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed since the start of acceptance of the first operation (step S1113).
  When the button operation (first operation) by the player is detected within the button operation reception valid period, the first stage effect control unit 75 performs the scenario progress effect based on the timing when the first operation is performed by the player. The degree of progress (first stage) for proceeding to the next stage is determined (step S1114), and scenario effect progress processing for advancing the scenario progress effect based on the determined degree of progress is performed (step S1115). Subsequently, the first stage effect control unit 75 determines whether or not the process of advancing the scenario progress effect is performed earlier than the case where the first operation is not performed (step S1116), and the scenario effect progress process is performed earlier. If YES in step S1116, the process waits until a predetermined time elapses (step S1117). By this standby, an image is displayed in which the character 82a moves in the left-right direction for one reciprocation or two reciprocations in the destination. If the predetermined time has elapsed (YES in step S1117), the process proceeds to step S1120. If the process for advancing the scenario progress effect is not performed earlier than the case where the first operation is not performed (NO in step S1116), the process in step S1117 is skipped.
  On the other hand, if the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1113), the first stage effect control unit 75 performs the first operation by the player. The step of advancing the scenario progress effect due to not being performed is determined as the minimum progress width (step S1118). Then, the first stage effect control unit 75 performs a scenario effect progress process for advancing the scenario progress effect with the minimum progress width (step S1119).
  Thereafter, when the button operation acceptance valid period is reached again, the first stage effect control unit 75 starts accepting the first operation by the player (step S1120). Then, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1121), and when no button operation is detected (NO in step S1121), It is determined whether or not a predetermined time (button operation reception valid period) has elapsed since the start of reception of the first operation (step S1122).
  When the button operation (first operation) by the player is detected within the button operation reception valid period, the first stage effect control unit 75 performs the scenario progress effect based on the timing when the first operation is performed by the player. The degree of progress (first stage) to be advanced to the next stage is determined (step S1123), and scenario effect progress processing for advancing the scenario progress effect based on the determined degree of progress is performed (step S1124). Subsequently, the first stage effect control unit 75 determines whether or not the process of advancing the scenario progress effect is performed earlier than the case where the first operation is not performed (step S1125), and the scenario effect progress process is performed earlier. If YES in step S1125, the process waits until a predetermined time elapses (step S1126). By this standby, an image is displayed in which the character 82a moves in the left-right direction for one reciprocation or two reciprocations in the destination. When the predetermined time has elapsed (YES in step S1126), the first stage effect control process ends. If the process of advancing the scenario progress effect is not performed earlier than the case where the first operation is not performed (NO in step S1125), the process of step S1126 is skipped.
  On the other hand, when the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1122), the first stage effect control unit 75 performs the first operation by the player. The step of advancing the scenario progress effect is determined as the minimum progress width because it has not been performed (step S1127). Then, the first stage effect control unit 75 performs a scenario effect progress process for advancing the scenario progress effect with the minimum progress width (step S1128). Then, the first stage effect control process ends.
  In the first stage effect control process (step S1102) as described above, when the first stage effect control unit 75 starts the first stage effect 202, the character 82a moves in the left-right direction according to the result of the special game determination. The degree of difficulty when the player performs the first operation may be changed in accordance with the timing at which the power accumulation amount of the power gauge 82c is maximized (100%) by changing the shaking speed. For example, when the result of the special game determination is to shift to the special game state ST2, the first stage effect control unit 75 does not shift the speed when the character 82a moves in the left-right direction to the special game state ST2. Make it slower than it is. Further, when the result of the special game determination is not to shift to the special game state ST2, the first stage effect control unit 75 is to shift the speed when the character 82a swings in the left-right direction to the special game state ST2. Faster than. As a result, the difficulty level that matches the predetermined timing when the player performs the first operation changes depending on whether or not the result of the special game determination is to shift to the special game state ST2. The progress degree of the scenario progress effect can be adjusted according to the game determination result.
  Next, FIG. 38 is a flowchart illustrating an example of a detailed processing procedure of the suggestion effect control process (step S1104 in FIG. 36). When this process is started, the suggestion effect control unit 74 first refers to the result of the special game determination performed by the special game determination unit 52 (step S1130). The suggestion effect control unit 74 determines a final power accumulation amount (gauge progress) to be accumulated and displayed on the power gauge 84a based on the special game determination result (step S1131). At this time, if the result of the special game determination is to shift to the special game state ST2, the suggestion effect control unit 74 uses, for example, four of the second gauge, the third gauge, the fourth gauge, and the maximum (MAX). As a selection candidate, as a final power accumulation amount, the third gauge is selected with a higher probability than the second gauge, and the fourth gauge is selected with a higher probability than the third gauge. Further, if the result of the special game determination is not a transition to the special game state ST2, the suggestion effect control unit 74 selects, for example, four of the first gauge, the second gauge, the third gauge, and the fourth gauge as selection candidates, As the final power storage amount, the third gauge is selected with a higher probability than the fourth gauge, the second gauge with respect to the third gauge, and the first gauge with higher probability than the second gauge. Thereby, as the final power accumulation amount proceeds from the first gauge to the fourth gauge, the degree of expectation for shifting to the special gaming state ST2 increases. When the suggestion effect control unit 74 determines the power accumulation amount (gauge progress) to be performed as the suggestion effect 203 as described above, the suggestion effect control unit 74 starts the suggestion effect 203. The acceptance of the operation is started (step S1132). Then, the suggestion effect control unit 74 determines whether or not the button operation (second operation) by the player has been detected (step S1133), and when the button operation (second operation) by the player is detected (step S1133). It is determined whether or not the power storage amount (gauge progress) determined in advance in step S1131 has been reached (YES in S1133) (step S1134). As a result, if the power accumulation amount (gauge progress) determined in advance in step S1131 has not yet been reached (NO in step S1134), the suggestion effect control unit 74 causes the power gauge 84a to accumulate the power 84c. An effect is performed (step S1135). The expectation level as the suggestion effect 203 is displayed by the gauge progress effect. On the other hand, when the power storage amount (gauge progress degree) determined in advance has already been reached (YES in step S1134), the suggestion effect control unit 74 skips without performing the process of step S1135. If no button operation (second operation) by the player is detected in step S1133 (NO in step S1133), the processes in steps S1134 and S1135 are skipped. Then, the suggestion effect control unit 74 determines whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1136). If the predetermined time has not elapsed (NO in step S1136), the process returns to step S1133. The above process is repeated. If the predetermined time has elapsed (step S1136), the suggestion effect control process ends.
  In the suggestion effect control process (step S1104) as described above, only whether or not the power storage amount finally reaches the maximum value (MAX) is determined in advance based on the result of the special game determination. During the execution of 203, the power may be accumulated up to a predetermined power accumulation amount each time a continuous hitting operation (second operation) by the player is detected. In this case, when the suggestion effect 203 is performed in the gaming machine 1, the extent to which the power storage amount proceeds varies depending on the number of consecutive hits by the player. Therefore, when the suggestion effect 203 is being performed, the player actively operates the operation buttons 6 in order to increase the number of consecutive hits.
  Next, FIG. 39 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1106 in FIG. 36). When starting this process, the second stage effect control unit 76 starts the second stage effect 204 (step S1140). Thereafter, the second stage effect control unit 76 determines whether or not the effect to be performed next to the second stage effect 204 is the successful effect 205 (step S1141). For example, when the result of the special game determination performed by the special game determination unit 52 is to shift to the special game state ST2, the second stage effect control unit 76 shifts the result of the special game determination to the special game state ST2. The success effect 205 is determined with a higher probability than when it is not. As a result, if it is the successful effect 205 (YES in step S1141), the second stage effect control unit 76 starts the successful effect 205 at the start timing of the successful effect 205 (step S1142). On the other hand, if it is not the success effect 205 but the failure effect 206 (NO in step S1141), the second stage effect control unit 76 starts the failure effect 206 at the start timing of the failure effect 206 (step S1143). After starting the failure effect 206, the second stage effect control unit 76 determines whether or not to perform the restoration effect 207 (step S1144). As a result, when performing the revival effect 207 (YES in step S1144), the second stage effect control unit 76 waits until the start timing of the revival effect 207 (step S1145), and when the start timing of the revival effect 207 is reached (step S1145). YES), the revival effect 207 is started (step S1146). Note that if the restoration effect 207 is not performed after the failure effect 206 (NO in step S1144), the processing in steps S1145 and S1146 is skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the second scenario effect pattern 78b is performed on the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. The first stage effect control unit 75 first causes the first stage effect 202 to advance the scenario progress effect to a different first stage according to the timing at which the first operation on the operation button 6 is received. After the first stage effect 202, the scenario progress effect is changed from the first stage to the final stage in response to the suggestion effect control unit 74 accepting the second operation on the operation button 6 based on the result of the special game determination. The suggestion effect 203 suggesting the degree of expectation to be advanced is performed. Further, after the suggestion effect 203, the second-stage effect control unit 76 causes the scenario progress effect to perform either the successful effect 205 in which the first stage proceeds from the first stage to the final stage or the failure effect 206 in which the scenario progress effect does not proceed to the final stage. . Then, the second stage effect control unit 76 has a higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not shifted to the special game state ST2. It is comprised so that the success production 205 may be performed.
  Therefore, when the scenario progress effect based on the second scenario effect pattern 78b is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 205 is performed, and at least the first stage effect control unit. When the production by 75 and the suggestion production control unit 74 is being performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 according to the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect described above based on the second scenario effect pattern 78b, and more interesting than ever. It will be possible to produce a high performance.
◆ Scenario progress effect based on third scenario effect pattern 78c ◆
Next, the third scenario effect pattern 78c will be described. FIG. 40 is a timing chart showing the execution timing of various effects predefined in the third scenario effect pattern 78c. When the third scenario effect pattern 78c is selected by the effect pattern determination unit 70, the scenario progress effect control unit 73, as shown in FIG. 40, the suggestion effect control unit 74, the first stage effect control part 75, and the second stage. The effect control unit 76 is made to function in this order, and various effects determined in the third scenario effect pattern 78c are executed at predetermined timings.
  When the scenario progress effect based on the third scenario effect pattern 78c is started at the timing T0, the suggestion effect control unit 74 first functions. Then, the suggestion effect control unit 74 starts the title display 301 corresponding to the third scenario effect pattern 78c at the timing T0 and continues the title display 301 for a predetermined time. When the suggestion effect control unit 74 detects that a predetermined time has elapsed from the start of the title display 301 and has reached the timing T1, the suggestion effect control unit 74 starts the suggestion effect 302 thereafter. When the suggestion effect control unit 74 starts the suggestion effect 302, based on the result of the special game determination, the suggestion effect control unit 74 performs an effect that suggests the degree of expectation that the scenario progress effect proceeds to the final stage at a predetermined timing. In addition, although this embodiment receives the button operation by the player at a predetermined timing, the case of performing the effect suggesting the expectation that the scenario progress effect proceeds to the final stage at the timing when the button operation by the player is received will be exemplified. The button operation by the player is not necessarily required. For example, when the player performs a button operation, the suggestion effect control unit 74 causes the image display 12 to display an image such as a character. The degree of expectation that the scenario progress effect will progress to the final stage is suggested according to the number and types of characters that appear at that time. However, since there are various types of suggestion modes by the suggestion effect control unit 74, the expectation degree that the scenario progress effect proceeds to the final stage in other suggestion modes may be suggested. Then, at timing T2, the suggestion effect 302 by the suggestion effect control unit 74 ends.
  At time T2, the first stage effect control unit 75 functions next. And the 1st step production | generation control part 75 starts the 1st step production | presentation 303 from the timing T2. When starting the first stage effect 303, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. The first operation here is, for example, a continuous hit operation in which the operation button 6 is continuously pressed within a predetermined period. However, the present invention is not limited to this, and may be an operation in which the operation button 6 is long pressed within a predetermined period. When the first stage production control unit 75 receives the first operation by the player from the predetermined timing until the predetermined period elapses, the first stage production control unit 75 sets a predetermined number according to the reception of the first operation. The scenario progress effect is advanced to stage 1. This first stage is a stage that has advanced to the final stage from the initial stage and has not yet reached the final stage. On the other hand, when the first operation by the player is not received from the predetermined timing until the predetermined period elapses, the first stage effect control unit 75 does not advance the scenario progress effect. That is, if the first operation is performed within the period in which the first operation is accepted, the scenario progress effect proceeds, whereas the scenario progress effect does not proceed unless the first operation is performed. The player who expects to proceed to the final stage will actively perform the first operation on the operation button 6. In the first stage effect 303, the effect of advancing the scenario progress effect to the first stage by receiving the first operation as described above is performed at least once. Then, after starting the first stage effect 303, at the timing T3, the first stage effect 303 by the first stage effect control unit 75 ends.
  Next, the second stage effect control unit 76 functions at the timing T3. Then, the second stage effect control unit 76 starts the second stage effect 304 from the timing T3. After the second stage effect 304, when the predetermined stage T5 is reached, the scenario progress effect is changed from the first stage to the final stage. One of the success effect 305 that progresses and the failure effect 306 that the scenario progress effect does not progress to the final stage is performed. The success effect 305 or the failure effect 306 continues until the timing T6 and ends when the timing T6 is reached. In addition, the second stage effect control unit 76 may start the second stage effect 304 at the timing T3, perform the failure effect 306 at a relatively fast timing T4, and then perform the revival effect 307. Even in this case, the restoration effect 307 continues until timing T6, and ends when timing T6 is reached.
  As described above, the third scenario effect pattern 78c is an effect pattern that is performed within the period of the timings T0 to T6. The person will be notified.
  FIG. 41 is a diagram illustrating an aspect of the title display 301 and the suggestion effect 302 performed by the suggestion effect control unit 74. In FIG. 41, only the screen example displayed on the image display device 12 is shown, but an effect linked to the screen displayed on the image display device 12 is performed on the entire center accessory 11 or the entire gaming machine 1. You may do it. When the suggestion effect control unit 74 starts executing the scenario progress effect based on the third scenario effect pattern 78c, the suggestion effect control unit 74 first displays the title display 301 on the image display 12. In the title display 301, the player is notified of how to proceed with the scenario progress effect based on the third scenario effect pattern 78c. In the example of FIG. 41, a message “Press the button to change to black hair!” Is displayed, and if the hair color of all the characters can be changed to black by operating the button, a game advantageous to the player It is reported that value is added. That is, in the example of the scenario progress effect based on the third scenario effect pattern 78c, the scenario for the purpose of finally changing the hair color of all the members to black hair proceeds.
  When the suggestion effect control unit 74 starts the suggestion effect 302 after the title display 301, the suggestion effect control unit 74 displays an initial screen 302a of the suggestion effect 302 on the image display 12 as shown in FIG. In this initial screen 302a, for example, two shojis appear in a closed state, and a button operation guidance image that prompts the player to operate the buttons is displayed in a superimposed state in the center of the screen. When the button operation by the player is detected while the initial screen 302a is displayed, the suggestion effect control unit 74 displays the first screen 302b with the shoji open at that timing, and the scenario progress effect progresses to the final stage. A character indicating the degree of expectation to appear appears. If the player does not perform a button operation within the button operation acceptance valid period while the initial screen 302a is displayed, the suggestion effect control unit 74 starts from the initial screen 302a after the button operation acceptance valid period has elapsed. Transition to the two screen 302c. On the second screen 302c, as in the first screen 302b, two shoji screens are opened, and a character indicating the degree of expectation that the scenario progress effect will progress to the final stage appears on the opened back side.
  FIG. 42 is a diagram illustrating the relationship between the character appearing in the suggestion effect 302 and the expectation level. For example, when two shoji screens are opened and the character A appears alone, the expectation that the scenario progress effect will progress to the final stage is the lowest. Further, when the character B appears alone, the expectation that the scenario progress effect will progress to the final stage is the lowest, as in the case where the character A appears alone. When two shoji screens are opened, if character A and character B appear together, the expectation is higher than that of character A or character B appearing alone, and the expectation is medium. Further, when the character A and the character B appear together and have a large brush, the expectation that the scenario progress effect will progress to the final stage is the highest. In addition, the suggestion effect 302 shown in FIG. 41 has shown the case where expectation is the highest. The suggestion effect control unit 74 performs one suggestion effect 302 by selecting one pattern from the four patterns based on the result of the special game determination.
  FIG. 43 is a diagram illustrating an aspect of the first stage effect 303 performed by the first stage effect control unit 75. When starting the first stage effect 303, the first stage effect control unit 75 causes the image display 12 to display the initial screen 303a of the first stage effect 303. In this initial screen 303a, a large number of blonde characters are displayed around the main character holding the brush. After the initial screen 303a is displayed, at the start timing of the button operation acceptance valid period by the player, the first stage effect control unit 75 causes the player to perform the continuous hit operation on the operation button 6 with respect to the initial screen 303a. Button operation guidance images for prompting (first operation) are displayed in a superimposed manner. By displaying such a button operation guidance image, the player can grasp that the continuous hitting operation on the operation button 6 is effectively accepted.
  When the first operation by the player is performed within the button operation reception valid period, the first stage effect control unit 75 displays the display screen of the image display 12 as the initial screen in response to the reception of the first operation. The transition is made from 303a to the first screen 303b, and the scenario progress effect is advanced to a predetermined first stage. For example, every time the first stage effect control unit 75 detects a press on the operation button 6, the blond character around the main character is changed to black hair by a predetermined number. The same processing is repeated until the number of people who have changed to black hair reaches a predetermined number of people (first stage).
  On the other hand, if the first operation by the player is not performed within the button operation reception valid period, the first stage effect control unit 75 changes the display screen of the image display 12 from the initial screen 303a to the second screen 303c. The transition is made and the remaining time of the button operation acceptance valid time is updated and displayed without changing the hair color of the blond character around the main character. That is, when the player does not perform the first operation, the scenario progress effect does not proceed in the first stage effect 303.
  Here, the concept of processing by the first stage effect control unit 75 will be described. FIG. 44 is a diagram for explaining a processing concept by the first stage effect control unit 75. First, there are two patterns in which the scenario progress effect progresses in the first stage effect 303: a normal scenario pattern shown in FIG. 44 (a) and a confirmed scenario pattern shown in FIG. 44 (b). The normal scenario pattern is a pattern that is selected both when the result of the special game determination is to shift to the special game state ST2 and when the result is not to shift to the special game state ST2. Further, the finalized scenario pattern is a pattern that is selected only when the result of the special game determination is a transition to the special game state ST2. Therefore, when performing the first stage effect 303, the first stage effect control unit 75 first selects either the normal scenario pattern or the confirmed scenario pattern. For example, when the result of the special game determination is not to shift to the special game state ST2, the first stage effect control unit 75 selects the normal scenario pattern. When the result of the special game determination is to shift to the special game state ST2, the first stage effect control unit 75 selects one of the normal scenario pattern and the confirmed scenario pattern by lottery. At this time, the first stage effect control unit 75 selects, for example, a normal scenario pattern with a higher probability than a confirmed scenario pattern.
  In addition, when the first stage effect control unit 75 selects a scenario pattern, the first stage effect control unit 75 determines a stage (first stage) in which the scenario progress effect is advanced in the first stage effect 303 based on the selected scenario pattern. For example, as shown in FIG. 44 (c), the first stage effect control unit 75, as the first stage in which the scenario progress effect progresses in the first stage effect 303, the number of people whose hair color of the blonde character changes, One is selected from 28, 30, 32, 33, 35, 37, 39, 41, 43, 45. At this time, the first stage effect control unit 75 determines the number of persons (first stage) in which the hair color of the blond character changes based on the result of the special game determination. For example, if the result of the special game determination is not to shift to the special game state ST2, the first stage effect control unit 75 is the number of people whose hair color of the blonde character changes in the selected scenario pattern (first stage). Decide to have as few people as possible. On the other hand, when the result of the special game determination is not to shift to the special game state ST2, the first stage effect control unit 75 changes the number of people whose hair color of the blond character changes in the selected scenario pattern (first Stage) to be as large as possible. Thereby, when shifting to the special gaming state ST2, the number of people (first stage) in which the hair color of the blonde character changes is relatively larger than when not shifting to the special gaming state ST2, and the first stage The degree of expectation to shift to the special game state ST2 is suggested depending on the number of people. However, when the number of the hair color of the blonde character changes is 33, it is an effect that suggests that the transition to the special gaming state ST2 is exceptionally established.
  Next, when the first stage production control unit 75 detects a continuous hitting operation (first operation) by the player during the execution of the first stage production 303, the first stage production control unit 75 performs the normal scenario pattern and the The hair color is changed to black with the number of change persons predetermined in the selected scenario pattern among the confirmed scenario patterns. The same process is repeated until the number of people who have changed to black hair reaches the number determined as the first stage. In the first stage effect 303, all the blonde characters do not change to black hair.
  In this way, in the first stage effect 303 based on the third scenario effect pattern 78c, when the first operation by the player is received within the button operation reception valid period, the scenario progress effect reaches the first stage that is set in advance. On the other hand, the scenario progress effect does not proceed when the first operation is not accepted. Therefore, the player will actively perform the first operation in the first stage effect 303.
  Next, FIG. 45 is a diagram illustrating an aspect of the second stage effect 304, the success effect 305, and the failure effect 306 performed by the second stage effect control unit 76. 45 shows only an example of a screen displayed on the image display device 12, but an effect linked to the screen displayed on the image display device 12 is performed on the entire center accessory 11 or the entire gaming machine 1. You may do it.
  First, when the second stage production control unit 76 starts the second stage production 304 after the first stage production 303 described above, the initial screen 304a of the second stage production 304 is displayed on the image display 12 as shown in FIG. Is displayed. On the initial screen 304a, for example, an image prepared by the main character with a brush is displayed. Then, after the initial screen 304a is displayed, when the start timing of the button operation acceptance valid period by the player is reached, the second stage effect control unit 76 displays the button operation guidance image superimposed on the initial screen 304a.
  When the second operation by the player is performed within the button operation reception valid period, the second stage effect control unit 76 displays the display screen of the image display 12 in response to the reception of the second operation. A transition is made from 304a to the second screen 304b. On the second screen 304b, the entire screen of the image display 12 is blacked and becomes a screen in a dark state. When a predetermined time elapses after the second screen 304b is displayed, the second stage effect control unit 76 starts either the success effect 305 or the failure effect 306.
  When the second stage production control unit 76 performs the success production 305 after the second stage production 304, as shown in FIG. 45, all the blonde characters change to black hair, and the scenario progress production has reached the final stage. A first screen 305a indicating this is displayed on the image display 12, and then a second screen 305b indicating that the scenario progress effect has been advanced to the final stage is displayed on the image display 12. In this case, the gaming state of the gaming machine 1 subsequently shifts to the special gaming state ST2.
  On the other hand, when the second stage production control unit 76 performs the failure production 306 after the second stage production 304, as shown in FIG. 45, not all blonde hair characters have changed to black hair, and the scenario progression production is performed. A first screen 306a indicating that the process has returned to the initial stage is displayed on the image display 12, and then a second screen 306b indicating that the scenario progress effect has failed to proceed to the final stage is displayed on the image display 12. Let In this case, except for the case where the revival effect 307 is performed after the failure effect 306, the gaming state of the gaming machine 1 remains the same as before that. FIG. 45 illustrates the case where the first screen 306a indicating that the scenario progress effect has returned to the initial stage is displayed when the failure effect 306 is started, but is not limited thereto. For example, as the first screen 306a of the failure effect 306, a screen in a state in which the scenario is not progressing in the stage that has progressed in the first stage effect 303 may be displayed.
  Note that a resurrection effect 307 may be performed after the failure effect 306. However, since the revival effect 307 is the same as that shown in FIG. 24, detailed description thereof is omitted here.
  Next, a processing procedure in the effect control board 33 when a scenario progress effect based on the third scenario effect pattern 78c is performed will be described. 46 to 49 are flowcharts showing an example of third scenario progress effect control processing when a scenario progress effect is performed on the effect control board 33 based on the third scenario effect pattern 78c. When this process is started, as shown in FIG. 46, the effect control board 33 first causes the suggestion effect control unit 74 to function and starts a process of displaying the title display 301 on the image display 12 (step S1200). . Thereafter, when it is time to start the suggestion effect 302 (YES in step S1201), the suggestion effect control unit 74 starts the suggestion effect 302 (step S1202). Thereafter, at the start timing of the first stage effect 303 (YES in step S1203), the effect control board 33 causes the first stage effect control unit 75 to function, and the first stage effect control unit 75 performs the first stage effect 303. Start (step S1204). Thereafter, when it is time to start the second stage effect 304, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 304 by the second stage effect control unit 76 (step S1206). ). When the process by the second stage effect control unit 76 ends, the third scenario progress effect control process ends.
  FIG. 47 is a flowchart showing a detailed processing procedure of the suggestion effect control process (step S1202 in FIG. 46). When the suggestion effect control unit 74 starts this process, it first refers to the result of the special game determination performed by the special game determination unit 52 (step S1210). The suggestion effect control unit 74 determines the degree of expectation to be performed as the suggestion effect 302 based on the result of the special game determination (step S1211). That is, the character to be displayed after the shoji is opened is determined based on the result of the special game determination. When the button operation acceptance valid period is reached, the suggestion effect control unit 74 starts accepting button operations by the player (step S1212). Thereafter, the suggestion effect control unit 74 determines whether or not a button operation by the player has been detected (step S1213), and when no button operation is detected (NO in step S1213), starts accepting the button operation. It is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1214). When the button operation by the player is detected within the button operation reception valid period, the suggestion effect control unit 74 releases the shoji at the timing when the player performs the button operation, and selects a character corresponding to the predetermined expectation. An effect that suggests the degree of expectation is made (step S1215). If the button operation by the player is not performed, the suggestion effect control unit 74 causes a character corresponding to the predetermined expectation degree to appear after the button operation acceptance valid period has elapsed (YES in step S1214). An effect suggesting the degree of expectation is performed (step S1215). This completes the suggestion effect control process.
  In addition, although the case where the button operation by the player is not performed is illustrated here, the suggestion effect control unit 74 makes the character corresponding to the predetermined expectation appear and performs the effect suggesting the expectation. However, the present invention is not limited to this. For example, when a button operation by the player is not performed, a character corresponding to a predetermined degree of expectation may not appear on the screen. Further, when the button operation by the player is not performed, a character corresponding to the lowest expectation may appear on the screen.
  FIG. 48 is a flowchart showing an example of a detailed processing procedure of the first stage effect control process (step S1204 in FIG. 46). When this process is started, the first stage effect control unit 75 first confirms the result of the special game determination (step S1220), and selects one scenario pattern from the normal scenario pattern and the confirmed scenario pattern based on the result. (Step S1221). And the 1st step production | generation control part 75 determines the 1st step which advances a scenario progress production, when 1st operation is received in the 1st step production 303 (step S1222). Thereafter, the first stage effect control unit 75 starts the first stage effect 303 (step S1223), and starts accepting the first operation by the player when the button operation acceptance valid period is reached (step S1224). Then, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1225), and detects a button operation (first operation) by the player. (YES in step S1225), it is determined whether or not the scenario progress effect has been advanced to the first stage predetermined in step S1222 (step S1226). As a result, when it has not yet progressed to the first stage determined in advance in step S1222 (NO in step S1226), the first stage effect control unit 75 performs the scenario progress effect based on the scenario pattern selected in step S1221. A scenario effect progression process is performed (step S1227). By repeating this scenario progress effect process, the scenario progress effect proceeds to the first stage determined in advance in step S1222. On the other hand, when the process has already progressed to the first stage determined in advance in step S1222 (YES in step S1226), the first stage effect control unit 75 does not further advance the scenario progress effect, so the process of step S1227 Skip without doing. If no button operation (first operation) by the player is detected in step S1225 (NO in step S1225), the processes in steps S1226 and S1227 are skipped. Then, the first stage effect control unit 75 determines whether or not a predetermined time (button operation reception valid period) has elapsed (step S1228), and if the predetermined time has not elapsed (NO in step S1228), step S1225. The process described above is repeated. If the predetermined time has elapsed (step S1228), the first stage effect control process ends.
  FIG. 49 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1206 in FIG. 46). When the second stage effect control unit 76 starts this process, it starts the second stage effect 304 (step S1230). And if it becomes a button operation reception effective period, the 2nd step production | generation control part 76 will start reception of the 2nd operation by a player (step S1231). Thereafter, the second stage effect control unit 76 determines whether or not an operation (second operation) on the operation button 6 by the player has been detected (step S1232). When the second operation by the player is not detected (NO in step S1232), the second stage effect control unit 76 determines whether or not a predetermined time (button operation reception valid period) has elapsed (step S1233). If the predetermined time has not yet elapsed (NO in step S1233), the process returns to the determination in step S1232. When the second operation by the player is detected within the button operation reception valid period (YES in step S1232), or when the button operation reception valid period has passed without detecting the second operation by the player ( In step S1233, YES, the second stage production control unit 76 determines whether or not the production to be performed after the second stage production 304 is the successful production 305 (step S1234). The success production 305 is started (YES in S1234) (step S1235). On the other hand, when the effect to be performed after the second stage effect 304 is not the success effect 305 (NO in step S1234), the second stage effect control unit 76 starts the failure effect 306 (step S1236). After starting the failure effect 306, the second stage effect control unit 76 determines whether or not to perform the restoration effect 307 (step S1237). As a result, when performing the revival effect 307 (YES in step S1237), the second stage effect control unit 76 waits until the start timing of the revival effect 307 (step S1238), and when the start timing of the revival effect 307 is reached (step S1238). YES), the revival effect 307 is started (step S1239). In the case where the revival effect 307 is not performed after the failure effect 306 (NO in step S1237), the processes in steps S1238 and S1239 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the third scenario effect pattern 78c is performed on the effect control board 33, the suggestion effect control unit 74, the first-stage effect control unit 75, and the second-stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. And the suggestion effect control part 74 performs the suggestion effect 302 which suggests the expectation degree which a scenario progress effect progresses to the final stage based on the result of special game determination first, and after the suggestion effect 302, the first The stage effect control unit 75 causes the first stage effect 303 to advance the scenario progress effect to a predetermined first stage in response to receiving the first operation on the operation button 6. Further, after the first stage production 303, the second stage production control unit 76 receives the second operation on the operation button 6, and the scenario production presentation proceeds from the first stage to the final stage. Either one of 305 and the failure effect 306 that does not proceed to the final stage is performed. Then, the second stage effect control unit 76 has a higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not shifted to the special game state ST2. It is comprised so that the success production 305 may be performed.
  Therefore, when the scenario progress effect based on the third scenario effect pattern 78c is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 305 is performed, and at least the first stage effect control unit When the production by 75 and the second stage production control unit 76 is performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 according to the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect described above based on the third scenario effect pattern 78c, and is more interesting than before. It will be possible to produce a high performance.
◇ Scenario progress effect based on the fourth scenario effect pattern 78d ◇
Next, the fourth scenario effect pattern 78d will be described. FIG. 50 is a timing chart showing the execution timing of various effects predefined in the fourth scenario effect pattern 78d. When the fourth scenario effect pattern 78d is selected by the effect pattern determination unit 70, the scenario progress effect control unit 73, as shown in FIG. 50, the first step effect control unit 75, the suggestion effect control unit 74, and the second step. The effect control unit 76 is caused to function sequentially, and various effects defined in the fourth scenario effect pattern 78d are executed at predetermined timings. In the scenario progress effect based on the fourth scenario effect pattern 78d, the suggestion effect control unit 74 functions under a predetermined condition when the first stage effect 402 is being performed by the first stage effect control unit 75, and the suggestion effect. 403 is performed.
  When the scenario progress effect based on the fourth scenario effect pattern 78d is started at the timing T0, the first stage effect control unit 75 functions first. Then, the first stage effect control unit 75 starts the title display 401 corresponding to the fourth scenario effect pattern 78d at the timing T0 and continues the title display 401 for a predetermined time. The first stage effect control unit 75 starts the first stage effect 402 after detecting that the predetermined time has elapsed since the start of the title display 401 and the timing T1 has been reached.
  When starting the first stage effect 402, the first stage effect control unit 75 accepts a first operation by the player. When the first stage production control unit 75 receives the first operation by the player, the first stage production control unit 75 performs the scenario progression production on the condition that the timing at which the first operation is received coincides with the predetermined timing. To make progress. That is, in the scenario progress effect based on the fourth scenario effect pattern 78d, even if the first stage effect control unit 75 receives the first operation by the player within the button operation reception effective period, Only when the specific condition that the timing at which the operation is received matches the predetermined timing is satisfied, the scenario progress effect is advanced. Moreover, the 1st step production | generation control part 75 receives the 1st operation by a player in multiple times, while performing the 1st step production | generation 402. FIG. Then, each time the first operation by the player is received, the first stage effect control unit 75 determines whether or not the specific condition is satisfied by determining whether or not the first operation matches a predetermined timing. Confirm. As a result, when the specific condition is satisfied, the first stage effect control unit 75 advances the scenario progress effect by a predetermined stage every time the specific condition is satisfied. In this way, the first stage effect control unit 75 is the stage that has not reached the final stage, and advances the scenario progress effect to the predetermined first stage. Note that even if the player does not perform a button operation within the button operation acceptance valid period or when the player performs a first operation, the specific condition does not coincide with the predetermined timing. If not established, the first stage effect control unit 75 does not advance the scenario progress effect.
  The suggestion effect control unit 74 functions when the first stage effect 402 is performed by the first stage effect control unit 75 and the specific condition is satisfied in the first stage effect 402. And whenever the specific condition is satisfied in the first stage production 402, the suggestion production control unit 74 causes the suggestion production 403 to suggest the expectation degree that the scenario progress production proceeds to the final stage. As described above, the first stage production control unit 75 receives the first operation by the player a plurality of times in the first stage production 402. Therefore, the suggestion effect control unit 74 may perform the suggestion effect 403 a plurality of times when the first stage effect 402 is being performed. However, when the specific condition is not satisfied in the first stage effect 402, the suggestion effect control unit 74 does not perform the suggestion effect 403 in the first step effect 402.
  FIG. 51 is a diagram for explaining the first stage effect 402 and the suggestion effect 403 performed by the first stage effect control unit 75 and the suggestion effect control unit 74. When starting the first stage effect 402, the first stage effect control unit 75 displays a scenario progress effect screen corresponding to the scenario progress effect of the fourth scenario effect pattern 78d as shown in FIG. 51 (a). The scenario progress effect screen is a screen on which a soccer game progresses, and a character 87a runs in the field, and a scoreboard 87c is displayed behind the character 87a. In this scenario progress effect, a scenario for the purpose of reversing from a state in which the team to which the character 87a belongs loses due to a large difference progresses. In the initial state in which the scenario progress effect is started, the movable accessory 14 at the top of the image display 12 is in a state where the panel lamp 14a is lit in the initial state (for example, white). When the scenario progress effect is started, the button operation guidance image 87b is displayed in the vicinity of the character 87a, and the soccer balls 87d appear sequentially in front of the character 87a running on the field. The soccer ball 87d that appears in the screen approaches the character 87a at a predetermined speed. When the specific condition is satisfied by the player performing the first operation on the operation button 6 at a predetermined timing, the first stage effect control unit 75 causes the character 87a to shoot as shown in FIG. 51 (b). As a result, the scenario progress effect is advanced by one stage by updating the screen to a state where the score is added to the score board 87c. Further, when the specific condition is satisfied by the first operation by the player, the suggestion effect control unit 74 effects an effect image such as “dock” imitating a kick sound or the like on the foot of the character 87a as shown in FIG. Is displayed, and a suggestion effect 403 is performed by lighting the board lamp 14a provided on the movable accessory 14 above the image display 12 in a color different from the initial state. When the suggestion effect control unit 74 performs the suggestion effect 403, the suggestion effect control unit 74 suggests the degree of expectation that the scenario progress effect will progress to the final stage based on the result of the special game determination by the special game determination unit 52. In addition, the aspect which suggests an expectation degree in the suggestion production 403 is mentioned later.
  In such a scenario progress effect, the appearance mode of the soccer ball 87d that appears at the front position of the character 87a in the first stage effect 402 is determined in advance. FIG. 52 is a diagram illustrating an example of a scenario in which a soccer ball 87d appears. As shown in FIG. 52, in the first stage effect 402, the total number of times the soccer ball 87d appears at the front position of the character 87a is determined to be 13. It has been established. That is, in the first stage effect 402, the scenario progress effect advances in a maximum of 13 stages. However, even if the player can advance the scenario progress effect in 13 stages by performing the first operation in the first stage effect 402, the team to which the character 87a belongs is in a state of reversing the opponent team. Absent. Therefore, in the first stage effect 402, the scenario progress effect progresses to the first stage that does not reach the final stage.
  In addition, when the first stage effect control unit 75 receives the first operation by the player during the button operation reception valid period, the first stage effect control unit 75 provides an operation failure period in a part of the button operation reception period and sets a period that is not the operation failure period. The first operation is accepted as the operation success period. FIG. 53 is a diagram illustrating an example of an operation failure period and an operation success period in the button operation reception valid period. As shown in FIG. 53, for example, the operation failure period is set to a period from the start timing T20 of the button operation acceptance valid period to the timing T21 after a predetermined time has elapsed. The operation success period is set, for example, as a period from timing T21 after the operation failure period ends to button operation acceptance valid period end timing T23. Note that the timing T22 shown in FIG. 53 indicates the most appropriate timing as the shoot timing. Then, after the first stage production control unit 75 starts accepting the first operation by the player in the button operation acceptance valid period, the timing at which the first operation is accepted is either the operation failure period or the operation success period. It is determined whether or not it is the period. As a result, when the first operation is received during the operation failure period, it is determined that the operation has failed and it is determined that the specific condition is not satisfied. In this case, the first stage effect control unit 75 may perform the operation failure effect 408 described later without proceeding with the scenario progress effect. On the other hand, when the first operation is received in the operation success period, the first stage effect control unit 75 regards such a first operation as an operation that coincides with a predetermined timing, and the specific condition is satisfied. to decide. In this case, the scenario progress effect is advanced by the first stage effect control unit 75 and the suggestion effect 403 is performed by the suggestion effect control unit 74. As described above, when the first stage production control unit 75 receives the first operation by the player during the button operation reception valid period, the first stage production control unit 75 provides an operation failure period in a part of the button operation reception period, When the first operation is accepted, the scenario progress effect is not advanced. According to such a configuration, for example, whenever the player has left the operation button 6 pressed for a long period of time regardless of whether or not it is the button operation reception valid period, each time The operation fails and the scenario progress effect cannot be advanced. Therefore, the player performs an operation on the operation button 6 at an appropriate timing in order to advance the scenario progress effect.
  Returning to FIG. 50, after the first stage production control unit 75 starts the first stage production 402, at the timing T2, the first stage production 402 by the first stage production control unit 75 ends, and then the second stage. The effect control unit 76 functions. The second stage effect control unit 76 starts the second stage effect 404 from the timing T2. In the second stage effect 404, the player receives a second operation performed on the operation button 6. Then, the second stage effect control unit 76, in response to accepting the second operation, the success effect 405 in which the scenario progress effect progresses from the first stage to the final stage, and the failure in which the scenario progress effect does not progress to the final stage. Either one of the effects 406 is performed. The success effect 405 or the failure effect 406 continues until the timing T5, and ends when the timing T5 is reached. Further, the second stage effect control unit 76 may start the second stage effect 404 at the timing T2, perform the failure effect 406 at the relatively fast timing T3, and then perform the revival effect 407. Even in this case, the restoration effect 407 continues until timing T5, and ends when timing T5 is reached.
  As described above, the fourth scenario effect pattern 78c is an effect pattern that is performed within the period of the timings T0 to T5. If the success effect 405 or the revival effect 407 is finally performed, the game can shift to the special game state ST2. The person will be notified. Hereinafter, the scenario progress effect based on the fourth scenario effect pattern 78c will be described in more detail.
  FIG. 54 is a diagram showing an aspect of the title display 401 and the first stage effect 402 performed by the first stage effect control unit 75. When starting the execution of the scenario progress effect based on the fourth scenario effect pattern 78c, the first stage effect control unit 75 first causes the image display 12 to display the title display 401. In the title display 401, the player is notified of how to proceed with the scenario progress effect based on the fourth scenario effect pattern 78c. In the example of FIG. 54, a message “Press the button to aim for reverse!” Is displayed.
  When starting the first stage effect 402 after the title display 401, the first stage effect control unit 75 causes the image display 12 to display the initial screen 402a of the first stage effect 402 as shown in FIG. In this initial screen 402a, a button operation guidance image 87b is displayed regardless of whether or not the button operation reception valid period is in effect. However, when it is not the button operation reception valid period, the button operation guide image 87b is displayed in a first display mode that allows the background to pass through, for example, and informs the player that it is not the button operation reception valid period. The first stage effect control unit 75 updates the display screen of the image display 12 to the first screen 402b at a predetermined timing after displaying the initial screen 402a, and causes the soccer ball 87d to appear in the screen, The soccer ball 87d is brought closer to the character 87a. When the soccer ball 87d approaches a predetermined position near the character 87a, the button operation acceptance valid period starts. For example, when a part of the soccer ball 87d overlaps the button operation guide image 87b, the button operation reception valid period starts. Then, when the button operation acceptance valid period starts, the first stage effect control unit 75 displays the button operation guide image 87d in a predetermined color that does not transmit the background, for example, and displays from the first display mode to the second display mode. Change the aspect. Thereby, the player can grasp that the button operation acceptance valid period has started. The first stage effect control unit 75 starts accepting the first operation by the player when the button operation acceptance valid period starts. If the player does not perform the first operation within the button operation reception valid period, the first stage effect control unit 75 updates the display screen of the image display 12 to the second screen 402c, and the soccer ball 87d An image passing by the character 87a is displayed. In this case, no change occurs in the action of the character 87a.
  On the other hand, FIG. 55 shows an effect mode when the player performs the first operation within the button operation reception valid period. The first stage effect control unit 75 receives the first operation by the player within the button operation reception valid period, and when the first operation coincides with a predetermined timing and the specific condition is satisfied, the image display 12 The display screen is changed from the first screen 402b of the first stage effect 402 to the third screen 402d as shown in FIG. On the third screen 402d, the scenario progress effect is advanced by the first stage effect control unit 75 performing a shooting action of the character 87a and displaying the goal image, and at the same time, the suggestion effect control unit 74 Suggestion effect 403 is performed.
  When the suggestion effect control unit 74 performs the suggestion effect 403, the suggestion effect control unit 74 displays an expectation degree that the scenario progress effect progresses to the final stage based on the result of the special game determination. That is, the suggestion effect control unit 74 determines an expectation level when performing the suggestion effect 403 based on the result of the special game determination, and performs the suggestion effect 403 based on the determined expectation degree. For example, the suggestion effect control unit 74 displays an effect image such as “dock” imitating a kick sound according to the degree of expectation determined based on the result of the special game determination, or the upper part of the image display 12 By turning on the surface lamp 14a of the movable accessory 14 at a color corresponding to the expected level, the expected level of progress of the scenario progress effect to the final stage is displayed.
  FIG. 56 is a diagram illustrating an aspect of the suggestion effect 403 performed according to the degree of expectation. First, as shown in FIG. 56A, the effect image has two suggestive effect patterns PT1 and PT2. The suggestion effect pattern PT1 is a pattern with low expectation that the scenario progress effect will progress to the final stage. On the other hand, the suggestion effect pattern PT2 is a pattern that has a higher expectation that the scenario progress effect will progress to the final stage than the suggestion effect pattern PT1. For example, when the result of the special game determination is to shift to the special game state ST2, the suggestion effect control unit 74 has an effect of displaying the suggestion effect pattern PT2 in the suggestion effect 403 with a higher probability than the suggestion effect pattern PT1. Select as an image. Conversely, if the result of the special game determination is not to shift to the special game state ST2, the suggestion effect control unit 74 displays the suggestion effect pattern PT1 in the suggestion effect 403 with a higher probability than the suggestion effect pattern PT2. Select as an image. Therefore, when the effect image corresponding to the suggestion effect pattern PT2 is displayed in the suggestion effect 403, the degree of expectation that the scenario progress effect progresses to the final stage compared to the case where the effect image corresponding to the suggestion effect pattern PT1 is displayed. Becomes higher. Since the suggestion effect 403 is performed only when the specific condition is satisfied, the player actively performs the first operation on the operation button 6 in order to satisfy the specific condition.
  The suggestion effect control unit 74 appropriately updates the display color of the panel lamp 14a of the movable accessory 14 every time the specific condition is satisfied. However, the display color of the panel lamp 14a does not always change if the special condition is satisfied. Then, the suggestion effect control unit 74 displays the expectation degree that the scenario progress effect progresses to the final stage by the display color of the panel lamp 14a when the first stage effect 402 is completed. For example, as shown in FIG. 56 (b), the display color of the panel lamp 14a is set in six stages, the initial state is white, and blue, yellow, green, red, and rainbow colors are sequentially applied when the specific condition is satisfied. Change. In the example of FIG. 56 (b), white, blue and yellow have the lowest expectation. Green is a color with higher expectations than white, blue and yellow. In addition, red has a higher degree of expectation than white, and in the case of rainbow, the display suggests that the scenario progress effect has been determined to advance to the final stage. The suggestion effect control unit 74 determines in advance to what level the display color of the board lamp 14a is advanced based on the result of the special game determination, and the specific condition is established in the first step effect 402. The display color of the panel lamp 14a is gradually changed until the predetermined stage. For example, even if it is determined in advance that the display color of the panel lamp 14a is advanced to the rainbow color, the display color of the panel lamp 14a reaches the rainbow color if the specific condition is not satisfied a predetermined number of times or more in the first stage effect 402. Not reach. Therefore, the player actively performs the first operation while measuring the operation timing in order to advance the display color of the board lamp 14a.
  On the other hand, if the first stage effect control unit 75 determines that the first operation received within the button operation reception valid period does not coincide with the predetermined timing and the specific condition is not satisfied, As shown in FIG. 55, the display screen is changed from the first screen 402b of the first stage effect 402 to the fourth screen 402e. On the fourth screen 402e, the first stage effect control unit 75 displays an image in which the character 87a is swung while performing a shooting action, and the soccer ball rolls backward. At this time, the first stage effect control unit 75 may display an effect image such as “Suka” as shown in FIG. 55 and perform the operation failure effect 408.
  If the specific condition is not satisfied, the suggestion effect control unit 74 may perform the operation failure effect 408 based on the result of the special game determination. In this case, when the operation failure effect 408 is performed due to the failure of the special condition, the suggestion effect control unit 74 selects the display mode of the effect image such as “Suka” based on the result of the special game determination as in the case of the suggestion effect 403. Then, the display degree of the effect image displayed as the operation failure effect 408 may indicate the expectation that the scenario progress effect will progress to the final stage. At this time, the expectation level suggestion mode by the operation failure effect 408 may be suggested in a display mode in which the player cannot easily determine the expectation level than the expectation level display mode by the suggestion effect 403.
  Next, FIG. 57 is a diagram illustrating an aspect of the second stage effect 404, the success effect 405, and the failure effect 406 performed by the second stage effect control unit 76. In FIG. 57, only the screen example displayed on the image display 12 is shown. However, the center actor 11 or the entire gaming machine 1 performs an effect linked to the screen displayed on the image display 12. You may do it.
  First, when the second stage effect 404 is started after the first stage effect 402 and the suggestion effect 403 are performed, the second stage effect control unit 76 performs the second step effect on the image display 12 as shown in FIG. An initial screen 404a 404 is displayed. On this initial screen 404a, a preparation image for progressing from the first stage progressed in the first stage effect 202 to the final stage is displayed. Then, the second stage effect control unit 76 makes a transition from the initial screen 404a to the first screen 404b. On the first screen 404b, a large number of soccer balls appear in front of the character 87a and approach the character 87a. Then, at the start timing of the button operation acceptance valid period by the player, the second stage effect control unit 76 displays the button operation guide image superimposed on the first screen 404b.
  When the second operation by the player is performed within the button operation reception valid period, the second stage effect control unit 76 displays the second display screen of the image display 12 in response to the reception of the second operation. Transition from the first screen 404b of the stage effect 404 to either the first screen 405a of the success effect 405 or the first screen 406a of the failure effect 406 is made. If the second operation by the player is not performed within the button operation reception valid period, the second stage effect control unit 76 displays the display screen of the image display 12 after the button operation reception valid period ends. The transition from the first screen 404b of the second stage effect 404 to either the initial screen 405a of the success effect 405 or the initial screen 406a of the failure effect 406 is made.
  When the success stage 405 is performed after the second stage stage 404, the second stage stage production control unit 76 causes the image display 12 to display the initial screen 405a of the success stage 405, so that the character 87a has all the soccer balls. Is displayed as a goal, and an image in a state in which the team to which the character 87a belongs is reversed (the final stage of the scenario progress effect) is displayed, and then the first screen 405b indicating that the reverse is successful is displayed. In this case, the gaming state of the gaming machine 1 subsequently shifts to the special gaming state ST2.
  On the other hand, when performing the failure effect 406 after the second step effect 404, the second step effect control unit 76 causes the image display 12 to display the initial screen 406a of the failure effect 406, so that the character 87a has a large number of soccer balls. The image in the state of being crushed (the final stage has not been reached) is displayed, and then the first screen 406b indicating that the reverse rotation has failed is displayed. In this case, except for the case where the revival effect 407 is performed after the failure effect 406, the gaming state of the gaming machine 1 remains the same as before that.
  Note that a resurrection effect 407 may be performed after the failure effect 406. However, since the revival effect 407 is the same as that shown in FIG. 24, detailed description thereof is omitted here.
  Next, a processing procedure in the effect control board 33 when a scenario progress effect based on the fourth scenario effect pattern 78d is performed will be described. 58 to 60 are flowcharts showing an example of the fourth scenario progress effect control process when the scenario progress effect is performed on the effect control board 33 based on the fourth scenario effect pattern 78d. When starting the process, the effect control board 33 first causes the first stage effect control unit 75 to function, and starts the process of displaying the title display 401 on the image display 12 as shown in FIG. S1300). Thereafter, when it is time to start the first stage effect 402 (YES in step S1301), the first stage effect control unit 75 starts the first stage effect control process (step S1302). Thereafter, when it is time to start the second stage effect 404 (YES in step S1303), the effect control board 33 causes the second stage effect control unit 76 to function, and the second stage effect control unit 76 performs the second stage effect 404. Is started (step S1304). When the process by the second stage effect control unit 76 ends, the fourth scenario progress effect control process ends.
  FIG. 59 is a flowchart showing a detailed processing procedure of the first stage effect control process (step S1302 in FIG. 58). In the first stage effect control process, first, the suggestion effect control unit 74 functions. Then, the suggestion effect control unit 74 confirms the result of the special game determination (step S1310), and determines in advance the degree of expectation in the suggestion effect 403 performed in the first stage effect 402 based on the result of the special game determination. (Step S1311). Thereafter, the first stage effect control unit 75 starts the first stage effect 402 defined in the fourth scenario effect pattern 78d (step S1312).
  When the button operation acceptance valid period is reached (YES in step S1313), the first stage effect control unit 75 starts accepting the first operation by the player (step S1314). Thereafter, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1315), and when no button operation is detected (NO in step S1315). Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed since the start of acceptance of the first operation (step S1316). When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1315), the first stage effect control unit 75 has a predetermined timing when the first operation is received. Is determined whether or not (step S1317). That is, it is determined here whether or not the first operation is accepted during the operation success period, not the operation failure period described above. As a result, when the timing at which the first operation is received coincides with the predetermined timing (YES in step S1317), the specific condition is satisfied, and the suggestion effect control unit 74 functions. Then, the suggestion effect control unit 74 executes the suggestion effect 403 indicating the expectation degree that the scenario progress effect progresses to the final stage based on the predetermined expectation degree (step S1318). Further, together with the suggestion effect 403 by the suggestion effect control unit 74, the first stage effect control unit 75 executes a scenario effect advance process for advancing the scenario advance effect based on the establishment of the specific condition (step S1319). On the other hand, when the timing at which the first operation is received does not coincide with the predetermined timing (NO in step S1317), the specific condition is not satisfied, and therefore the first stage effect control unit 75 displays the operation failure effect 408. This is performed (step S1320). That is, different effects are performed when the specific condition is satisfied and when the specific condition is not satisfied. When the specific condition is not satisfied, the scenario effect progress process is not performed, and therefore the scenario progress effect does not proceed.
  On the other hand, if the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1316), the first stage effect control unit 75 performs a special action on the character. Without making it happen, the performance is as if the soccer ball just passes by the character. That is, in this case, since a special effect is not performed, the effect is further different from the effect performed when the player performs the first operation during the button operation reception valid period. Also in this case, the scenario progress effect is not performed because the scenario effect progress process is not performed.
  Subsequently, the first stage production control unit 75 determines whether or not the production of the total number of operations (for example, all 13 times) to be performed in the first stage production 402 has been completed (step S1321), and still has the number of operations for all operations. If the effect has not ended (NO in step S1321), the process returns to step S1313 and the above-described processing is repeated. When the effects for the total number of operations have been completed (YES in step S1321), the first stage effect control process ends.
  Next, FIG. 60 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1304 in FIG. 58). When starting this process, the second stage effect control unit 76 starts the second stage effect 404 (step S1330). Thereafter, when the button operation acceptance valid period is reached, the second stage effect control unit 76 starts accepting the second operation by the player (step S1331). Then, the second stage effect control unit 76 determines whether or not an operation (second operation) on the operation button 6 by the player has been detected (step S1332). When the second operation by the player is not detected (NO in step S1332), the second stage effect control unit 76 determines whether or not a predetermined time (button operation reception valid period) has elapsed (step S1333). If the predetermined time has not yet elapsed (NO in step S1333), the process returns to step S1332. When the second operation by the player is detected within the button operation reception valid period (YES in step S1332), or when the button operation reception valid period has elapsed without detecting the second operation by the player ( The second stage effect control unit 76 determines whether or not the effect to be performed after the second stage effect 404 is the success effect 405 (step S1334), and if it is the success effect 405 (step S1333: YES) In step S1334, YES, the success effect 405 is started (step S1335). On the other hand, if the effect to be performed after the second stage effect 404 is not the success effect 405 (NO in step S1334), the second stage effect control unit 76 starts the failure effect 406 (step S1336). After starting the failure effect 406, the second stage effect control unit 76 determines whether to perform the resurrection effect 407 (step S1337). As a result, when performing the revival effect 407 (YES in step S1337), the second stage effect control unit 76 waits until the start timing of the revival effect 407 (step S1338), and when the start timing of the revival effect 407 is reached (step S1338). YES), the revival effect 407 is started (step S1339). Note that if the revival effect 407 is not performed after the failure effect 406 (NO in step S1337), the processes in steps S1338 and S1339 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the fourth scenario effect pattern 78d is performed on the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. The first stage effect control unit 75 first receives the first operation on the operation button 6, and until the first stage is satisfied by the establishment of the specific condition that the timing at which the first operation is received matches the predetermined timing. A first stage effect 402 for causing the scenario progress effect to proceed is performed. In addition, when the specific condition is satisfied in the first stage effect 402, the suggestion effect control unit 74 causes the suggestion effect 403 that suggests the expectation degree that the scenario progress effect proceeds to the final stage based on the result of the special game determination. Then, after the first stage effect 402 and the suggestion effect 403 are performed, the second stage effect control unit 76 accepts the second operation on the operation button 6 and the scenario progress effect according to the acceptance of the second operation. However, one of the success effect 405 that progresses from the first stage to the final stage and the failure effect 406 that does not progress to the final stage is performed. Then, the second stage effect control unit 76 causes the success effect 405 to be performed with higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not transferred to the special game state ST2. It is configured as follows.
  Therefore, when the scenario progress effect based on the fourth scenario effect pattern 78d is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 405 is performed, and at least the first stage effect control unit. When the first stage effect 402 according to 75 is being performed, the operation on the operation button 6 is actively performed in order to advance the scenario progress effect toward the final stage. That is, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect described above based on the fourth scenario effect pattern 78d, and more interesting than ever. It will be possible to produce a high performance.
  In the above description, when the second stage effect 404 by the second stage effect control unit 76 is performed, either the success effect 405 or the failure effect 406 is accepted according to the second operation by accepting the second operation by the player. The case where either is performed was demonstrated. However, the present invention is not limited to this. For example, when the second stage effect 404 by the second stage effect control unit 76 is performed, the second stage effect 404 is started without accepting the second operation by the player. Thereafter, one of the success effect 405 and the failure effect 406 may be performed at a predetermined timing.
  In addition, when the second stage effect 404 by the second stage effect control unit 76 is performed, when the player performs the second operation by the player and performs one of the success effect 405 and the failure effect 406 as described above, As in the case of the first stage effect 402, it is determined whether or not the second operation by the player coincides with a predetermined timing, and if it coincides with the predetermined timing, the success effect 405 is performed and the predetermined timing is reached. If they do not match, the failure effect 406 may be performed. However, in this case, if the result of the special game determination is such that the transition to the special game state ST2 is not made, the failure effect 406 is performed even if it coincides with a predetermined timing. Further, when the result of the special game determination is to shift to the special game state ST <b> 2, if the failure effect 406 is performed due to timing mismatch, the revival effect 407 is performed after the failure effect 406.
◇ Scenario progress effect based on the fifth scenario effect pattern 78e ◇
Next, the fifth scenario effect pattern 78e will be described. In the scenario progress effect based on the first scenario effect pattern 78a described above, the scenario progress effect is determined in advance in response to the first operation performed by the player within the button operation reception valid period in the first stage effect 102. The case where it progresses to the stage of 1 was illustrated. On the other hand, in the scenario progress effect based on the fifth scenario effect pattern 78e, when the first stage effect 102 by the first stage effect control unit 75 is performed in the same scenario progress effect as the first scenario effect pattern 78a, A case will be described in which the scenario progress effect is advanced to a different first stage according to the timing at which the first operation by the player is received within the operation reception valid period. The timing chart of the scenario progress effect based on the fifth scenario effect pattern 78e is the same as that shown in FIG.
  When starting the first stage effect 102, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. When the first operation control unit 75 receives the first operation by the player within the button operation reception valid period, the first stage effect control unit 75 progresses the scenario progress effect based on the timing at which the first operation is received (first level). The scenario progress effect is advanced according to the determined degree of progress. That is, this point is the same as the scenario progress effect based on the second scenario effect pattern 78b described above. Therefore, even when the player performs the first operation within the button operation reception valid period, the degree of progress of the scenario progress effect changes if the timing of performing the first operation is different.
  For example, when the scenario for the purpose of finally completing the RUSH constellation progresses as described above, the first stage effect control unit 75 sequentially increases the power accumulation amount as the time progresses during the button operation acceptance valid period. The changing power gauge is displayed on the image display 12, the number of lighting of the stars constituting the RUSH constellation is determined according to the power accumulation amount at the timing when the first operation by the player is accepted, and the determined lighting number As a first step, the scenario progress effect is advanced. By adopting such an effect mode, the player actively performs an operation on the operation button 6 in expectation that the scenario progress effect is closer to the final stage when the first stage effect 102 is being performed. It becomes like this. The other effects are the same as the effects performed in the scenario progress effect based on the first scenario effect pattern 78a.
  A processing procedure in the effect control board 33 when the scenario progress effect based on the fifth scenario effect pattern 78e is performed will be described. 61 to 64 are flowcharts showing an example of the fifth scenario progress effect control process in the case where the scenario progress effect is performed on the effect control board 33 based on the fifth scenario effect pattern 78e. When the effect control board 33 starts this process, as shown in FIG. 61, first, the first stage effect control unit 75 is caused to function and the image display 12 displays the title display 101 (step). S1400). Thereafter, when it is time to start the first stage effect 102 (YES in step S1401), the first stage effect control unit 75 starts the first stage effect control process (step S1402). Thereafter, when the start timing of the suggestion effect 103 is reached (YES in step S1403), the effect control board 33 causes the suggestion effect control unit 74 to function and starts the suggestion effect 103 by the suggestion effect control unit 74 (step S1404). Thereafter, when it is time to start the second stage effect 104, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 104 by the second stage effect control unit 76 (step S1406). ). When the process by the second stage effect control unit 76 ends, the fifth scenario progress effect control process ends.
  FIG. 62 is a flowchart of a detailed process procedure of the first stage effect control process (step S1402 in FIG. 61). When starting this process, the first stage effect control unit 75 starts executing the first stage effect 102 defined in the fifth scenario effect pattern 78e (step S1410). And if it becomes a button operation reception effective period, the 1st step production control part 75 will start reception of the 1st operation by a player (Step S1411). Thereafter, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1412), and when no button operation is detected (NO in step S1412). Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed since the start of acceptance of the first operation (step S1413).
  When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1412), the first stage effect control unit 75 performs the timing when the first operation is performed by the player. Based on the above, a progress level (first stage) for proceeding the scenario progress effect to the next stage is determined (step S1414), and a scenario effect progress process for advancing the scenario progress effect based on the determined progress level is performed (step S1415). ). Subsequently, the first stage effect control unit 75 determines whether or not the process of advancing the scenario progress effect is performed earlier than the case where the first operation is not performed (step S1416), and the scenario effect progress process is performed earlier. If YES in step S1416, the process waits until a predetermined time elapses (step S1417). When the predetermined time has elapsed (YES in step S1417), the flow proceeds to step S1420. If the process for advancing the scenario progress effect is not performed earlier than the case where the first operation is not performed (NO in step S1416), the process in step S1417 is skipped.
  On the other hand, when the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1413), the first stage effect control unit 75 performs the first operation by the player. If it is not performed, the minimum progress width is determined as the degree of progress in which the scenario progress effect is advanced (step S1418), and the scenario effect progress process is performed to advance the scenario progress effect based on the determined degree of progress (step S1419).
  Subsequently, the first stage effect control unit 75 determines whether or not there is an opportunity to accept the first operation in the first stage effect 102 (step S1420), and if there is another opportunity (YES in step S1420). Returning to step S1411, the above-described processing is repeated. If there is no further opportunity (NO in step S1420), the first stage effect control process ends.
  In the first stage effect control process (step S1402), when the button operation (first operation) by the player is not detected within the button operation reception valid period, the progress degree of the scenario progress effect is set to the minimum progress width. However, the present invention is not limited to this. For example, if the button operation (first operation) by the player is not detected within the button operation reception valid period, the scenario progress effect may not be advanced in the first stage effect 102.
  FIG. 63 is a flowchart illustrating an example of a detailed processing procedure of the suggestion effect control process (step S1404 in FIG. 61). When this process is started, the suggestion effect control unit 74 first refers to the result of the special game determination performed by the special game determination unit 52 (step S1430). The suggestion effect control unit 74 determines the degree of expectation suggested in the suggestion effect 103 based on the special game determination result (step S1431). When the suggestion effect control unit 74 determines the expectation level suggested by the suggestion effect 103, the suggestion effect control unit 74 starts the suggestion effect 103 as shown in FIG. 21A based on the expectation degree (step S1432). The suggestion effect control unit 74 may display an effect corresponding to the expected degree on the image display 12 or the like when a predetermined button operation is performed by the player. This completes the suggestion effect control process.
  Next, FIG. 64 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1406 in FIG. 61). When the second stage effect control unit 76 starts this process, it starts the second stage effect 104 (step S1440). Thereafter, when the button operation acceptance valid period is reached, the second stage effect control unit 76 starts accepting the second operation by the player (step S1441). Then, the second stage effect control unit 76 determines whether or not the second operation of the operation button 6 by the player is detected (step S1442), and if the second operation is not detected (NO in step S1442). ), It is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1443). If the predetermined time has not elapsed (NO in step S1443), the process returns to step S1442.
  Second stage effect control unit 76 detects the second operation within the button operation reception valid period (YES in step S1442), or when a predetermined time has elapsed without detecting the second operation (step If YES in step S1443), it is determined whether the next stage effect 104 is the success effect 105 (step S1444). If the effect is 105 (YES in step S1444), the success effect 105 is determined. Start (step S1445). If it is not the success effect 105 (NO in step S1444), the second stage effect control unit 76 starts the failure effect 106 (step S1446). After starting the failure effect 106, the second stage effect control unit 76 determines whether or not to perform the resurrection effect 107 (step S1447). As a result, when the revival effect 107 is performed (YES in step S1447), the second stage effect control unit 76 waits until the start timing of the revival effect 107 (step S1448), and when the revival effect 107 starts (step S1448). YES), the revival effect 107 is started (step S1449). In addition, when the revival effect 107 is not performed after the failure effect 106 (NO in step S1447), the processes in steps S1448 and S1449 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the fifth scenario effect pattern 78e is performed on the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. The first stage effect control unit 75 first causes the first stage effect 102 to advance the scenario progress effect to a different first stage according to the timing at which the first operation on the operation button 6 is received. Further, after the first stage effect 102 is performed, the suggestion effect control unit 74 suggests the expectation effect 103 indicating the degree of expectation that the scenario progress effect proceeds from the first stage to the final stage based on the result of the special game determination. To do. Then, after the suggestion effect 103, the second stage effect control unit 76 receives the second operation on the operation button 6 and the scenario progress effect proceeds from the first stage to the final stage. One of the failure effects 106 that do not proceed to the stage is performed. Then, the second stage effect control unit 76 causes the success effect 105 to be performed with higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not transferred to the special game state ST2. Configured as follows.
  Therefore, when the scenario progress effect based on the fifth scenario effect pattern 78e is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 105 is performed, and at least the first stage effect control unit. When the production by 75 and the second stage production control unit 76 is performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 according to the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect based on the fifth scenario effect pattern 78e, and is more interesting than before. It will be possible to produce.
  The scenario progress effect based on the fifth scenario effect pattern 78e is substantially the same as the scenario progress effect based on the first scenario effect pattern 78a except for the points described above.
◇ Scenario progress effect based on the sixth scenario effect pattern 78f ◇
Next, the sixth scenario effect pattern 78f will be described. In the scenario progress effect based on the sixth scenario effect pattern 78f, when the first stage effect 102 is performed by the first stage effect control unit 75 in the same scenario progress effect as the first scenario effect pattern 78a, the button operation reception is valid. A case will be described in which the scenario progress effect is advanced to the first stage when the timing at which the first operation by the player is received within the period coincides with a predetermined timing. The timing chart of the scenario progress effect based on the sixth scenario effect pattern 78f is the same as that shown in FIG.
  When starting the first stage effect 102, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. When receiving the first operation by the player within the button operation reception valid period, the first stage effect control unit 75 determines whether or not the timing at which the first operation is received matches a predetermined timing. . This is the same as the scenario progress effect based on the fourth scenario effect pattern 78d described above. And the 1st step production | generation control part 75 advances a scenario progress production to the 1st step on the condition that the timing which received 1st operation corresponds to a predetermined timing. Therefore, even if the player performs the first operation within the button operation acceptance valid period, if the timing of performing the first operation does not coincide with the predetermined timing, the scenario progress effect is the first stage. Does not progress until.
  For example, as described above, when a scenario for the purpose of finally completing the RUSH constellation progresses, in the first stage effect 102, the meteor flows toward the blank portion of the star constituting the RUSH constellation. And if a player performs 1st operation at the timing almost same as the timing when each meteor arrives at the blank part of a star, a star will be embedded in the blank part and a star will light up. On the other hand, when the first operation is performed at a timing different from the timing when each meteor reaches the blank portion of the star, the star is not embedded in the blank portion and the star does not light up.
  The first stage production control unit 75 sets the operation failure period and the operation success period described above for the button operation reception valid period and performs the first operation in order to perform such a first stage production 102. If the timing is within the operation success period, the star is lit to advance the scenario progress effect. On the other hand, if the timing at which the first operation is received is not within the operation success period but within the operation failure period, the star is not lit and the scenario progress effect is not advanced. By adopting such an effect mode, the player actively operates the operation button 6 in expectation that the scenario progress effect is closer to the final stage when the first stage effect 102 is being performed. become. The other effects are the same as the effects performed in the scenario progress effect based on the first scenario effect pattern 78a.
  A processing procedure in the effect control board 33 when the scenario progress effect based on the sixth scenario effect pattern 78f is performed will be described. FIGS. 65 to 68 are flowcharts showing an example of the sixth scenario progress effect control process when a scenario progress effect is performed on the effect control board 33 based on the sixth scenario effect pattern 78f. When the effect control board 33 starts this process, as shown in FIG. 65, first, the first stage effect control unit 75 is caused to function and the image display 12 displays the title display 101 (step). S1500). Thereafter, when it is time to start the first stage effect 102 (YES in step S1501), the first stage effect control unit 75 starts the first stage effect control process (step S1502). Thereafter, at the start timing of the suggestion effect 103 (YES in step S1503), the effect control board 33 causes the suggestion effect control unit 74 to function and starts the suggestion effect 103 by the suggestion effect control unit 74 (step S1504). Thereafter, when it is time to start the second stage effect 104, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 104 by the second stage effect control unit 76 (step S1506). ). When the process by the second stage effect control unit 76 ends, the sixth scenario progress effect control process ends.
  FIG. 66 is a flowchart of a detailed process procedure of the first stage effect control process (step S1502 in FIG. 65). When the first stage effect control unit 75 starts this process, it starts executing the first stage effect 102 defined in the sixth scenario effect pattern 78f (step S1510). When the button operation acceptance valid period is reached (YES in step S1511), the first stage effect control unit 75 starts accepting the first operation by the player (step S1512). The first stage effect control unit 75 determines whether or not a button operation (first operation) by the player has been detected (step S1513). When no button operation is detected (NO in step S1513), It is determined whether or not a predetermined time (button operation reception valid period) has elapsed since the start of the reception of the operation 1 (step S1514).
  When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1513), the first stage effect control unit 75 is the timing when the first operation is performed by the player. Is coincident with a predetermined timing (step S1515), and when it coincides with the predetermined timing (YES in step S1515), an operation success effect indicating that the first operation is successful is performed ( In step S1516, scenario effect progress processing is performed to advance the scenario progress effect in a predetermined stage (for example, one stage) (step S1517). If the timing at which the first operation is performed by the player does not coincide with the predetermined timing (NO in step S1515), the first stage effect control unit 75 indicates that the first operation has failed. A failure effect is performed (step S1518). In this case, the scenario progress effect does not proceed. Also, the scenario progress effect does not proceed even if the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1514).
  Subsequently, the first stage effect control unit 75 determines whether or not the total number of operations for receiving the first operation in the first stage effect 102 has ended (step S1519), and if the total number of operations has not ended (step S1519). NO in step S1519), the process returns to step S1511 and the above-described processing is repeated. If the total number of operations has been completed (YES in step S1519), the first stage effect control process ends.
  Next, FIG. 67 is a flowchart showing an example of a detailed processing procedure of the suggestion effect control process (step S1504 in FIG. 65). When the suggestion effect control unit 74 starts this process, it first refers to the result of the special game determination performed by the special game determination unit 52 (step S1530). The suggestion effect control unit 74 determines the degree of expectation suggested by the suggestion effect 103 based on the special game determination result (step S1531). When the suggestion effect control unit 74 determines the expectation level suggested by the suggestion effect 103, the suggestion effect control unit 74 starts the suggestion effect 103 as shown in FIG. 21A based on the expectation degree (step S1532). The suggestion effect control unit 74 may display an effect corresponding to the degree of expectation on the image display 12 or the like when a predetermined button operation is performed by the player. This completes the suggestion effect control process.
  Next, FIG. 68 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1506 in FIG. 65). When the second stage effect control unit 76 starts this process, it starts the second stage effect 104 (step S1540). Thereafter, when the button operation acceptance valid period is reached, the second stage effect control unit 76 starts accepting the second operation by the player (step S1541). Then, the second stage effect control unit 76 determines whether or not the second operation of the operation button 6 by the player is detected (step S1542), and if the second operation is not detected (NO in step S1542). ), It is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1543). If the predetermined time has not elapsed (NO in step S1543), the process returns to step S1542.
  The second stage effect control unit 76 detects the second operation within the button operation acceptance valid period (YES in step S1542), or when the predetermined time has elapsed without detecting the second operation (step If YES in S1543, it is determined whether the effect to be performed next to the second stage effect 104 is the success effect 105 (step S1544). If it is the success effect 105 (YES in step S1544), the success effect 105 is determined. Start (step S1545). If it is not the success effect 105 (NO in step S1544), the second stage effect control unit 76 starts the failure effect 106 (step S1546). After starting the failure effect 106, the second stage effect control unit 76 determines whether or not to perform the restoration effect 107 (step S1547). As a result, when performing the revival effect 107 (YES in step S1547), the second stage effect control unit 76 waits until the start timing of the revival effect 107 (step S1548), and when the start timing of the revival effect 107 is reached (step S1548). YES), the revival effect 107 is started (step S1549). Note that if the restoration effect 107 is not performed after the failure effect 106 (NO in step S1547), the processes in steps S1548 and S1549 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the sixth scenario effect pattern 78f is performed on the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. The first stage effect control unit 75 first advances the scenario progress effect to the first stage when the timing at which the first operation on the operation button 6 is received coincides with the predetermined timing. To do. In addition, the suggestion effect control unit 74 causes the suggestion effect 103 indicating the degree of expectation that the scenario progress effect proceeds from the first stage to the final stage based on the result of the special game determination after the first stage effect 102. . Then, after the suggestion effect 103, the second stage effect control unit 76 receives the second operation on the operation button 6 and the scenario progress effect proceeds from the first stage to the final stage. One of the failure effects 106 that do not proceed to the stage is performed. Then, the second stage effect control unit 76 causes the success effect 105 to be performed with higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not transferred to the special game state ST2. Configured as follows.
  Therefore, when the scenario progress effect based on the sixth scenario effect pattern 78f is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 105 is performed, and at least the first stage effect control unit When the production by 75 and the second stage production control unit 76 is performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect based on the sixth scenario effect pattern 78f, and is more interesting than before. It will be possible to produce.
  The scenario progress effect based on the sixth scenario effect pattern 78f is substantially the same as the scenario progress effect based on the first scenario effect pattern 78a except for the points described above.
◇ Scenario progress effect based on 7th scenario effect pattern 78g ◇
Next, the seventh scenario effect pattern 78g will be described. In the scenario progress effect based on the second scenario effect pattern 78b described above, the scenario progresses to the first stage that differs depending on the timing at which the first operation by the player is received within the button operation reception valid period in the first stage effect 202. The case where the production is advanced is illustrated. On the other hand, in the scenario progress effect based on the seventh scenario effect pattern 78g, when the first stage effect 202 by the first stage effect control unit 75 is performed in the same scenario progress effect as the second scenario effect pattern 78b, A case will be described in which the scenario progress effect is advanced to the first stage when the timing at which the first operation by the player is received within the operation reception valid period coincides with a predetermined timing. The timing chart of the scenario progress effect based on the seventh scenario effect pattern 78g is the same as that shown in FIG.
  When starting the first stage effect 202, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. When receiving the first operation by the player within the button operation reception valid period, the first stage effect control unit 75 determines whether or not the timing at which the first operation is received matches a predetermined timing. . This is the same as the scenario progress effect based on the fourth scenario effect pattern 78d described above. And the 1st step production | generation control part 75 advances a scenario progress production to the 1st step on the condition that the timing which received 1st operation corresponds to a predetermined timing. Therefore, even if the player performs the first operation within the button operation acceptance valid period, if the timing of performing the first operation does not coincide with the predetermined timing, the scenario progress effect is the first stage. Does not progress until.
  For example, as described above, when a scenario for the purpose of arriving at the goal while the character is transiting a plurality of aerial swings proceeds, the character can move to the next aerial swing in the first stage effect 202. If the player performs the first operation at approximately the same timing (for example, timings T11, T13, and T15 in FIG. 31), the character jumps to the next aerial swing and the scenario progress effect proceeds. On the other hand, when the player performs the first operation at a timing different from the timing at which the character can move to the next aerial swing (for example, timing T11, T13, T15 in FIG. 31), Does not jump to the next aerial swing and the scenario progress production does not proceed.
  The first stage production control unit 75 sets the operation failure period and the operation success period described above for the button operation acceptance valid period and performs the first operation in order to perform such a first stage production 202. If the timing is within the operation success period, the scenario progress effect is advanced by moving the character to the next stage. On the other hand, if the timing at which the first operation is received is not within the operation success period but within the operation failure period, the character is not moved and the scenario progress effect is not advanced. By adopting such an effect mode, when the first stage effect 202 is being performed, the player actively performs an operation on the operation button 6 in the hope that the scenario progress effect will be closer to the final stage. become. The other effects are the same as the effects performed in the scenario progress effect based on the second scenario effect pattern 78b.
  A processing procedure in the effect control board 33 when the scenario progress effect based on the seventh scenario effect pattern 78g is performed will be described. FIG. 69 to FIG. 72 are flowcharts showing an example of seventh scenario progress effect control processing when a scenario progress effect is performed on the effect control board 33 based on the seventh scenario effect pattern 78g. When the effect control board 33 starts this processing, as shown in FIG. 69, first, the first stage effect control unit 75 is caused to function, and the image display 12 is started to display the title display 201 (step). S1600). Thereafter, when it is time to start the first stage effect 202 (YES in step S1601), the first stage effect control unit 75 starts the first stage effect control process (step S1602). Thereafter, at the start timing of the suggestion effect 203 (YES in step S1603), the effect control board 33 causes the suggestion effect control unit 74 to function and starts the suggestion effect 203 by the suggestion effect control unit 74 (step S1604). Thereafter, when it is time to start the second stage effect 204, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 204 by the second stage effect control unit 76 (step S1606). ). When the processing by the second stage effect control unit 76 ends, the seventh scenario progress effect control process ends.
  FIG. 70 is a flowchart showing a detailed processing procedure of the first stage effect control process (step S1602 in FIG. 69). When starting this process, the first stage effect control unit 75 starts executing the first stage effect 202 defined in the seventh scenario effect pattern 78g (step S1610). When the button operation acceptance valid period is reached (YES in step S1611), the first stage effect control unit 75 starts accepting the first operation by the player (step S1612). The first stage effect control unit 75 determines whether or not a button operation (first operation) by the player has been detected (step S1613), and when no button operation is detected (NO in step S1613), It is determined whether or not a predetermined time (button operation reception valid period) has elapsed since the start of the reception of the operation 1 (step S1614). If the predetermined time has not elapsed (NO in step S1614), the process returns to step S1613.
  When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1613), the first stage effect control unit 75 performs the timing when the first operation is performed by the player. Is coincident with a predetermined timing (step S1615), and if it coincides with the predetermined timing (YES in step S1615), an operation success effect indicating that the first operation is successful is performed ( Step S1616), scenario effect progress processing is performed to advance the scenario progress effect in a predetermined stage (for example, one stage) (step S1617). If the timing at which the first operation is performed by the player does not coincide with the predetermined timing (NO in step S1615), the first stage effect control unit 75 indicates that the first operation has failed. A failure effect is performed (step S1618). In this case, the scenario progress effect does not proceed. Also, the scenario progress effect does not proceed even if the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1614).
  Subsequently, the first stage effect control unit 75 determines whether or not the total number of operations for accepting the first operation in the first stage effect 202 has ended (step S1619), and if the total number of operations has not ended (step S1619). NO in step S1619), the process returns to step S1611 and the above-described processing is repeated. If the total number of operations has been completed (YES in step S1619), the first stage effect control process ends.
  Next, FIG. 71 is a flowchart showing an example of a detailed processing procedure of the suggestion effect control process (step S1604 in FIG. 69). When the suggestion effect control unit 74 starts this process, it first refers to the result of the special game determination performed by the special game determination unit 52 (step S1630). The suggestion effect control unit 74 determines the final power accumulation amount (gauge progress) to be accumulated in the power gauge 84a displayed as the suggestion effect 203 based on the special game determination result (step S1631). At this time, the suggestion effect control unit 74 performs the same process as the process based on the second scenario effect pattern 78b. The suggestion effect control unit 74 starts the suggestion effect 203 when the power accumulation amount (gauge progress) to be performed as the suggestion effect 203 is determined, and accepts the second operation by the player when the button operation acceptance valid period is reached. Start (step S1632). Then, the suggestion effect control unit 74 determines whether or not a button operation (second operation) by the player has been detected (step S1633), and detects a button operation (second operation) by the player (step S1633). It is determined whether or not the power accumulation amount (gauge progress) determined in advance in step S1631 has been reached (YES in S1633) (step S1634). As a result, if the power accumulation amount (gauge progress) determined in advance in step S1631 has not yet been reached (NO in step S1634), the suggestion effect control unit 74 causes the power gauge 84a to accumulate the power 84c. An effect is performed (step S1635). The expectation level as the suggestion effect 203 is displayed by the gauge progress effect. On the other hand, if the power storage amount (gauge progress) that has been determined in advance has already been reached (YES in step S1634), the suggestion effect control unit 74 skips without performing the process of step S1635. If no button operation (second operation) by the player is detected in step S1633 (NO in step S1633), the processes in steps S1634 and S1635 are skipped. Then, the suggestion effect control unit 74 determines whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1636). If the predetermined time has not elapsed (NO in step S1636), the process returns to step S1633. The above process is repeated. If the predetermined time has elapsed (YES in step S1636), the suggestion effect control process ends.
  FIG. 72 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1606 in FIG. 69). When the second stage effect control unit 76 starts this process, it starts the second stage effect 204 (step S1640). Thereafter, the second stage effect control unit 76 determines whether or not the effect to be performed next to the second stage effect 204 is the successful effect 205 (step S1641). For example, when the result of the special game determination performed by the special game determination unit 52 is to shift to the special game state ST2, the second stage effect control unit 76 shifts the result of the special game determination to the special game state ST2. The success effect 205 is determined with a higher probability than when it is not. As a result, if it is the success effect 205 (YES in step S1641), the second stage effect control unit 76 starts the success effect 205 at the start timing of the success effect 205 (step S1642). On the other hand, if it is not the success effect 205 but the failure effect 206 (NO in step S1641), the second stage effect control unit 76 starts the failure effect 206 at the start timing of the failure effect 206 (step S1643). After starting the failure effect 206, the second stage effect control unit 76 determines whether to perform the revival effect 207 (step S1644). As a result, when the revival effect 207 is performed (YES in step S1644), the second-stage effect control unit 76 waits until the start timing of the revival effect 207 (step S1645), and when the revival effect 207 starts (step S1645). YES), the revival effect 207 is started (step S1646). If the restoration effect 207 is not performed after the failure effect 206 (NO in step S1644), the processes in steps S1645 and S1646 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the seventh scenario effect pattern 78g is performed in the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect in the effect control board 33. The control unit 76 functions in this order. The first stage effect control unit 75 first advances the scenario progress effect to the first stage when the timing at which the first operation on the operation button 6 is received coincides with the predetermined timing. To do. Subsequently, after the first stage effect 202, the suggestion effect control unit 74 receives the second operation on the operation button 6 based on the result of the special game determination, and the scenario progress effect starts from the first stage. The suggestion effect 203 suggesting the degree of expectation that proceeds to the final stage is performed. Then, after the suggestion effect 203, the second-stage effect control unit 76 causes either the success effect 205 in which the scenario progress effect progresses from the first stage to the final stage or the failure effect 206 that does not progress to the final stage. Then, when the result of the special game determination is shifted to the special game state ST2, the second stage effect control unit 76 causes the success effect 205 to be performed with higher probability than when the result of the special game determination is not shifted to the special game state ST2. Configured as follows.
  Therefore, when the scenario progress effect based on the seventh scenario effect pattern 78g is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 205 is performed, and at least the first stage effect control unit. When an effect is performed by 75 and the suggestion effect control unit 74, the operation on the operation button 6 is actively performed in the expectation that the scenario progress effect will advance to the final stage. That is, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing a scenario progress effect based on the seventh scenario effect pattern 78g, and is more interesting than before. It will be possible to produce.
  The scenario progress effect based on the seventh scenario effect pattern 78g is substantially the same as the scenario progress effect based on the second scenario effect pattern 78b except for the points described above.
◇ Scenario progress effect based on 8th scenario effect pattern 78h ◇
Next, the eighth scenario effect pattern 78h will be described. In the scenario progress effect based on the eighth scenario effect pattern 78h, when the first stage effect 202 by the first stage effect control unit 75 is performed in the same scenario progress effect as the second scenario effect pattern 78b, the button operation acceptance valid period A case where the scenario progress effect is advanced to a predetermined first stage in response to receiving the first operation by the player is described. The timing chart of the scenario progress effect based on the eighth scenario effect pattern 78h is the same as that shown in FIG.
  When starting the first stage effect 202, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. When the first stage effect control unit 75 receives the first operation by the player within the button operation reception valid period, the first stage effect control unit 75 advances the scenario progress effect to the first stage in response to the reception of the first operation. Let me. However, since the first stage only needs to be determined in advance before the scenario progress effect is advanced, for example, the first step may be determined when the first operation is accepted. It may be determined in advance at the start of execution or before the start of execution. This is the same as the scenario progress effect based on the first scenario effect pattern 78a described above. And the 1st step production | generation control part 75 advances a scenario progress production to the 1st step according to having received 1st operation. Therefore, the player actively performs the first operation on the operation button 6 within the button operation reception valid period so as to bring the scenario progress effect close to the final stage.
  For example, as described above, when a scenario in which the character aims to reach the goal while passing through a plurality of aerial swings proceeds, the character moves to the next aerial swing in the first stage effect 202 in the horizontal direction. If the player performs the first operation at any time when the player is shaking, the character jumps over a predetermined number of aerial swings and moves to the next aerial swing. Proceed to the defined first stage. On the other hand, if the player does not perform the first operation when the character is swinging left and right in order to move to the next aerial swing, the character will move to the next aerial swing with the minimum progression width. Move to. If the player does not perform the first operation, the character may not jump to the next aerial swing and the scenario progress effect may not proceed. The other effects are the same as the effects performed in the scenario progress effect based on the second scenario effect pattern 78b.
  A processing procedure in the effect control board 33 when the scenario progress effect based on the eighth scenario effect pattern 78h is performed will be described. 73 to 76 are flowcharts showing an example of an eighth scenario progress effect control process in the case where a scenario progress effect is performed on the effect control board 33 based on the eighth scenario effect pattern 78h. When the effect control board 33 starts this process, as shown in FIG. 73, first, the first stage effect control unit 75 is caused to function and the image display 12 displays the title display 201 (step). S1700). Thereafter, when it is time to start the first stage effect 202 (YES in step S1701), the first stage effect control unit 75 starts the first stage effect control process (step S1702). Thereafter, when the start timing of the suggestion effect 203 is reached (YES in step S1703), the effect control board 33 causes the suggestion effect control unit 74 to function and starts the suggestion effect 203 by the suggestion effect control unit 74 (step S1704). Thereafter, when it is time to start the second stage effect 204 (YES in step S1705), the effect control board 33 causes the second stage effect control unit 76 to function, and the second stage effect control unit 76 performs the second stage effect 204. Is started (step S1706). When the process by the second stage effect control unit 76 ends, the eighth scenario progress effect control process ends.
  FIG. 74 is a flowchart showing a detailed processing procedure of the first stage effect control process (step S1702 in FIG. 73). When starting this process, the first stage effect control unit 75 starts executing the first stage effect 202 defined in the eighth scenario effect pattern 78h (step S1710). And if it becomes a button operation reception effective period, the 1st step production control part 75 will start reception of the 1st operation by a player (Step S1711). Thereafter, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1712), and when no button operation is detected (NO in step S1712). Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed since the start of acceptance of the first operation (step S1713). When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1712), the first stage effect control unit 75 performs the first operation by the player. Accordingly, the stage (first stage) for advancing the scenario progress effect is determined (step S1714). It should be noted that it is possible to determine in advance to what stage the scenario progress effect is advanced by the first operation being performed, for example, immediately after the processing based on the eighth scenario effect pattern 78h is started. You can keep it. On the other hand, when the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1713), the first stage effect control unit 75 performs the first operation by the player. The stage (minimum progression width) for advancing the scenario progression effect due to not being performed is determined (step S1715). Then, the first stage effect control unit 75 performs a scenario effect progress process for advancing the scenario progress effect to the stage determined in step S1714 or step S1715 (step S1716). Thus, if the first operation by the player is accepted during the execution of the first stage production 202, the character hanging on the swing moves to a predetermined stage (first stage) and the scenario progress production proceeds. If the first operation by the player is not accepted, the scenario progress effect progresses by the minimum progress width. Thus, the first stage effect control process ends.
  Next, FIG. 75 is a flowchart showing an example of a detailed processing procedure of the suggestion effect control process (step S1704 in FIG. 73). When the suggestion effect control unit 74 starts this process, it first refers to the result of the special game determination performed by the special game determination unit 52 (step S1730). The suggestion effect control unit 74 determines a final power accumulation amount (gauge progress) to be accumulated in the power gauge 84a displayed as the suggestion effect 203 based on the special game determination result (step S1731). At this time, the suggestion effect control unit 74 performs the same process as the process based on the second scenario effect pattern 78b. The suggestion effect control unit 74 starts the suggestion effect 203 when the power accumulation amount (gauge progress) to be performed as the suggestion effect 203 is determined, and accepts the second operation by the player when the button operation acceptance valid period is reached. Start (step S1732). Then, the suggestion effect control unit 74 determines whether or not a button operation (second operation) by the player has been detected (step S1733), and a button operation (second operation) by the player is detected (step S1733). It is determined whether or not the power accumulation amount (gauge progress) determined in advance in step S1731 has been reached (YES in S1733) (step S1734). As a result, if the power storage amount (gauge progress) determined in advance in step S1731 has not yet been reached (NO in step S1734), the suggestion effect control unit 74 causes the power gauge 84a to store the power 84c. An effect is performed (step S1735). The expectation level as the suggestion effect 203 is displayed by the gauge progress effect. On the other hand, if the power storage amount (gauge progress) that has been determined in advance has already been reached (YES in step S1734), the suggestion effect control unit 74 skips without performing the process of step S1735. If no button operation (second operation) by the player is detected in step S 1733 (NO in step S 1733), the processes in steps S 1734 and S 1735 are skipped. Then, the suggestion effect control unit 74 determines whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1736), and when the predetermined time has not elapsed (NO in step S1736), the process returns to step S1733. The above process is repeated. If the predetermined time has elapsed (YES in step S1736), the suggestion effect control process ends.
  Next, FIG. 76 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1706 in FIG. 73). When the second stage effect control unit 76 starts this process, it starts the second stage effect 204 (step S1740). Thereafter, the second stage effect control unit 76 determines whether or not the effect to be performed next to the second stage effect 204 is the successful effect 205 (step S1741). For example, when the result of the special game determination performed by the special game determination unit 52 is to shift to the special game state ST2, the second stage effect control unit 76 shifts the result of the special game determination to the special game state ST2. The success effect 205 is determined with a higher probability than when it is not. As a result, if it is the success effect 205 (YES in step S1741), the second stage effect control unit 76 starts the success effect 205 at the start timing of the success effect 205 (step S1742). On the other hand, if it is not the success effect 205 but the failure effect 206 (NO in step S1741), the second stage effect control unit 76 starts the failure effect 206 at the start timing of the failure effect 206 (step S1743). After starting the failure effect 206, the second stage effect control unit 76 determines whether or not to perform the restoration effect 207 (step S1744). As a result, when performing the revival effect 207 (YES in step S1744), the second stage effect control unit 76 waits until the start timing of the revival effect 207 (step S1745), and when the start timing of the revival effect 207 is reached (step S1745). YES), the revival effect 207 is started (step S1746). If the restoration effect 207 is not performed after the failure effect 206 (NO in step S1744), the processes in steps S1745 and S1746 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the eighth scenario effect pattern 78h is performed on the effect control board 33, the first stage effect control unit 75, the suggestion effect control unit 74, and the second stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. The first stage effect control unit 75 first causes the first stage effect 202 to advance the scenario progress effect to the predetermined first stage in response to receiving the first operation on the operation button 6. . Subsequently, after the first stage effect 202, the suggestion effect control unit 74 receives the second operation on the operation button 6 based on the result of the special game determination, and the scenario progress effect starts from the first stage. The suggestion effect 203 suggesting the degree of expectation that proceeds to the final stage is performed. Then, after the suggestion effect 203, the second-stage effect control unit 76 causes either the success effect 205 in which the scenario progress effect progresses from the first stage to the final stage or the failure effect 206 that does not progress to the final stage. Then, the second stage effect control unit 76 has a higher probability when the result of the special game determination is shifted to the special game state ST2 than when the result of the special game determination is not shifted to the special game state ST2. It is comprised so that the success production 205 may be performed.
  Therefore, when the scenario progress effect based on the eighth scenario effect pattern 78h is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 205 is performed, and at least the first stage effect control unit When an effect is performed by 75 and the suggestion effect control unit 74, the operation on the operation button 6 is actively performed in the expectation that the scenario progress effect will advance to the final stage. In other words, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect based on the eighth scenario effect pattern 78h, and is more interesting than before. It will be possible to produce.
  The scenario progress effect based on the eighth scenario effect pattern 78h is substantially the same as the scenario progress effect based on the second scenario effect pattern 78b except for the points described above.
◇ Scenario progress effect based on the 9th scenario effect pattern 78i ◇
Next, the ninth scenario effect pattern 78i will be described. In the scenario progress effect based on the third scenario effect pattern 78c described above, the scenario progress effect is determined in advance in response to the first operation performed by the player within the button operation reception valid period in the first stage effect 303. The case where it progresses to the stage of 1 was illustrated. In contrast, in the scenario progress effect based on the ninth scenario effect pattern 78i, when the first stage effect 303 by the first stage effect control unit 75 is performed in the same scenario progress effect as the third scenario effect pattern 78c, the button A case will be described in which the scenario progress effect is advanced to a different first stage according to the timing at which the first operation by the player is received within the operation reception valid period. The timing chart of the scenario progress effect based on the ninth scenario effect pattern 78i is the same as that shown in FIG.
  When starting the first stage effect 303, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. When the first operation control unit 75 receives the first operation by the player within the button operation reception valid period, the first stage effect control unit 75 progresses the scenario progress effect based on the timing at which the first operation is received (first level). The scenario progress effect is advanced according to the determined degree of progress. That is, this point is the same as the scenario progress effect based on the second scenario effect pattern 78b described above. Therefore, even when the player performs the first operation within the button operation reception valid period, the degree of progress of the scenario progress effect changes if the timing of performing the first operation is different.
  For example, as described above, when a scenario for the purpose of finally changing all of the blond characters to black hair proceeds, the first stage effect control unit 75 increases the power with the progress of time during the button operation reception valid period. A power gauge or the like whose accumulation amount sequentially changes is displayed on the image display 12, and the number of characters changing from blond to black hair is determined according to the power accumulation amount at the timing when the first operation by the player is accepted, The scenario progress effect is advanced with the determined number of characters as the first stage. By adopting such an effect mode, the player actively performs an operation on the operation button 6 in expectation that the scenario progress effect is closer to the final stage when the first stage effect 102 is being performed. It becomes like this. The other effects are the same as the effects performed in the scenario progress effect based on the third scenario effect pattern 78c.
  A processing procedure in the effect control board 33 when the scenario progress effect based on the ninth scenario effect pattern 78i is performed will be described. 77 to 80 are flowcharts showing an example of the ninth scenario progress effect control process when a scenario progress effect is performed on the effect control board 33 based on the ninth scenario effect pattern 78i. When the effect control board 33 starts this process, as shown in FIG. 77, first, the suggestion effect control unit 74 is caused to function, and the process of displaying the title display 301 on the image display 12 is started (step S1800). . Thereafter, when it is time to start the suggestion effect 302 (YES in step S1801), the suggestion effect control unit 74 starts the suggestion effect 302 (step S1802). Thereafter, when the start timing of the first stage effect 303 is reached (YES in step S1803), the effect control board 33 causes the first stage effect control unit 75 to function, and the first stage effect control unit 75 performs the first stage effect 303. Start (step S1804). Thereafter, when it is time to start the second stage effect 304, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 304 by the second stage effect control unit 76 (step S1806). ). When the processing by the second stage effect control unit 76 ends, the ninth scenario progress effect control process ends.
  FIG. 78 is a flowchart showing a detailed processing procedure of the suggestion effect control process (step S1802 in FIG. 77). When this processing is started, the suggestion effect control unit 74 first refers to the result of the special game determination performed by the special game determination unit 52 (step S1810). The suggestion effect control unit 74 determines the degree of expectation to be performed as the suggestion effect 302 based on the result of the special game determination (step S1811). That is, the character to be displayed after the shoji is opened is determined based on the result of the special game determination. And if it becomes a button operation reception valid period, the suggestion production | presentation control part 74 will start reception of the button operation by a player (step S1812). Thereafter, the suggestion effect control unit 74 determines whether or not a button operation by the player has been detected (step S1813). When no button operation is detected (NO in step S1813), reception of the button operation is started. Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1814). If the button operation by the player is detected within the button operation reception valid period (YES in step S1813), the suggestion effect control unit 74 releases the shoji at the timing when the player performs the button operation, and the predetermined expectation The character corresponding to the degree appears and an effect suggesting the degree of expectation is performed (step S1815). If no button operation is performed by the player (NO in step S1813), the suggestion effect control unit 74 responds to a predetermined expectation after the button operation reception valid period has elapsed (YES in step S1214). An effect that suggests the degree of expectation by making the character to appear appears (step S1215). This completes the suggestion effect control process.
  Here, even when no button operation is performed by the player, the case where the suggestion effect control unit 74 performs an effect suggesting the expectation degree by causing a character corresponding to the expected expectation to appear is performed. However, it is not limited to this. That is, if no button operation is performed by the player, a character corresponding to a predetermined expectation may not appear on the screen.
  FIG. 79 is a flowchart showing an example of a detailed processing procedure of the first stage effect control process (step S1804 in FIG. 77). When starting this process, the first stage effect control unit 75 starts executing the first stage effect 303 defined in the ninth scenario effect pattern 78i (step S1820). And if it becomes a button operation reception effective period, the 1st step production control part 75 will start reception of the 1st operation by a player (Step S1821). Thereafter, the first stage effect control unit 75 determines whether or not a button operation (first operation) by the player is detected (step S1822), and when no button operation is detected (NO in step S1822). Then, it is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed since the start of acceptance of the first operation (step S1823). If the predetermined time has not elapsed (NO in step S1823), the process returns to step S1822.
  When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1822), the first stage effect control unit 75 is the timing when the first operation is performed by the player. Based on the above, a progress level (first stage) for proceeding the scenario progress effect to the next stage is determined (step S1824), and a scenario effect progress process for advancing the scenario progress effect based on the determined progress level is performed (step S1825). ). Subsequently, the first stage effect control unit 75 determines whether or not the process of advancing the scenario progress effect is performed earlier than the case where the first operation is not performed (step S1826), and the scenario effect progress process is performed earlier. If YES in step S1826, the process waits until a predetermined time elapses (step S1827). When the predetermined time has elapsed (YES in step S1827), the flow proceeds to step S1830. If the process of advancing the scenario progress effect is not performed earlier than the case where the first operation is not performed (NO in step S1826), the process of step S1827 is skipped.
  On the other hand, when the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1823), the first stage effect control unit 75 performs the first operation by the player. If it is not performed, the minimum progress width is determined as the progress degree for proceeding with the scenario progress effect (step S1828), and the scenario effect progress processing for advancing the scenario progress effect based on the determined progress degree is performed (step S1829).
  Subsequently, the first stage effect control unit 75 determines whether or not there is an opportunity to accept the first operation in the first stage effect 303 (step S1830), and if there is a further opportunity (YES in step S1830). Returning to step S1821, the above-described processing is repeated. If there is no further opportunity (NO in step S1830), the first stage effect control process ends.
  Next, FIG. 80 is a flowchart showing a detailed process procedure of the second stage effect control process (step S1806 in FIG. 77). When starting this process, the second stage effect control unit 76 starts the second stage effect 304 (step S1840). And if it becomes a button operation reception effective period, the 2nd step production | generation control part 76 will start reception of the 2nd operation by a player (step S1841). Thereafter, the second stage effect control unit 76 determines whether or not an operation (second operation) on the operation button 6 by the player has been detected (step S1842). When the second operation by the player is not detected (NO in step S1842), the second stage effect control unit 76 determines whether or not a predetermined time (button operation reception valid period) has elapsed (step S1843). If the predetermined time has not yet elapsed (NO in step S1843), the process returns to the determination in step S1842. When the second operation by the player is detected within the button operation reception valid period (YES in step S1842), or when the button operation reception valid period elapses without detecting the second operation by the player ( The second stage effect control unit 76 determines whether or not the effect to be performed after the second stage effect 304 is the successful effect 305 (step S1844). In step S1844, YES), the success effect 305 is started (step S1845). On the other hand, when the effect to be performed after the second stage effect 304 is not the success effect 305 (NO in step S1844), the second stage effect control unit 76 starts the failure effect 306 (step S1846). After starting the failure effect 306, the second stage effect control unit 76 determines whether to perform the resurrection effect 307 (step S1847). As a result, when performing the revival effect 307 (YES in step S1847), the second stage effect control unit 76 waits until the start timing of the revival effect 307 (step S1848), and when the start timing of the revival effect 307 is reached (step S1848). And YES), the revival effect 307 is started (step S1849). In the case where the revival effect 307 is not performed after the failure effect 306 (NO in step S1847), the processes in steps S1848 and S1849 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the ninth scenario effect pattern 78i is performed on the effect control board 33, the suggestion effect control unit 74, the first stage effect control part 75, and the second stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. Then, the suggestion effect control unit 74 first causes the suggestion effect 302 indicating the expectation degree that the scenario progress effect proceeds to the final stage based on the result of the special game determination. Subsequently, after the suggestion effect 302, the first step effect control unit 75 causes the first step effect 303 to advance the scenario progress effect to a different first stage depending on the timing at which the first operation on the operation button 6 is received. Let it be done. Then, the second stage effect control unit 76, after the first stage effect 303, in response to accepting the second operation on the operation button 6, the scenario progress effect progresses from the first stage to the final stage 305. One of the failure effects 306 that does not proceed to the final stage is performed. Then, the second stage effect control unit 76 succeeds with higher probability when the result of the special game determination is to be transferred to the special game state ST2 than when the result of the special game determination is not to be transferred to the special game state ST2. It is comprised so that production 305 may be performed.
  Therefore, when the scenario progress effect based on the ninth scenario effect pattern 78i is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 305 is performed, and at least the first stage effect control unit When the production by 75 and the second stage production control unit 76 is performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect described above based on the ninth scenario effect pattern 78i, and is more interesting than before. It will be possible to produce a high performance.
  The scenario progress effect based on the ninth scenario effect pattern 78i is substantially the same as the scenario progress effect based on the third scenario effect pattern 78c except for the points described above.
◇ Scenario progress effect based on 10th scenario effect pattern 78j ◇
Next, the tenth scenario effect pattern 78j will be described. In the scenario progress effect based on the tenth scenario effect pattern 78j, the button operation is performed when the first stage effect 303 is performed by the first stage effect control unit 75 in the same scenario progress effect as the third scenario effect pattern 78c. A case will be described in which when the first operation by the player is received within the valid reception period, the scenario progress effect is advanced to the first stage because the timing at which the first operation is received coincides with a predetermined timing. The timing chart of the scenario progress effect based on the tenth scenario effect pattern 78j is the same as that shown in FIG.
  When starting the first stage effect 303, the first stage effect control unit 75 accepts a first operation on the operation button 6 at a predetermined timing. When receiving the first operation by the player within the button operation reception valid period, the first stage effect control unit 75 determines whether or not the timing at which the first operation is received matches a predetermined timing. . This is the same as the scenario progress effect based on the fourth scenario effect pattern 78d described above. And the 1st step production | generation control part 75 advances a scenario progress production to the 1st step on the condition that the timing which received 1st operation corresponds to a predetermined timing. Therefore, even if the player performs the first operation within the button operation acceptance valid period, if the timing of performing the first operation does not coincide with the predetermined timing, the scenario progress effect is the first stage. Does not progress until.
  For example, as described above, when the scenario in which the main character swings the brush and splashes ink around it and the blonde character changes to black hair by the ink proceeds, the timing at which the scattered ink hits the blonde character in the first stage effect 303; If the player performs the first operation at approximately the same timing, the blonde character changes to black hair, and the scenario progress effect proceeds. In contrast, if the player performs the first operation at a timing different from the timing at which the scattered ink hits the blonde character, the blonde character does not change to black hair, and the scenario progress effect does not proceed.
  The first stage production control unit 75 sets the operation failure period and the operation success period described above for the button operation acceptance valid period, and accepts the first operation in order to perform such a first stage production 303. If the timing is within the operation success period, the scenario progress effect is advanced by sequentially changing the blonde character to black hair. On the other hand, if the timing at which the first operation is received is not within the operation success period but within the operation failure period, the blonde character is not changed and the scenario progress effect is not advanced. By adopting such an effect mode, when the first stage effect 303 is being performed, the player actively performs an operation on the operation button 6 in the hope that the scenario progress effect will be closer to the final stage. become. The other effects are the same as the effects performed in the scenario progress effect based on the third scenario effect pattern 78c.
  A processing procedure in the effect control board 33 when the scenario progress effect based on the tenth scenario effect pattern 78j is performed will be described. 81 to 84 are flowcharts showing an example of a tenth scenario progress effect control process when a scenario progress effect is performed on the effect control board 33 based on the tenth scenario effect pattern 78j. When the effect control board 33 starts this process, as shown in FIG. 81, first, the suggestion effect control unit 74 is caused to function, and the process of displaying the title display 301 on the image display 12 is started (step S1900). . Thereafter, when it is time to start the suggestion effect 302 (YES in step S1901), the suggestion effect control unit 74 starts the suggestion effect 302 (step S1902). Thereafter, when the start timing of the first stage effect 303 is reached (YES in step S1903), the effect control board 33 causes the first stage effect control unit 75 to function, and the first stage effect control unit 75 performs the first stage effect 303. Start (step S1904). Thereafter, when it is time to start the second stage effect 304, the effect control board 33 causes the second stage effect control unit 76 to function and starts the second stage effect 304 by the second stage effect control unit 76 (step S1906). ). When the processing by the second stage effect control unit 76 ends, the tenth scenario progress effect control process ends.
  FIG. 82 is a flowchart showing a detailed processing procedure of the suggestion effect control process (step S1902 in FIG. 81). When this process is started, the suggestion effect control unit 74 first refers to the result of the special game determination performed by the special game determination unit 52 (step S1910). The suggestion effect control unit 74 determines the degree of expectation to be performed as the suggestion effect 302 based on the result of the special game determination (step S1911). That is, the character to be displayed after the shoji is opened is determined based on the result of the special game determination. When the button operation acceptance valid period is reached, the suggestion effect control unit 74 starts accepting button operations by the player (step S1912). Thereafter, the suggestion effect control unit 74 determines whether or not a button operation by the player has been detected (step S1913), and when no button operation is detected (NO in step S1913), starts accepting the button operation. It is determined whether or not a predetermined time (button operation acceptance valid period) has elapsed (step S1914). When the button operation by the player is detected within the button operation reception valid period (YES in step S1913), the suggestion effect control unit 74 releases the shoji at the timing when the player performs the button operation, and the predetermined expectation The character corresponding to the degree appears and an effect suggesting the degree of expectation is performed (step S1915). If no button operation is performed by the player (NO in step S1913), the suggestion effect control unit 74 responds to a predetermined expectation after the button operation acceptance valid period has elapsed (YES in step S1914). An effect that suggests the degree of expectation is performed by making the character to appear (step S1215). This completes the suggestion effect control process.
  Here, even when no button operation is performed by the player, the case where the suggestion effect control unit 74 performs an effect suggesting the expectation degree by causing a character corresponding to the expected expectation to appear is performed. However, it is not limited to this. That is, if no button operation is performed by the player, a character corresponding to a predetermined expectation may not appear on the screen.
  FIG. 83 is a flowchart showing an example of a detailed processing procedure of the first stage effect control process (step S1904 in FIG. 81). When this process is started, the first stage effect control unit 75 starts executing the first stage effect 303 defined in the tenth scenario effect pattern 78j (step S1920). When the button operation acceptance valid period is reached (YES in step S1921), the first stage effect control unit 75 starts accepting the first operation by the player (step S1922). The first stage effect control unit 75 determines whether or not a button operation (first operation) by the player has been detected (step S1923), and when no button operation is detected (NO in step S1923), It is determined whether or not a predetermined time (button operation reception valid period) has elapsed since the start of the reception of the operation 1 (step S1924). If the predetermined time has not elapsed (NO in step S1924), the process returns to step S1923.
  When the button operation (first operation) by the player is detected within the button operation reception valid period (YES in step S1923), the first stage effect control unit 75 is the timing when the first operation is performed by the player. Is coincident with a predetermined timing (step S1925), and when it coincides with the predetermined timing (YES in step S1925), an operation success effect indicating that the first operation is successful is performed ( In step S1926), scenario effect progress processing is performed to advance the scenario progress effect in a predetermined stage (for example, one stage) (step S1927). If the timing at which the first operation is performed by the player does not coincide with the predetermined timing (NO in step S1925), the first stage effect control unit 75 indicates that the first operation has failed. A failure effect is performed (step S1928). In this case, the scenario progress effect does not proceed. Also, the scenario progress effect does not proceed even when the button operation (first operation) by the player is not detected within the button operation reception valid period (YES in step S1924).
  Subsequently, the first stage effect control unit 75 determines whether or not the total number of operations for receiving the first operation in the first stage effect 303 has ended (step S1929), and if the total number of operations has not ended (step S1929). In step S1929, NO), the process returns to step S1921 to repeat the above-described processing. If the total number of operations has been completed (YES in step S1929), the first stage effect control process ends.
  Next, FIG. 84 is a flowchart showing a detailed processing procedure of the second stage effect control process (step S1906 in FIG. 81). When the second stage effect control unit 76 starts this process, it starts the second stage effect 304 (step S1940). And if it becomes a button operation reception effective period, the 2nd step production control part 76 will start reception of the 2nd operation by a player (step S1941). Thereafter, the second stage effect control unit 76 determines whether or not an operation (second operation) on the operation button 6 by the player has been detected (step S1942). When the second operation by the player is not detected (NO in step S1942), the second stage effect control unit 76 determines whether or not a predetermined time (button operation reception valid period) has elapsed (step S1943). If the predetermined time has not yet elapsed (NO in step S1943), the process returns to the determination in step S1942. When the second operation by the player is detected within the button operation reception valid period (YES in step S1942), or when the button operation reception valid period has elapsed without detecting the second operation by the player ( The second stage effect control unit 76 determines whether or not the effect to be performed after the second stage effect 304 is the successful effect 305 (step S1944). The success production 305 is started (YES in S1944) (step S1945). On the other hand, if the effect to be performed after the second stage effect 304 is not the success effect 305 (NO in step S1944), the second stage effect control unit 76 starts the failure effect 306 (step S1946). After starting the failure effect 306, the second stage effect control unit 76 determines whether or not to perform the restoration effect 307 (step S1947). As a result, when the revival effect 307 is performed (YES in step S1947), the second stage effect control unit 76 waits until the start timing of the revival effect 307 (step S1948), and when the start timing of the revival effect 307 is reached (step S1948). And YES), the revival effect 307 is started (step S1949). In the case where the revival effect 307 is not performed after the failure effect 306 (NO in step S1947), the processes in steps S1948 and S1949 are skipped. This is the end of the second stage effect control process.
  As described above, when the scenario progress effect based on the tenth scenario effect pattern 78j is performed on the effect control board 33, the suggestion effect control unit 74, the first-stage effect control unit 75, and the second-stage effect are displayed on the effect control board 33. The control unit 76 functions in this order. Then, the suggestion effect control unit 74 first causes the suggestion effect 302 indicating the expectation degree that the scenario progress effect proceeds to the final stage based on the result of the special game determination. Subsequently, after the suggestion effect 302, the first stage effect control unit 75 advances the scenario progress effect to the first stage when the timing at which the first operation on the operation button 6 is received coincides with the predetermined timing. A one-stage effect 303 is performed. Then, the second stage effect control unit 76 receives the second operation for the operation button 6 after the first stage effect 303, and the successful stage effect 305 in which the scenario progress effect proceeds from the first stage to the final stage. One of the failure effects 306 that does not proceed to the final stage is performed. Then, the second stage effect control unit 76 succeeds with higher probability when the result of the special game determination is to be transferred to the special game state ST2 than when the result of the special game determination is not to be transferred to the special game state ST2. It is comprised so that production 305 may be performed.
  Therefore, when the scenario progress effect based on the tenth scenario effect pattern 78j is performed, the player expects that the scenario progress effect proceeds to the final stage and the successful effect 305 is performed, and at least the first stage effect control unit. When the production by 75 and the second stage production control unit 76 is performed, the operation on the operation button 6 is actively performed in order to advance the scenario progression production toward the final stage. That is, the gaming machine 1 of the present embodiment can cause the player to actively perform button operations by performing the scenario progress effect described above based on the tenth scenario effect pattern 78j, and more interesting than ever. It will be possible to produce a high performance.
  The scenario progress effect based on the tenth scenario effect pattern 78j is substantially the same as the scenario progress effect based on the third scenario effect pattern 78c except for the points described above.
◇ Modifications ◇
As mentioned above, although embodiment regarding this invention was described, this invention is not restricted to the content mentioned above, A various modification is applicable.
  For example, in the above embodiment, the scenario progress effect has an effect time corresponding to the variation time of the special symbol, and the case is an effect corresponding to a period from the start of the special symbol variation display to the end. did. However, scenario progress effects are not limited to such effects. For example, the scenario progress effect described above may be an effect performed after the effect control board 33 starts the symbol variation effect and before shifting to the reach effect or the super reach effect. In this case, the scenario progress effect is performed as part of the symbol variation effect performed during the special symbol variation period. In such a case, when the above-described scenario progress effect finally progresses to the final stage and a successful effect is performed, the symbol variation effect subsequently shifts to a reach effect or a super reach effect. On the other hand, when the scenario production effect is not progressed to the final stage and the failure production is performed, the symbol variation production is ended without shifting to the reach production or the super reach production. However, when a revival effect is performed after a failure effect, the symbol variation effect may shift to a reach effect or a super reach effect after the failure effect. And if a reach production or a super reach production is performed after the scenario progress production, it is finally informed that the result of the special game determination is a loss in the reach production or the super reach production, and the loss may be confirmed. is there. Therefore, even if the scenario progress effect is performed as a part of the symbol variation effect, the second stage effect control unit 76 causes the special game determination result to shift to the special game state ST2. In this case, it is preferable to configure the scenario effect such that the success effect is performed with higher probability than the case where the game state is not shifted to the special game state ST2. In such a configuration, when the scenario progress effect starts, the player expects the scenario progress effect to progress to the final stage and a successful effect, so the scenario progress effect is performed. Meanwhile, the operation on the operation button 6 is actively performed.
  In addition, the scenario progress effect described above may be performed as a part of the special game effect during the jackpot game (special game state ST2), for example. In that case, the above-described scenario progress effect is controlled by the special game effect control unit 72. For example, when the special game state ST2 is finished and the game state transitions to the probability variation game state ST4, a successful effect is finally performed in the scenario progress effect performed as a part of the special game effect. On the other hand, for example, when transitioning to the short-time game state ST3 after the end of the special game state ST2, the failure effect is finally performed in the scenario progress effect performed as a part of the special game effect. The scenario progress effect may be performed as a round promotion effect in the special game state ST2. For example, when a successful effect is finally performed in the scenario progress effect, the successful effect becomes a round promotion effect, and a round game that follows further from a predetermined round is performed. On the other hand, if the failure effect is finally performed in the scenario progress effect, the effect indicates that the round promotion has failed, and the round game subsequent to the predetermined round is not performed. Thus, even when the scenario progress effect described above is performed as a part of the special game effect, the game value advantageous to the player is finally given when the successful effect is finally performed. When an unsuccessful effect is performed, it is possible to perform such an effect that the possibility that a game value advantageous to the player is given is lower than in the case of a successful effect.
  In the above-described embodiment, the example in which the button operation guidance image is displayed on the image display 12 when the button operation reception valid period is reached has been described. Here, the button operation guidance image displayed on the image display 12 may suggest the expectation that the scenario progress effect will progress to the final stage depending on the display mode. For example, the button operation guide image includes a first image whose display size is a normal size and a second image whose size is larger than the normal size. When displaying, one image may be selected from the first image and the second image based on the result of the special game determination and displayed on the image display 12. In this case, when the result of the special game determination is to shift to the special game state ST2, the probability that the second image is selected is higher than that to not shift to the special game state ST2. Is set. By displaying the second image on the image display 12, it is possible to enhance the player's expectation. There are various other modes for displaying the button operation guide image. For example, as a display mode different from the normal mode, an image displayed in a mode in which the button pops out and a mode in which the button is rotated are displayed. There are images and so on. By displaying these button operation guidance images having different display modes, it is possible to indicate to the player that the expectation that the scenario progress effect will progress to the final stage is higher than normal.
  Moreover, in the said embodiment, the screen mainly displayed on the image display 12 was mentioned as an example and demonstrated as an example of a scenario progress effect. However, the scenario progress effect is not limited to the progress made by the screen displayed on the image display 12. For example, the scenario progress effect may be progressed by the sub display 13 which is the second image display, and the images related to each other are displayed in cooperation on both the image display 12 and the sub display 13. It is also possible to proceed while making it happen.
  In the above embodiment, the operation button 6 operated by the player can detect the pressing operation by the player, and the single pressing operation, the continuous hitting operation, the long pressing operation, and the like are the first operation and the second operation. The case of detecting was illustrated. However, the operation input means that can be operated by the player is not necessarily limited to the operation button 6 as described above, and may be a lever, a dial, a touch panel, a trackball, or the like.
  Moreover, in the said embodiment, the example of the effect which does not reach | attain to the final stage in the 1st step effect of the scenario progress effect was demonstrated. However, the present invention is not limited to this. For example, the scenario progress effect may reach the final stage in the first step effect. If the scenario progress effect reaches the final stage in the first stage effect, there is no need to perform the second stage effect after that, so if the scenario progress effect reaches the final stage in the first stage effect, then It is preferable to change the effect to be performed to an effect different from the second stage effect and perform a different effect.
  Moreover, in the said embodiment, when the 2nd step production | generation control part 76 receives the 2nd operation by a player and performs either one of a success production and a failure production, when the 2nd operation by a player is not received. You may always make a failure production. In this case, if the second operation is not performed, it becomes a failure effect, so that the player actively performs the second operation on the operation button 6. However, if the result of the special game determination is a transition to the special game state ST2, even if the player performs the failure effect without performing the second operation, the revival effect is performed thereafter.
  Moreover, in the said embodiment, although the scenario progress effect based on each of the 1st-10th scenario effect patterns 78a-78j was demonstrated in detail, the 1st step effect, suggestion effect, and 2nd which were demonstrated in each scenario effect pattern mentioned above. Each stage effect may be incorporated into another scenario effect pattern. That is, various scenario progress effects can be performed by appropriately combining the first stage effect, the suggestion effect, and the second stage effect described above.
1 gaming machine 6 operation buttons (operation input means)
33 Production control board (production control means)
52 Special game determination unit (special game determination means)
74 Suggestion Effect Control Unit (Suggestion Effect Control Unit)
75 1st stage production control part (1st stage production control means)
76 2nd stage production control part (2nd stage production control means)

Claims (1)

  1. Special game determination means for performing a special game determination as to whether or not to shift to a special game state advantageous to the player when the start condition is satisfied;
    An operation input means by which a player can input an operation;
    Effect control means for causing a predetermined effect means to perform a progress effect for advancing a predetermined effect in response to an operation on the operation input means;
    With
    The production control means includes
    Based on the result of the special game determination, suggestion effect control means for performing an suggestion effect suggesting the degree of expectation that the progress effect will progress to the final stage;
    After the suggested effect, the progressive effect predetermined first stage or in advance first stage effect capable of rows from the initial stage in response to accepting the first operation on the operation input unit First stage production control means to be performed;
    After the first stage effect, successful presentation and the second displaying a first image indicating that the progression effect in response to accepting the second operation on the operation input means it has progressed before Symbol final stage Second stage effect control means for performing any one of failure effects for displaying a second image indicating that the image is different from the first image and has not progressed to the final stage;
    Have
    In the first stage effect, the first stage in which the progress effect can proceed is when the result of the special game determination is to shift to the special game state and not to shift to the special game state. Rather than being pre-determined to be closer to the final stage,
    The first stage effect control means receives the first operation for the operation input means a plurality of times in the first stage effect, and the progress effect is predetermined according to accepting the first operation. By proceeding step by step, it is possible to progress the progress effect to the first step,
    The second stage effect control means performs the success effect at a higher probability when the result of the special game determination is shifted to the special game state than when the result of the special game determination is not transferred to the special game state. A gaming machine characterized by
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