JP6118696B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP6118696B2
JP6118696B2 JP2013203263A JP2013203263A JP6118696B2 JP 6118696 B2 JP6118696 B2 JP 6118696B2 JP 2013203263 A JP2013203263 A JP 2013203263A JP 2013203263 A JP2013203263 A JP 2013203263A JP 6118696 B2 JP6118696 B2 JP 6118696B2
Authority
JP
Japan
Prior art keywords
effect
special
display
big hit
symbol
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
JP2013203263A
Other languages
Japanese (ja)
Other versions
JP2015066189A (en
JP2015066189A5 (en
Inventor
小倉 敏男
敏男 小倉
佐久間 隆一
隆一 佐久間
大輔 秋山
大輔 秋山
Original Assignee
株式会社三共
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社三共 filed Critical 株式会社三共
Priority to JP2013203263A priority Critical patent/JP6118696B2/en
Publication of JP2015066189A publication Critical patent/JP2015066189A/en
Publication of JP2015066189A5 publication Critical patent/JP2015066189A5/ja
Application granted granted Critical
Publication of JP6118696B2 publication Critical patent/JP6118696B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Description

  The present invention relates to a gaming machine capable of a predetermined game.

  A conventional pachinko gaming machine includes a movable effect body that is movable between an ascending position and a descending position that is below the ascending position, and the movable effector is rapidly lowered by dropping from the ascending position. There is one that enhances the production effect by the movable production body that is moved to the lowered position rapidly (see, for example, Patent Document 1).

JP 2012-192228 A

  However, in Patent Document 1, there is a problem that the operation of the movable effector becomes monotonous because the movable effector simply drops from the raised position to the lowered position.

  The present invention has been made paying attention to such a problem, and it is possible to prevent the operation of the movable effect body provided movably between the ascending position and the descending position from becoming monotonous. An object is to provide a game machine that can be used.

In order to solve the above-mentioned problem, a gaming machine according to claim 1 of the present invention provides:
A gaming machine capable of playing games (for example, pachinko gaming machine 1),
A movable effect body (e.g., movably provided between an upper position (e.g., first position) and a lower position (e.g., second position, third position) below the upper position in the gaming machine. An accessory 501),
There are a first lower position and a second lower position below the first lower position as the lower position,
Drop means for dropping the movable effect body from the upper position to the first lower position by the weight of the movable effect body (for example, releasing the stopper 513 at the first position and performing the function by the first effect motor 510) A portion where the support of 501 is released with the electromagnetic clutch 520 uncoupled to drop the accessory 501),
Ascending means (for example, a first effect motor 510, a take-up pulley 507, and a wire 508) capable of raising the movable effector falling to the first lower position upward;
Re-falling means (for example, the second effect motor 511 and the second effect motor 511) that drops the movable effect body in the middle of being raised from the first lower position to the upper position to the second lower position by its own weight. Rotating body 512),
Equipped with a,
The re-falling means has a movable piece, and the movable piece receives the movable effect body falling from its upper position due to falling of its own weight at the first lower position, and the movable effect received by operating the movable piece. body raise is characterized der Rukoto one which the free-fall of the movable directing body again elevated by apart from the movable piece.
According to this feature, since the movable effector may fall again after dropping from the upper position to the lower position, it is possible to prevent the operation of the movable effector from becoming monotonous .

The gaming machine of means 1 of the present invention is the gaming machine according to claim 1 ,
A first advantageous state that is advantageous to the player (for example, a four-round big hit gaming state with a probable big hit B), and a second advantageous state that is more advantageous than the first advantageous state (for example, 16 probable big hit A or non-probable big hit 16 A game machine that can be controlled with a round jackpot game state)
A first notification effect (for example, an effect of dropping the actor 501 from the first position toward the second position) that notifies that the first advantageous state is reached, and a notification that the second advantageous state is achieved. Notification effect means capable of executing a second notification effect (for example, an effect of causing the accessory 501 to fall again from the position between the first position and the second position to the third position) The part that executes the drop effect process)
The notification effecting unit causes the movable effector to drop by the dropping unit in the first notification effect (for example, a portion where the effect control CPU 120 executes S338 and S339 in the accessory drop effect process) and the second In the notification effect, the movable effector is dropped again by the re-falling means (for example, the portion where the effect control CPU 120 executes S341 in the accessory drop effect process).
It is characterized by that.
According to this feature, the player can pay attention to the operation of the movable effect body, and the player's expectation for the operation of the movable effect body can be effectively improved.

The gaming machine of means 2 of the present invention is the gaming machine according to claim 1 or means 1 ,
A first advantageous state that is advantageous to the player (for example, a big hit gaming state with a non-probable big hit) and a second advantageous state that is more advantageous than the first advantageous state (for example, a big hit gaming state with a probable big hit A and a probable big hit B) A controllable gaming machine,
A first notification effect (for example, an effect of dropping the actor 501 from the first position toward the second position) that notifies that the first advantageous state is reached, and a notification that the second advantageous state is achieved. Notification effect means capable of executing a second notification effect (for example, an effect of causing the accessory 501 to fall again from the position between the first position and the second position to the third position) The part that executes the drop effect process)
The notification effecting means causes the movable effector to be dropped again by the refalling means in the second notification effect at a plurality of timings with different elapsed times since the movable effector was dropped in the first notification effect. (For example, the effect control CPU 120 starts the movement from the second position of the accessory 501 toward the first position in accordance with the specified jackpot type by executing the processing of S297 of the accessory falling effect determination process. A part for executing the process of S341 in the accessory drop effect process according to the determined standby time)
It is characterized by that.
According to this feature, the player can pay attention to the operation of the movable effect body, and the player's expectation for the operation of the movable effect body can be effectively improved.

Gaming machine unit 3 of the present invention, according to claim 1, hand stage 1, a gaming machine according to any of the means 2,
The raising means is formed by moving means (for example, a first effect motor 510, a take-up pulley 507, and a wire 508) that moves the movable effector from the first lower position or the second lower position to the upper position. Has been
It is characterized by further comprising holding means (for example, a stopper 513) that is provided separately from the moving means and holds the movable effector moved up to the upper position at the upper position.
According to this feature, since the movable effect body can be held at the upper position by the holding means, it is possible to prevent the movable effect body from falling from the upper position other than the fall timing.

It is the front which shows the pachinko game machine in the example. It is a block diagram which shows the circuit structural example of a game control board (main board). (A) is a front view which shows the outline of an accessory unit, (B) is a side view which shows the outline of an accessory unit. It is a rear view which shows the outline of an accessory unit. (A) is a front view of the accessory unit showing a state in which the accessory has dropped from the first position to the second position, and (B) shows a state in which the approximately object moves from the second position to the first position. It is a front view of the accessory unit shown. It is a front view of the accessory unit which shows the state which the accessory fell to the 3rd position. (A), (B) is a figure which illustrates an effect control command. It is explanatory drawing which shows each random number. It is a figure which illustrates a fluctuation pattern. It is explanatory drawing which shows a display result determination table. (A) is a figure which shows the structural example of a jackpot classification determination table, (B) is a figure which shows the contents of various jackpots. It is a block diagram which shows the structural example of the data holding area for game control. It is a flowchart which shows an example of the timer interruption process for game control. It is a flowchart which shows an example of a special symbol process process. It is a flowchart which shows an example of a special symbol normal process. It is a flowchart which shows an example of a fluctuation pattern setting process. It is a flowchart which shows an example of a special symbol stop process. It is a flowchart which shows an example of a jackpot end process. It is a flowchart which shows an example of production control main processing. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of an effect design change start process. It is a flowchart which shows an example of an accessory fall effect determination process. It is explanatory drawing which shows the execution decision ratio of an accessory fall effect. It is explanatory drawing which shows the execution decision ratio of an accessory re-fall. (A) is explanatory drawing which shows the waiting time determination ratio until the pulling by a 2nd effect motor, (B) is explanatory drawing which shows the waiting time determination ratio until the pulling by a 1st effect motor. It is explanatory drawing which shows the production | presentation pattern in an accessory fall production. (A) is a time chart from the effect drop of the effect pattern 1 in the effect drop effect to the effect re-fall. (B) is the effect restart from the effect drop of the effect pattern 2 in the effect drop effect. It is a time chart to fall, (C) is a time chart from the feature fall of the production pattern 3 in the effect fall production to the feature re-fall. (A) is a time chart from the effect drop of the effect pattern 4 in the effect drop effect to the effect re-fall, and (B) is the effect restart from the effect drop of the effect pattern 5 in the effect drop effect. It is a time chart until a fall, (C) is a time chart from the feature fall of the production pattern 6 in the effect fall production to the feature re-fall. It is a flowchart which shows an example of a process during effect design change. It is a flowchart which shows an example of an accessory fall effect process. (A) is a figure which shows the state in which the holding piece in a modification is arrange | positioned in a holding position, (B) is a figure which shows the state in which the holding piece in a modification is arrange | positioned in a retracted position. It is a figure which shows meshing | engagement of the tooth part of the rack and the tooth part of a 3rd gear in a modification. (A) is a figure which shows the state in which the accessory in a modification is arrange | positioned in the 1st position, (B) is a figure which shows the state in which the accessory is arrange | positioned in the 2nd position. It is a figure which shows the movement toward the 1st position from the 2nd position of the accessory in a modification.

  A mode for carrying out a gaming machine according to the present invention will be described below based on examples.

  First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front. FIG. 2 is a block diagram illustrating an example of a circuit configuration on the main board. In the following description, the front side of FIG. 1 is described as the front (front, front) side of the pachinko gaming machine 1, the back side is the back (back) side, and the left and right sides of FIG. 1 are described as the left and right sides of the pachinko gaming machine 1. To do. In addition, the front surface of the pachinko gaming machine 1 in this embodiment is an opposing surface that faces the player when the pachinko gaming machine 1 is viewed from the player side. In the description of each step in the flowchart according to the present embodiment, for example, a portion indicated as “step S1” may be abbreviated as “S1”.

  FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment and shows an arrangement layout of main members. Pachinko gaming machines (hereinafter sometimes abbreviated as gaming machines) 1 are roughly divided into a gaming board (gauge board) 2 constituting a gaming board surface, and a gaming machine frame (base frame) for supporting and fixing the gaming board 2. 3. The game board 2 is formed with a substantially circular game area surrounded by guide rails. In this game area, a game ball as a game medium is launched from a predetermined hitting ball launching device and driven.

  A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions of the game board 2 (in the example shown in FIG. 1, on the right side of the game area). Each of the first special symbol display device 4A and the second special symbol display device 4B is composed of, for example, 7-segment or dot matrix LEDs (light-emitting diodes) and the like. A special symbol (also referred to as “special”), which is a plurality of types of identification information (special identification information) that can be displayed, is variably displayed (also referred to as variable display or variable display). For example, the first special symbol display device 4A and the second special symbol display device 4B each variably display a plurality of types of special symbols composed of numbers indicating "0" to "9", symbols indicating "-", and the like. To do. The special symbols displayed on the first special symbol display device 4A and the second special symbol display device 4B are limited to those composed of numbers indicating "0" to "9", symbols indicating "-", and the like. However, for example, a plurality of types of lighting patterns in which the combination of the LED to be turned on and the LED to be turned off in the 7-segment LED may be set in advance as a plurality of types of special symbols.

  A plurality of special symbols are assigned symbol numbers corresponding thereto. As an example, symbol numbers “0” to “9” are assigned to numbers indicating “0” to “9”, and symbol numbers “10” are assigned to symbols indicating “−”. Just do it. Hereinafter, the special symbol variably displayed on the first special symbol display device 4A is also referred to as "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as "second special symbol". .

  Both the first special symbol display device 4A and the second special symbol display device 4B are formed, for example, in a square shape. Note that the type of the first special figure and the type of the second special figure may be the same (for example, both a number indicating “0” to “9” and a symbol indicating “−”). May be different. Further, each of the first special symbol display device 4A and the second special symbol display device 4B may be configured to variably display numbers (or two-digit symbols) indicating, for example, “00” to “99”. .

  An opening 400 that penetrates the gaming board 2 in the front-rear direction is formed near the center of the gaming area on the gaming board 2, and the effect display device 5 is provided behind the opening 400. The effect display device 5 is visible to the player through the opening 400.

  An accessory 501 is arranged between the opening 400 and the effect display device 5. The accessory 501 constitutes a part of an accessory unit 500 described later, and can be moved up and down in front of the effect display device 5 by driving the accessory unit 500. In addition, the accessory 501 is arrange | positioned above the effect display apparatus 5 so that the display of the effect display apparatus 5 may not be prevented normally (refer FIG. 1). Further, in the state in which the accessory 501 is arranged above the effect display device 5, only the lower side of the accessory 501 is visible to the player through the opening 400, and the The upper side is arranged behind the game board 2 so that it cannot be seen by the player. Hereinafter, in this embodiment, the upper position of the effect display device 5 where the accessory 501 is normally arranged will be described as the first position.

  The effect display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. In the display area of the effect display device 5, the first special symbol variation display by the first special symbol display device 4 </ b> A and the second special symbol variation display by the second special symbol display device 4 </ b> B in the special symbol game are respectively supported. In the effect symbol display area, which is a plurality of variable display units such as three, for example, the effect symbols that are a plurality of types of identification information (decoration identification information) that can be identified are variably displayed. This variation display of the effect symbol is also included in the variation display game.

  As an example, in the display area of the effect display device 5, “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R are arranged. And in response to the start of one of the changes in the first special symbol in the first special symbol display device 4A and the second special symbol in the second special symbol display device 4B in the special symbol game, In the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R, changes in the effect symbols (also referred to as decorative symbols) (for example, vertical scroll display) are started. Thereafter, when the confirmed special symbol is stopped and displayed as a variation display result in the special symbol game, the effect display devices 5L, 5C, and 5R in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R. Then, the finalized design symbol (final stop symbol) that is the result of variation display of the production symbol is stopped and displayed.

  As described above, in the display area of the effect display device 5, the special game using the first special symbol in the first special symbol display device 4A or the special special game using the second special symbol in the second special symbol display device 4B. In synchronism with the game, a plurality of types of effect symbols that can be identified are displayed in a variable manner, and a definite effect symbol that is a variable display result is derived and displayed (or simply referred to as “derivation”). In addition, for example, various display symbols such as special symbols and effect symbols are derived and displayed by stopping display of identification information such as effect symbols (also referred to as complete stop display or final stop display) and ending the variable display. . On the other hand, during the variation display from the start of the variation display of the production symbol to the display of the definite production symbol that is the variation display result, the variation rate of the production symbol becomes “0”, The symbol may be displayed in a stationary state, for example, in a display state that causes slight shaking or expansion / contraction. Such a display state is also called a temporary stop display, and although the display result in the variable display is not deterministically displayed, the player can recognize that the variation of the effect symbol due to the scroll display or the update display is not progressing. It becomes. The temporary stop display may include a complete stop display of the effect symbol for a time shorter than a predetermined time (for example, 1 second) without causing slight shaking or expansion / contraction.

  For example, eight kinds of symbols (alphanumeric characters “1” to “8” or Chinese characters) are displayed in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R. It may be any combination of numbers, English letters, eight character images related to a predetermined motif, a combination of numbers, letters, symbols, and character images. Character images may be, for example, people, animals, other objects, or , A decorative image showing a symbol such as a character or other arbitrary figure). A corresponding symbol number is attached to each of the effect symbols. For example, symbol numbers “1” to “8” are assigned to alphanumeric characters indicating “1” to “8”, respectively. The production symbols are not limited to eight types, and may be any number (for example, seven types, nine types, etc.) as long as an appropriate number of combinations such as a jackpot combination or a combination that is lost can be configured.

  After the variation display of the production symbols is started, the “left”, “middle”, and “right” production symbol display areas 5L, 5C, and 5R are displayed until the definite production symbols that are the variation display results are derived and displayed. , For example, a scroll display is performed in which the symbol number flows from top to bottom sequentially from the smallest to the largest, and when the effect symbol having the maximum symbol number (for example, “8”) is displayed, The effect symbol having the smallest symbol number (for example, “1”) is displayed. Alternatively, in at least one of the effect symbol display areas 5L, 5C, and 5R (for example, the “left” effect symbol display area 5L), the symbols are scrolled from the largest symbol number to the smallest symbol number. When the effect symbol having the smallest number is displayed, the effect symbol having the largest symbol number may be displayed.

  A first reserved memory display area 5D and a second reserved memory display area 5U are set in two places on the left and right of the display area of the effect display device 5. In the first hold memory display area 5D and the second hold memory display area 5U, the hold memory display for displaying the variable hold memory number (the special figure hold memory number) corresponding to the special figure game is specified.

  Here, the suspension of the variable display corresponding to the special game is that the game ball passes through the first start winning opening formed by the normal winning ball apparatus 6A and the second starting winning opening formed by the normal variable winning ball apparatus 6B. Generated based on the start winning by entering (entering). In other words, the start condition (also referred to as “execution condition”) for executing the variable display game such as the special figure game or the variable display of the effect symbol is established, but the variable display game based on the start condition established previously is being executed. When the start condition for allowing the start of the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, the variable display corresponding to the established start condition is suspended. Done. In the present embodiment, the stored storage display generated based on the start winning when the game ball passes (enters) the first start winning opening is a round white display, and the game ball passes through the second starting winning opening ( The reserved storage display generated on the basis of the start winning due to the entry) is similarly a round white display.

  In the following description, the first reserved memory display area 5D and the second reserved memory display area 5U may be referred to as a reserved display area, and the number of reserved memories is the first reserved memory display area 5D and the second reserved memory display. It can be recognized by the number of reserved storage displays displayed in the area 5U. Further, a display in which the hold storage display is gathered may be referred to as a hold display.

  Whether the hold display in the first hold memory display area 5D and the second hold memory display area 5U is generated based on the start winning when the game ball passes (enters) the first start winning opening, The display mode (for example, display color and shape) may be varied depending on whether the game ball is generated based on the start winning by passing (entering) the game winning opening. In this embodiment, “execution” and “execution” are synonymous.

  In the example shown in FIG. 1, the first hold for displaying the number of special figure hold memories in an identifiable manner on the upper and lower parts of the first special symbol display device 4A and the second special symbol display device 4B together with the hold memory display area. A display 25A and a second hold display 25B are provided. The first hold indicator 25A displays the first special figure hold memory number so that it can be specified. The second hold indicator 25B displays the second special figure hold memory number so that it can be specified. The number of first special figure hold memory is the number of memory in which the execution of the special figure game using the first special figure is suspended. The second special figure hold memory number is the number of memories in which the execution of the special figure game using the second special figure is suspended. The variable display holding memory number obtained by adding the first special figure holding memory number and the second special figure holding memory number is also referred to as a total holding memory number. When simply referring to the “number of special figure hold memory”, it usually refers to a concept including any of the first special figure hold memory number, the second special figure hold memory number, and the total hold memory number. It may refer to a concept that includes the first special figure reserved memory number and the second special figure reserved memory number but excludes the total reserved memory number).

  In the present embodiment, the effect symbol variation display is executed in synchronization with the special symbol variation display. In the case of performing the effect using the effect display device 5 in this way, for example, In recent years, there has been a diversification of production styles, such as production where the contents of the production, including variable display, disappear for a moment from the screen, or production where the movable object blocks all or part of the screen. ing. For this reason, even if the display area on the effect display device 5 is viewed, it may be difficult to recognize whether or not the current variation display is in progress. Therefore, for the purpose of eliminating the difficulty of recognizing whether or not the current variation display state is present, the fourth symbol after the effect symbol, the special symbol, and the normal symbol is displayed on the effect display device 5. A 4 symbol display area may be provided. These 4 symbols are displayed in a 4th symbol for the first special symbol in synchronization with the variation display of the first special symbol, and for the second special symbol in synchronization with the variation in the second special symbol. It is only necessary to display the variation of the fourth symbol. Note that the 4th symbol is always displayed in a variable manner with a constant operation, and is not disappeared from the screen or shielded by a shielding object, so that it can always be visually recognized.

  Below the effect display device 5, an ordinary winning ball device 6A and an ordinary variable winning ball device 6B are provided. The normal winning ball device 6A forms a first starting winning opening as a starting area (first starting area) that is always kept in a constant open state by a predetermined ball receiving member, for example. The normal variable winning ball apparatus 6B has an electric motor having a pair of movable wing pieces that are changed into a normal open state as a vertical position and an expanded open state as a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. A tulip-shaped accessory (ordinary electric accessory) is provided, and a second starting prize opening is formed as a starting region (second starting region).

  As an example, in the normally variable winning ball apparatus 6B, the movable wing piece is in the vertical position when the solenoid 81 for the normal electric accessory is in the OFF state, so that the game ball passes (enters) the second starting winning opening. It is difficult to open normally. On the other hand, in the normal variable winning ball apparatus 6B, the game ball passes through the second start winning opening by the tilt control in which the movable blade piece is tilted when the solenoid 81 for the normal electric accessory is in the ON state ( It will be in an expanded open state that is easy to enter. In the normal variable winning ball apparatus 6B, although the game ball can enter the second start winning opening even when in the normal open state, there is a possibility that the game ball may enter more than in the expanded open state. You may comprise so that it may become low. Alternatively, the normally variable winning ball apparatus 6B may be configured such that the game ball does not enter the second starting winning opening in the normally open state, for example, by closing the second starting winning opening. In this way, the second start winning port as the second start area is in an expanded open state in which game balls easily pass (enter) and in a normally open state in which game balls are difficult to pass (enter) or cannot pass (enter). To change.

  A game ball that has passed (entered) the first start winning opening formed in the normal winning ball apparatus 6A is detected by, for example, a first start opening switch 22A shown in FIG. The game ball that has passed (entered) the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by, for example, the second start opening switch 22B shown in FIG. Based on the detection of the game ball by the first start port switch 22A, a predetermined number (for example, three) of game balls are paid out as prize balls, and the first special figure holding memory number is set to a predetermined upper limit value (for example, “ 4 "), the first start condition is satisfied. Based on the detection of the game ball by the second start port 22B, a predetermined number (for example, three) of game balls are paid out as prize balls, and the second special figure holding memory number is set to a predetermined upper limit value (for example, “ 4 "), the second start condition is satisfied. The number of prize balls to be paid out based on the detection of the game ball by the first start port switch 22A and the number of prize balls to be paid out based on the detection of the game ball by the second start port switch 22B. May be the same number or different numbers.

  A special variable winning ball device 7 is provided below the normal winning ball device 6A and the ordinary variable winning ball device 6B. The special variable winning ball apparatus 7 includes a special winning opening door that is opened and closed by a solenoid 82 for the special winning opening door shown in FIG. 2, and the specific region that changes between an open state and a closed state by the special winning opening door. As a big prize opening.

  As an example, in the special variable winning ball apparatus 7, when the solenoid 82 for the special prize opening door is in the OFF state, the special prize opening door closes the big winning prize opening, and the game ball passes (enters) the big winning prize opening. Make it impossible. On the other hand, in the special variable winning ball apparatus 7, when the solenoid 82 for the big prize opening door is in the ON state, the big winning opening door opens the big winning opening and the game ball passes through the big winning opening (entrance). ) Make it easier. In this way, the special winning opening as a specific area changes into an open state in which a game ball easily passes (enters) and is advantageous to the player, and a closed state in which the game ball cannot pass (enters) and is disadvantageous to the player To do. Instead of the closed state where the game ball cannot pass (enter) through the big prize opening, or in addition to the closed state, a partially opened state where the game ball hardly passes (enters) through the big prize opening may be provided.

  The game ball that has passed (entered) through the big prize opening is detected by, for example, the count switch 23 shown in FIG. Based on the detection of game balls by the count switch 23, a predetermined number (for example, 15) of game balls are paid out as prize balls. In this way, when the game ball passes (enters) through the large winning opening opened in the special variable winning ball apparatus 7, the gaming ball passes through other winning openings such as the first starting winning opening and the second starting winning opening, for example. More prize balls are paid out than when passing (entering). Therefore, if the special prize winning ball device 7 is in the open state, the game ball can enter the special prize winning opening, which is a first state advantageous to the player. On the other hand, when the special prize winning device 7 is closed in the special variable prize winning ball device 7, it becomes impossible or difficult for the player to get a prize ball by passing (entering) the gaming ball into the special prize winning port. This is a disadvantageous second state.

  A normal symbol display 20 is provided at a predetermined position of the game board 2 (on the left side of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is composed of 7 segments, dot matrix LEDs, and the like, like the first special symbol display device 4A and the second special symbol display device 4B, and a plurality of types of identification information different from the special symbols. Is displayed (variable display) so that it can be variably displayed. Such a normal symbol variation display is referred to as a general game (also referred to as a “normal game”).

  Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. The general-purpose hold indicator 25C includes, for example, four LEDs, and displays the general-purpose hold storage number as the number of effective passing balls that have passed through the passing gate 41.

  In addition to the above-described configuration, the surface of the game board 2 is provided with a windmill for changing the flow direction and speed of the game ball and a number of obstacle nails. In addition, as a winning opening different from the first starting winning opening, the second starting winning opening, and the large winning opening, for example, a single or plural general winning openings that are always kept in a certain open state by a predetermined ball receiving member are provided. May be. In this case, a predetermined number (for example, 10) of game balls may be paid out as a prize ball based on the fact that a game ball that has entered one of the general prize openings is detected by a predetermined general prize ball switch. In the lowermost part of the game area, there is provided an out port through which game balls that have not entered any winning port are taken.

  Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the game area. A decorative LED may be arranged around each structure (for example, the normal winning ball device 6A, the normal variable winning ball device 6B, the special variable winning ball device 7, etc.) in the game area of the pachinko gaming machine 1. At the lower right position of the gaming machine frame 3, there is provided a hitting operation handle (operation knob) operated by a player or the like to launch a game ball as a game medium toward the game area. For example, the hitting operation handle adjusts the resilience of the game ball according to the operation amount (rotation amount) by the player or the like. The hitting operation handle only needs to be provided with a single shot switch or a touch ring (touch sensor) for stopping the driving of a shooting motor included in the hitting ball shooting device.

  At a predetermined position of the gaming machine frame 3 below the gaming area, a game ball paid out as a prize ball or a game ball lent out by a predetermined ball lending machine is held (stored) so as to be supplied to a ball hitting device. )) Is provided. Below the gaming machine frame 3, there is provided a lower plate that holds (stores) surplus balls overflowing from the upper plate so as to be discharged to the outside of the pachinko gaming machine 1.

  For example, a stick controller 31A that can be held and tilted by the player is attached to a member that forms the lower plate, for example, at a predetermined position on the front side of the upper surface of the lower plate main body (for example, a central portion of the lower plate). Yes. The stick controller 31A includes an operation stick that the player holds, and a trigger button is provided at a predetermined position of the operation stick (for example, a position where the index finger of the operator is hooked when the player holds the operation stick). Yes. The trigger button can be operated in a predetermined direction by performing a push-pull operation with a predetermined operation finger (for example, an index finger) in a state where the player holds the operation stick of the stick controller 31A with an operation hand (for example, the left hand). What is necessary is just to be comprised. A trigger sensor that detects a predetermined instruction operation such as a push / pull operation on the trigger button may be built in the operation rod.

  A controller sensor unit 35 </ b> A for detecting a tilting operation with respect to the operating rod may be provided inside the lower plate body or the like below the stick controller 31 </ b> A. For example, the controller sensor unit includes two transmission type photosensors (parallel sensor pairs) arranged in parallel to the board surface of the game board 2 on the left side of the center position of the operation bowl when viewed from the player side facing the pachinko gaming machine 1. ) And two transmissive photosensors (vertical sensor pairs) that are arranged on the right side of the center position of the operation rod when viewed from the player side and perpendicular to the surface of the game board 2. What is necessary is just to be comprised including the sensor.

  The member that forms the upper plate includes, for example, a push button 31B that allows a player to perform a predetermined instruction operation by a pressing operation or the like at a predetermined position on the front side of the upper surface of the upper plate body (for example, above the stick controller 31A). Is provided. The push button 31B only needs to be configured to be able to detect the pressing operation from the player mechanically, electrically, or electromagnetically. A push sensor 35B that detects a pressing operation performed by the player on the push button 31B may be provided inside the main body of the upper plate at the position where the push button 31B is installed.

  As shown in FIGS. 3A, 3B, and 4, the accessory unit 500 includes bases 600L and 600R. Of these bases 600L and 600R, the base 600L is arranged on the left side of the left edge of the opening 400 between the game board 2 and the effect display device 5, and the base 600R and the game board 2 are produced. Between the display device 5 and the right edge of the opening, it is arranged on the right side. That is, these bases 600L and 600R are disposed between the game board 2 and the effect display device 5 so that they cannot be visually recognized by the player.

  Moreover, the accessory 501 is arrange | positioned in the center between both the bases 600L and 600R. A connecting arm 502R extends from the right side of the accessory 501 toward the right base 600R, and an end 503R of the connecting arm 502R is provided on the front surface of the base 600R along the vertical direction. The guide rail 505R is supported so as to be movable in the vertical direction. Further, a connecting arm 502L is extended from the left side of the accessory 501 toward the base 600L on the left side, and an end 503L of the connecting arm 502L extends vertically along the front surface of the base 600L. The guide rail 505L is provided so as to be movable in the vertical direction. That is, the accessory 501 of the present embodiment is movable in the vertical direction along the guide rails 505L and R provided on the bases 600L and 600R, respectively. Further, the end portion 503L of the connecting arm 502L is provided with an extending portion 504 extending further leftward than the end portion 503L.

  One end of a wire 508 is connected to the end 503R of the connecting arm 502R. The wire 508 goes around the upper end of the base 600R and is pulled out to the rear (back side) of the base 600R, and the other end is fixed to a take-up pulley 507 provided at the rear of the base 600R. Note that guide rollers 509a and 509b for guiding the wire 508 are attached to the upper end of the base 600R.

  A first effect motor 510 and an electromagnetic clutch 520 are further arranged behind the base 600R, and the take-up pulley 507 and the first effect motor 510 can be connected via the electromagnetic clutch 520. . When the take-up pulley 507 and the first effect motor 510 are connected via the electromagnetic clutch 520, the take-up pulley via the electromagnetic clutch 520 is driven by driving the first effect motor 510. The wire 508 can be wound by the winding pulley 507 by rotating the shaft 507.

The first Starring out motor 510 of this embodiment, in the state of moving the character object 501 to the first position by the winding of wire 508 by the winding pulley 507, an electromagnetic clutch connected between the winding pulley 507 By maintaining with 520, the right side of the accessory 501 is supported at the first position by the rotational resistance generated in the first effect motor 510.

  A stopper 513 and a rotating body 512 are provided on the front surface of the base 600L. Among these, the stopper 513 is arrange | positioned in the left side of the guide rail 505L upper end part in the front surface of the base 600L. The stopper 513 includes a support piece 513a, and the support piece 513a can be moved back and forth between the guide rail 505L by switching between an on state and an off state. In particular, the stopper 513 can dispose the support piece 513a below the extending portion 504 by projecting the support piece 513a toward the guide rail 505L in a state where the accessory 501 is arranged at the first position. It has become.

  For this reason, the left side of the accessory 501 is supported from below by the support piece 513a of the stopper 513, and the right side of the accessory 501 is suspended from above by the rotational resistance of the first effect motor 510 described above. The accessory 501 can maintain the state of being arranged at the first position.

  On the other hand, the rotating body 512 is disposed on the left side of the substantially central portion in the vertical direction of the guide rail 505L on the front surface of the base 600L. In addition, a second effect motor 511 is disposed behind (back side) the base 600L. The rotation shaft 511a of the second effect motor 511 faces in the front-rear direction and protrudes forward of the base 600L, and the rotating body 512 is pivotally supported around the rotation shaft 511a.

  The rotating body 512 is formed with a protruding portion 512a that protrudes in the radial direction of the rotating shaft 511a. The protruding portion 512a is disposed on the right side of the rotating shaft 511a so as to be positioned below the extending portion 504 when the accessory 501 is disposed at the first position.

  Next, operation | movement of the accessory unit 500 comprised in this way is demonstrated. First, as shown in FIG. 3A, in the state where the accessory 501 is supported at the first position by the rotation piece of the support piece 513a of the stopper 513 and the first effect motor 510, the stopper 513 is turned off. At the same time, when the connection between the first effect motor 510 and the take-up pulley 507 by the electromagnetic clutch 520 is released and the first effect motor 510 and the take-up pulley 507 are brought into a non-connected state, the state shown in FIG. As described above, the support 501a and the first effect motor 510 are released from supporting the accessory 501, and the accessory 501 falls by its own weight along the guide rails 505L and 505R. In addition, the weight drop in the present embodiment means that the role 501 is dropped only by the weight (load) of the accessory 501 without power by a specific driving means or the like.

  When the accessory 501 falls by its own weight along the guide rails 505L and 505R by a predetermined distance, the extending portion 504 collides with the protruding portion 512a from above. At this time, the weight drop of the accessory 501 is stopped by the rotational resistance of the second effect motor 511 to which the rotating body 512 is connected via the rotating shaft 511a. For this reason, the accessory 501 is supported by the rotational resistance of the second effect motor 511 at a position below the first position. Hereinafter, in this embodiment, the position below the first position where the accessory 501 is supported by the rotational resistance of the second effect motor 511 will be described as the second position. Note that the second position is a position where the accessory 501 is placed in front of the effect display device 5 when the accessory 501 falls by its own weight from the first position, and the player can view the entire image of the accessory 501. It is also a position where it can be visually recognized. In this embodiment, the extended portion 504 collides with the protruding portion 512a from above when the accessory 501 falls by its own weight, but the present invention is not limited to this, and the extended portion 504 or the protruding portion By providing a buffering material or the like that reduces the impact at the time of collision in 512a, damage to the extended portion 504 and the protruding portion 512a may be prevented when the extended portion 504 and the protruding portion 512a collide.

Then, when going rotator 51 2 is rotated counterclockwise as viewed from the front by the driving of the second effect motor 511 at the second position, as shown in FIG. 5 (B), of the rotating body 51 2 By rotating, the protrusion 512a is slidably contacted with the extended portion 504, and the accessory 501 is gradually moved from the second position toward the first position. When the rotary member 51 2 is spaced apart a protrusion 512a and the extension portion 504 by going to rotate counterclockwise as viewed from the front, as shown in FIG. 6, the character object 501 is guide rail 505L, the 505R The weight falls again along. The fall of the weight of the accessory 501 again stops when the ends 503L and 503R of the connecting arms 502L and 502R are locked to the lower ends of the guide rails 505L and 505R. It is arranged below. Hereinafter, in the present embodiment, the position below the second position where the accessory 501 is disposed by the fall of its own weight will be described as the third position.

  In order to move the accessory 501 arranged at the second position or the third position to the first position again, the first effect motor 510 and the take-up pulley 507 are connected by the electromagnetic clutch 520 in the connected state. The wire 508 is wound by the winding pulley 507 by driving the 1 effect motor 510, and the accessory 501 may be moved toward the first position along the guide rails 505L and 505R. Further, after moving the accessory 501 to the first position, in addition to maintaining the connected state of the first effect motor 510 and the take-up pulley 507 by the electromagnetic clutch 520, the stopper 513 is turned on. The extending portion 504 may be supported by the support piece 513a.

  Next, the progress of the game in the pachinko gaming machine 1 will be schematically described. In the pachinko gaming machine 1, the normal symbol display 20 executes a normal symbol variation display such that the game ball that has passed through the passing gate 41 provided in the gaming area is detected by the gate switch 21 shown in FIG. 2. For example, the normal symbol display unit 20 is activated based on the fact that the normal symbol start condition for starting the normal symbol variation display, such as the end of the previous general symbol game, is satisfied after the normal symbol start condition is satisfied. The usual game is started.

  In this ordinary game, after a normal symbol change is started, when a predetermined time which is a normal symbol change time elapses, a fixed normal symbol which is a normal symbol change display result is stopped and displayed (derived display). At this time, if a specific normal symbol (symbol per symbol), such as a number indicating “7”, is stopped and displayed as the fixed normal symbol, the fluctuation display result of the normal symbol becomes “per symbol”. On the other hand, if a normal symbol other than the symbol per symbol, such as a number or symbol other than the number indicating “7”, is stopped and displayed as the fixed ordinary symbol, the fluctuation display result of the normal symbol is “usually lost”. Become. Corresponding to the fact that the variation display result of the normal symbol is “per normal”, the expansion / release control (tilt control) is performed in which the movable wing piece of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted. The normal opening control is performed to return to the vertical position when a predetermined time has elapsed.

  After the first start condition is satisfied, for example, when the game ball that has passed (entered) the first start winning opening formed in the normal winning ball apparatus 6A is detected by the first start opening switch 22A shown in FIG. Based on the fact that the first start condition is satisfied, for example, because the previous special figure game or the big hit gaming state has ended, the special figure game by the first special symbol display device 4A is started. Further, the second starting condition is satisfied, for example, when a game ball that has passed (entered) the second starting winning opening formed in the normally variable winning ball apparatus 6B is detected by the second starting opening switch 22B shown in FIG. Later, a special game by the second special symbol display device 4B is started based on the fact that the second start condition is satisfied, for example, due to the end of the previous special game or the big hit gaming state.

  In the special symbol game by the first special symbol display device 4A and the second special symbol display device 4B, after the special symbol variation display is started, when the variation display time as the special symbol variation time elapses, the special symbol variation display is performed. The resulting definite special symbol (special diagram display result) is derived and displayed. At this time, if a specific special symbol (big hit symbol) is stopped and displayed as a confirmed special symbol, it becomes “big hit” as a specific display result, and if a special symbol different from the big bonus symbol is stopped and displayed as a confirmed special symbol, “ It will be “losing”. In addition, a predetermined special symbol (small hit symbol) different from the big hit symbol may be stopped and displayed. When the predetermined special symbol (small hit symbol) as a result of the predetermined display is stopped and displayed. What is necessary is just to control to the small hit game state as a special game state different from the big hit game state.

  After the fluctuation display result in the special figure game becomes “big hit”, the game is controlled to the big hit gaming state as a specific gaming state in which a round advantageous to the player (also referred to as “round game”) is executed a predetermined number of times.

  In the pachinko gaming machine 1 according to the present embodiment, as an example, special symbols indicating numbers “3”, “5”, and “7” are jackpot symbols, and a special symbol indicating a symbol “−” is a lost symbol. When the small hit symbol is stopped and displayed, for example, a special symbol indicating the number “2” may be used as the small hit symbol. It should be noted that each symbol such as a jackpot symbol or a lost symbol in the special symbol game by the first special symbol display device 4A may be a different special symbol from each symbol in the special symbol game by the second special symbol display device 4B. However, a special symbol common to both special symbol games may be a jackpot symbol or a lost symbol.

  After the jackpot symbol is stopped and displayed as a specific symbol in the special game, and the result of the specific display is “big hit”, the big winning door of the special variable winning ball device 7 is in a predetermined upper limit time in the big hit gaming state. The large winning opening is opened in a period until (for example, 29 seconds or 0.1 second) elapses or a period until a predetermined number (for example, 9) of winning balls are generated. Thereby, the round which makes the special variable winning ball apparatus 7 the 1st state (open state) advantageous for a player is performed.

  A special prize-winning ball device that receives a game ball falling on the surface of the game board 2 and then closes the big prize-winning slot, with the grand prize-winning door that has opened the grand prize-winning port during the round. 7 is changed to the second state (closed state) disadvantageous to the player, and one round is completed. The round that is the opening cycle of the big prize opening can be repeatedly executed until the number of executions reaches a predetermined upper limit number (for example, “16”, etc.). Even before the number of rounds has reached the upper limit, the execution of the round may be terminated when a predetermined condition is satisfied (for example, a game ball has not won a big prize opening). .

  Of the rounds in the big hit gaming state, the round in which the upper limit time for which the special variable winning ball apparatus 7 is in the first state (open state) advantageous for the player is relatively long (for example, 29 seconds) is normally opened. Also called round. On the other hand, a round in which the upper limit time during which the special variable winning ball apparatus 7 is in the first state (open state) is relatively short (for example, 0.1 seconds) is also referred to as a short-term open round.

  Among the special symbols indicating the numbers “3”, “5”, and “7” that are the big hit symbols, the special symbol indicating the number “7” is a big hit symbol corresponding to the probability variation big hit A, which will be described later, A special symbol indicating a number is a jackpot symbol corresponding to a probability variation jackpot B described later. In the big hit game state (normally open big hit state) that is controlled after the big hit symbol of “3” or “7” is derived as the final special symbol in the special figure game, the big prize opening door of the special variable winning ball apparatus 7 is A special variable prize is awarded by opening the big prize opening in a period until a predetermined upper limit time (for example, 29 seconds) elapses or a period until a predetermined number (for example, nine) of winning balls are generated. A round of changing the ball device 7 to the first state (open state) advantageous to the player is repeatedly executed a first number of times (for example, 16 times). The normal open big hit state is also referred to as a first specific gaming state.

  Of the special symbols indicating the numbers “3”, “5”, and “7” that are jackpot symbols, the special symbol indicating the number “3” is a jackpot symbol corresponding to a non-probable variable jackpot described later, and is a special variable. The grand prize opening door of the winning ball apparatus 7 is used for a period until a predetermined upper limit time (for example, 29 seconds) elapses or a period until a predetermined number (for example, 9) of winning balls are generated. By setting the open state, the round in which the special variable winning ball apparatus 7 is changed to the first state (open state) that is advantageous to the player is repeatedly executed the first number of times (for example, 16 times) as with the probability change big hit A. .

  Control is performed after a special symbol indicating the number “5” is derived from among the special symbols indicating the numbers “3”, “5”, and “7” that are jackpot symbols as the confirmed special symbols in the special symbol game. In the big hit gaming state (short-term open big hit state), the upper limit time for changing the special variable winning ball apparatus 7 to the first state advantageous to the player in each round (the period in which the big winning opening is opened by the big winning opening door) The upper limit) is the same as the predetermined period in the normal open big hit state, but the round in which the special variable winning ball apparatus 7 is changed to the first state (open state) advantageous to the player is the first number in the normal open big hit state ( For example, it is repeatedly executed a second number of times (for example, 4 times) less than 16 times. The short-term open big hit state is also referred to as a second specific gaming state. In these short-term open big hit states, the number of rounds is exemplified as a second number of four times, but the round number is the same as the first number (for example, 16 times) in the normal open big hit state. However, the upper limit time for changing the special variable winning ball apparatus 7 to the first state advantageous to the player in each round after a predetermined number (for example, 5) (the upper limit of the period during which the big winning opening is opened by the big winning opening door) ) May be set to a second period (for example, 0.1 second) shorter than the first period in the normal open big hit state, so that the substantial number of rounds may be made smaller than that in the normal open big hit state.

  In such a short-term open big hit state, the number of rounds is smaller than that in the normal open big hit state. In addition, in these short-term open big hit states, it is practically impossible to get a ball (prize ball) by setting the open period of the big prize opening to the second period (such as 0.1 second) for all rounds. It is good also as a big hit game state. That is, in the big hit gaming state as the short-term opening round specific gaming state, the period during which the game ball is changed to the first state in which the game ball easily passes (enters) in each round is longer than the first period in the normal opening round specific gaming state. The second period is shorter and the second round number is less than the first round number in the normal open round specific game state. It is only necessary that the number of winning balls (prize balls) that can be acquired is less than the big hit state.

  When the small hit symbol (for example, the number “2”) is stopped and displayed, after the small hit symbol is derived as a confirmed special symbol, the small hit symbol is controlled as a special gaming state. good. Specifically, in the small winning game state, for example, the special variable winning ball device 7 is advantageous to the player in the special variable winning ball device 7 as in the above-described short-term open big hit state in which a ball (prize ball) is not substantially obtained The variable winning operation for changing to the first state (open state) may be executed.

  In the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R provided in the effect display device 5, a special game using the first special symbol in the first special symbol display device 4A and In response to the start of any of the special symbol games using the second special symbol in the second special symbol display device 4B, the variation display of the effect symbols is started. The period from the start of the variation display of the effect symbols to the end of the variation display due to the stop display of the confirmed effect symbols in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, 5R Then, the variation display state of the effect symbol may be a predetermined reach state.

  Here, the reach state refers to an effect design (“reach variation design”) that has not been stopped yet when the effect design that is stopped and displayed in the display area of the effect display device 5 forms part of the jackpot combination. Is also a display state in which the fluctuation continues, or a display state in which all or part of the design symbols change synchronously while constituting all or part of the jackpot combination. Specifically, in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R (for example, “left” and “right” effect symbol display areas 5L and 5R, etc.) in advance. The remaining effect symbol display area (for example, “medium” effect) that has not been stopped yet when the effect symbol (for example, the effect symbol indicating the alphanumeric character of “7”) constituting the determined jackpot combination is stopped and displayed. In the symbol display area 5C, etc., the presentation symbols are changing, or in all or part of the “left”, “middle”, “right” effect symbol display areas 5L, 5C, 5R. This is a display state that changes in synchronization while constituting all or part of the combination.

  In response to the reach state, the variation speed of the effect symbol is reduced, or a character image (effect image imitating a person) different from the effect symbol is displayed in the display area of the effect display device 5. Or change the display mode of the background image, play and display a moving image that is different from the production symbol, or change the variation mode of the production symbol, so that the production operation different from before reaching the reach state is executed May be. Such an effect operation such as display of the character image, change of the display mode of the background image, reproduction display of the moving image, and change of the change mode of the effect pattern is referred to as reach effect display (or simply reach effect). In the reach effect, not only the display operation in the effect display device 5, but also the sound output operation by the speakers 8L and 8R, the lighting operation (flashing operation) in the light emitter such as the game effect lamp 9, and the like are in the reach state. An operation mode different from the previous operation mode may be included.

  As an effect operation in the reach effect, a plurality of types of effect patterns (also referred to as “reach patterns”) having different operation modes (reach modes) may be prepared in advance. Each reach mode has a different possibility of “big hit” (also referred to as “reliability” or “big hit reliability”). That is, it is possible to vary the possibility that the variable display result will be a “big hit” depending on which of the multiple types of reach effects is executed.

  As an example, in this embodiment, as shown in FIG. 9, reach modes such as normal reach, super reach α, and super reach β are preset. And, when the reach form of super reach such as super reach α and super reach β appears, there is a possibility that the fluctuation display result will be “big hit” compared to the case where the reach form of normal reach appears (expected degree of big hit) Becomes higher. Further, in the present embodiment, in the reach form of super reach such as super reach α and super reach β, when super reach β appears, the fluctuation display result is “big hit” compared to when super reach α appears. The expectation level for the jackpot is high (the expectation level for the jackpot: super reach β> super reach α> normal reach).

  In this embodiment, as will be described later, in reach, the variation time is set such that super reach β> super reach α> normal reach (see FIG. 9), and the longer the variation time, the larger the hit. Expectation is getting higher.

  During the variation display of the production symbol, unlike the reach production, there is a possibility that the variation display state of the production symbol will be the reach state, the variation display result may be a `` big hit '', etc. A variable display effect such as “slip” or “pseudo-run” may be executed to notify the player in accordance with a variable display mode of the effect symbol. It is only necessary to determine whether or not these “sliding” and “pseudo-continuous” variation display effects should be executed in response to the variation pattern being determined on the main board 11 side. Whether or not the “slip” variation display effect is to be executed on the effect control board 12 side may be determined regardless of the variation pattern determined on the main board 11 side.

  During the variation display of the production symbols, unlike the reach production or the variation display production such as “slide” or “pseudo-run”, for example, a predetermined production image is displayed, an image display that is a message, an audio output, a lamp There is a possibility that the variation display state of the production symbol becomes the reach state by the production operation different from the variation display operation of the production symbol such as lighting, or the reach production by the super reach may be executed. In addition, a notice effect may be executed to notify the player in advance that the variation display result may be a “big hit”. The effect operation that becomes the notice effect is the change display state of the effect symbol after the effect symbol display is started in all of the effect symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right”. May be executed (started) before the reach state is reached (before the effect symbols are temporarily stopped and displayed in the “left” and “right” effect symbol display areas 5L and 5R). Further, the notice effect that informs that there is a possibility that the variation display result may be a “hit” may include one that is executed after the variation display state of the effect symbol becomes the reach state.

  The notice effect may include a hold display notice effect. The hold display announcement effect is based on the change in the display mode such as the hold display of the special game before the start of the change display that is subject to the advance notice. This is a suggested announcement. In particular, the effect of continuously notifying the possibility that the result of the variable display will be a “big hit” over the variable display of the effect symbol that is executed multiple times in response to multiple special figure games is a continuous notice effect (continuous It is also called production. In addition, while the special figure game is executed once, the effect design is temporarily stopped and displayed, and then the effect display for changing the effect design again (pseudo continuous change, re-change) is performed a predetermined number of times. In a game machine that performs a “pseudo-continuous” variation display effect that makes it appear as if multiple variation displays are being performed, the variation display result is “big hit” over the pseudo multiple variation displays. A notice effect for continuously notifying the possibility and the like is also included in the continuous notice effect (continuous effect).

  When a special symbol that becomes a lost symbol is stopped (derived) as a confirmed special symbol in the special symbol game, the variation display state of the production symbol does not reach the reach state after the variation display of the production symbol is started. In addition, a definite effect symbol that is a predetermined non-reach combination may be stopped and displayed. Such a variation display mode of the effect symbol is referred to as a “non-reach” (also referred to as “normal loss”) variable display mode when the variation display result is “losing”.

  When a special symbol that becomes a lost symbol is stopped (derived) as a confirmed special symbol in the special symbol game, the variation display state of the production symbol becomes the reach state after the variation display of the production symbol is started. Correspondingly, after the reach effect is executed, or when the reach effect is not executed, a confirmed effect symbol that becomes a predetermined reach lose combination may be stopped and displayed. Such a variation display result of the effect symbol is referred to as a variation display mode of “reach” (also referred to as “reach lose”) when the variation display result is “losing”.

  Corresponding to the fact that the variation display state of the production symbol has reached the reach state when the jackpot symbol indicating the number “3” is stopped and displayed as a special symbol that is a jackpot symbol as a special symbol to be confirmed in the special symbol game Then, after a predetermined reach effect is executed, a definite effect symbol that is a predetermined normal big hit combination (also referred to as “non-probable variable big hit combination”) among a plurality of types of big hit combinations is stopped and displayed. It should be noted that the non-probable big hit combination may be stopped and displayed as a confirmed effect symbol without the reach effect being executed.

  The confirmed effect symbol which is a normal big hit combination (non-probable variation big hit combination) is variably displayed in, for example, the “left”, “middle” and “right” effect symbol display areas 5L, 5C and 5R in the effect display device 5. Among the effect symbols having the symbol numbers “1” to “8”, any one of the effect symbols having the even symbol numbers “2”, “4”, “6”, “8” is “left”, “ What is necessary is just to be able to be stopped and displayed on a predetermined effective line in each of the effect display areas 5L, 5C, and 5R of “middle” and “right”. The effect symbols having the even number “2”, “4”, “6”, “8” constituting the normal jackpot combination are referred to as normal symbols (also referred to as “non-probable variation symbols”).

  Corresponding to the fact that the confirmed special symbol in the special figure game becomes the normal jackpot symbol, after the predetermined reach effect is executed, the finalized symbol of the normal jackpot combination (non-probable variable jackpot combination) is stopped and displayed. The variable display mode is referred to as a variable display mode (also referred to as “big hit type”) of “non-probable change” (also referred to as “normal big hit”) when the variable display result is “big hit”. It should be noted that the normal jackpot combination (non-probable variation jackpot combination) may be stopped and displayed as the confirmed effect symbol without executing the reach effect. Based on the fact that the fluctuation display result is “big hit” for the big hit type of “non-probable change”, the normal open big hit state is controlled, and after the end, time reduction control (time reduction control) is performed. By performing the time reduction control, the special symbol change display time (special figure change time) in the special figure game is shortened compared to the normal state. In the short-time control, so-called electric chew support is performed in which the winning frequency of the normal symbol is increased and the winning frequency of the normal variable winning ball device 6B is increased as described later. Here, the normal state is a normal game state that is different from a specific game state such as a big hit game state, and the initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed, after the power is turned on) The same control as in the state in which the initialization process is executed is performed. In the time-saving control, one of the conditions is established first, that is, a special game is executed a predetermined number of times (for example, 100 times) after the big hit gaming state ends, and the fluctuation display result is “big hit”. Sometimes it just needs to end.

  As a confirmed special symbol in the special symbol game, out of the special symbol that becomes the big hit symbol, when the probability variable big hit symbol such as the special symbol indicating the number “7” is stopped and displayed, the variation display state of the production symbol is the reach state. Correspondingly, after the reach effect similar to the case where the variation display mode of the effect symbol is “normal” is executed, the definite effect symbol that becomes a predetermined probability variation jackpot combination among a plurality of types of jackpot combinations May be stopped. It should be noted that the probability variation big hit combination may be stopped and displayed as the confirmed effect symbol without the reach effect being executed. The confirmed effect symbol that is a probable big hit combination is, for example, a symbol number “1” that is variably displayed in each of the effect symbol display areas 5L, 5C, and 5R of the “left”, “middle”, and “right” in the effect display device 5. Among the effect symbols of “8”, the effect symbol whose symbol number is “7” is a predetermined effective line in the effect symbol display areas 5L, 5C, 5R of “left”, “middle”, and “right”. What is necessary is just to be able to be stopped and displayed all together. The effect symbol having the symbol number “7” constituting the probability variation jackpot combination is referred to as a probability variation symbol. When the probability variation jackpot symbol is stopped and displayed as the confirmed special symbol in the special figure game, the confirmed effect symbol that is a normal jackpot combination may be stopped and displayed as a variation display result of the effect symbol.

  As a confirmed special symbol in the special symbol game, among the special symbols that become short-term open round jackpot symbols, when the probability variation jackpot symbol such as the special symbol indicating the number “5” is stopped and displayed, the change display state of the production symbol is Corresponding to the reach state, after the reach effect similar to the case where the variation display mode of the effect symbol is “normal” is executed, the predetermined probable big hit combination is selected from a plurality of types of big hit combinations. The confirmed effect design may be stopped and displayed. It should be noted that the probability variation big hit combination may be stopped and displayed as the confirmed effect symbol without the reach effect being executed. The confirmed effect symbol that is a probable big hit combination is, for example, a symbol number “1” that is variably displayed in each of the effect symbol display areas 5L, 5C, and 5R of the “left”, “middle”, and “right” in the effect display device 5. ~ Among the effect symbols of “8”, any one of the effect symbols having the odd number “1”, “3”, “5” other than the symbol number “7” is “left”, “middle”, “right” As long as it is stopped and displayed on a predetermined effective line in each of the effect symbol display areas 5L, 5C, and 5R. The effect symbols having the symbol numbers “1”, “3”, and “5” constituting the probability variation jackpot combination are referred to as probability variation symbols in the same manner as the effect symbol “7” described above. In addition, when the probability variation jackpot symbol is stopped and displayed as a confirmed special symbol in the special figure game, the confirmed effect symbol that is a normal jackpot combination may be stopped and displayed as a variation display result of the effect symbol. Good.

  Regardless of whether the confirmed effect symbol is a normal jackpot combination or a promiscuous jackpot combination, the variation display mode in which the probability variation jackpot symbol is stopped and displayed as a confirmed special symbol in the special figure game will have a "big hit" variation display result. This is referred to as a variation display mode of “probability variation” (also referred to as “big hit type”). In this embodiment, among the big hit types of “probability change”, the control is set to the normally open big hit state based on the fact that “7 big” is displayed as the confirmed special symbol and the result is “big hit”. After that, probability variation control (probability variation control) is performed together with time reduction control. On the other hand, among the big hit types of “probable change”, it is controlled to the short-open big hit state based on the fact that “5 big” is displayed as the confirmed special symbol, and the short-term open big hit state is controlled. At the same time, probability variation control (probability variation control) is performed.

  By performing the probability variation control, the probability that the fluctuation display result (special display result) becomes “big hit” in each special figure game is improved so as to be higher than that in the normal state. The probability variation control may be ended when the condition that the fluctuation display result is “big hit” and the game is controlled to the big hit gaming state again after the big hit gaming state is ended. Similar to the time reduction control, the probability variation control is ended when a predetermined number of times (for example, 100 times the same as the time reduction number or 90 times different from the time reduction number) are executed after the end of the big hit gaming state. May be. In addition, even if the probability variation control is ended when the probability variation control is ended by the probability variation control lottery executed every time the special game is started after the big hit gaming state is ended, the probability variation control is terminated. Good.

  When the time-shortening control is performed, the normal symbol display unit 20 controls the normal symbol in the normal symbol game so that the variation time of the normal symbol (ordinary symbol variation time) is shorter than that in the normal state. Control to improve the probability that the display result is “per normal figure” than in the normal state, and tilt control of the movable blade piece in the normal variable winning ball apparatus 6B based on the fact that the fluctuation display result is “per normal figure”. The game ball can easily pass (enter) the second start winning opening, such as a control to make the tilt control time for performing longer than that in the normal state, and a control to increase the number of tilts than in the normal state. Control (electricity support control) that is advantageous to the player by increasing the possibility that the start condition is satisfied is performed. In this way, the control that facilitates the entry of the game ball into the second start winning opening in accordance with the time-shortening control and is advantageous to the player is also referred to as high opening control. As the high opening control, any one of these controls may be performed, or a plurality of controls may be performed in combination.

  By performing the high opening control, the frequency at which the second start winning opening becomes the expanded opening state is higher than when the high opening control is not performed. As a result, the second starting condition for executing the special figure game using the second special figure in the second special symbol display device 4B can be easily established, and the special figure game can be executed frequently. The time until the fluctuation display result becomes “big hit” is shortened. The period during which the high opening control can be performed is also referred to as a high opening control period, and this period may be the same as the period during which the time reduction control is performed.

  The gaming state in which both the short time control and the high opening control are performed is also referred to as a short time state or a high base state. The gaming state in which the probability variation control is performed is also referred to as a probability variation state or a high probability state. A gaming state in which the time-shortening control or the high opening control is performed together with the probability variation control is also referred to as a high probability high base state. In this embodiment, the gaming state to be controlled is not set, but the probability variation state in which only the probability variation control is performed and the time-shortening control or the high opening control is not performed is also referred to as a high probability low base state. In addition, only the gaming state in which the time-shortening control or the high opening control is performed together with the probability variation control is sometimes referred to as a “probability variation state”, and may be referred to as a time variation probability variation state in order to distinguish from the high probability low base state. On the other hand, a probability variation state (high probability low base state) in which only time variation control is performed and time reduction control or high opening control is not performed is sometimes referred to as a time variation probability variation state in order to be distinguished from a high accuracy high base state. The short time state in which the short time control or the high opening control is performed without performing the probability variation control is also referred to as a low probability high base state. The normal state in which neither the probability variation control, the time reduction control nor the high opening control is performed is also referred to as a low probability low base state. When at least one of time-shortening control and probability variation control is performed in a gaming state other than the normal state, the probability that the special-figure game can be executed frequently and the fluctuation display result in each special-figure game will be “big hit” As a result, the player is in an advantageous state. A gaming state advantageous to a player different from the big hit gaming state is also referred to as a special gaming state.

  When the small hit symbol is stopped and displayed, the game state is not changed after controlling to the small hit game state described above, and the game state before the change display result becomes “small hit” is displayed. Control may be continued.

  The re-lottery effect may be executed during the variation display of the effect symbol in which the confirmed effect symbol is a non-probable variation jackpot combination or a probability variation jackpot combination. In the re-lottery effect, after the effect symbols that are normally a big hit combination are temporarily displayed in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R on the effect display device 5, for example, “left ”,“ Middle ”,“ right ”effect symbol display areas 5L, 5C, 5R, with the same effect symbols in the same state, are changed again, and the effect symbol (probability variable symbol) that is a probabilistic big hit combination and the normal big hit One of the effect symbols (normal symbols) to be combined is stopped and displayed as a final effect symbol (final stop display). Here, when the re-lottery effect is executed when the big hit type is “non-probable change”, as the re-lottery effect, the confirmed effect symbol that becomes the normal jackpot combination after re-changing the temporarily stopped effect symbol It is only necessary to perform a re-lottery selection effect for deriving and displaying. On the other hand, when the re-lottery effect is executed when the big hit type is “probable change”, as the re-lottery effect, after the re-variation of the temporarily stopped display effect symbol, the definite effect that becomes the probable big hit combination A re-lottery winning effect that stops and displays a symbol may be executed, or a re-lottery winning effect may be executed.

  After a definitive performance symbol that is normally a big hit combination (non-probability variable big hit combination) is derived and displayed, at the start of the big hit gaming state or during the execution of a round in the big hit gaming state, one of the rounds ends in the big hit gaming state Probability of whether or not to control to the probabilistic state in the period from the start of the next round to the start of the next round, the period from the end of the last round in the jackpot game state to the start of the next variable display game, etc. A promotion effect during the big hit may be executed as a notification effect. A notification effect similar to the jackpot promotion effect may be executed during the first variable display game after the end of the jackpot gaming state. The jackpot promotion effect that is executed after the final round in the jackpot game state is particularly called “ending promotion effect”.

  In the jackpot promotion effect, there is a jackpot promotion promotion effect that informs that there is a promotion that the game state becomes a probable change state even though the confirmed effect pattern is usually a jackpot combination, and that there is no promotion that becomes a probable change state There is a promotion promotion failure during the jackpot to be notified. For example, in the jackpot promotion effect, the effect symbol is variably displayed in the display area of the effect display device 5, and either the normal symbol or the probability variation symbol is stopped and displayed as the effect display result, or the effect symbol variation display is performed. May be notified so that the player can recognize the presence or absence of promotion to be in a certain change state by displaying different effect images.

  Various control boards such as a main board 11, an effect control board 12, an audio control board 13, and a lamp control board 14 as shown in FIG. 2 are mounted on the pachinko gaming machine 1. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as a payout control board, an information terminal board, a launch control board, and an interface board are disposed on the back surface of the game board 2 in the pachinko gaming machine 1.

  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is mainly addressed to a sub-side control board composed of a random number setting function used in a special game, a function of inputting a signal from a switch or the like disposed at a predetermined position, and an effect control board 12. A function of outputting and transmitting a control command as an example of command information as a control signal, a function of outputting various information to a hall management computer, and the like are provided. In addition, the main board 11 performs on / off control of each LED (for example, segment LED) constituting the first special symbol display device 4A and the second special symbol display device 4B, and thereby the first special diagram and the second special diagram. The display of fluctuation of a predetermined display pattern such as controlling the fluctuation display of the normal symbol display 20 or controlling the fluctuation display of the normal symbol by the normal symbol display 20 by controlling the lighting / extinguishing / coloring control of the normal symbol display 20 is performed. It also has a function to control.

  The main board 11 includes, for example, a game control microcomputer 100, a switch circuit 110 that receives detection signals from various switches for game ball detection and transmits the detection signals to the game control microcomputer 100, and the game control microcomputer 100. A solenoid circuit 111 for transmitting a solenoid drive signal to the solenoids 81 and 82 is mounted.

  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and produces the effect display device 5, speakers 8L, 8R. Various circuits for controlling the production operation by the electrical components for production such as the game effect lamp 9, the first production motor 510, the second production motor 511, the electromagnetic clutch 520, and the stopper 513 are mounted. In other words, the effect control board 12 includes all or part of the display operation in the effect display device 5 and the sound output operation from the speakers 8L and 8R, all or part of the lighting / extinguishing operation in the game effect lamp 9, etc. A function of determining the control content for causing the electrical component for production to execute a predetermined production operation, such as the operation 501, is provided.

  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and outputs sound from the speakers 8 </ b> L and 8 </ b> R based on commands and control data from the effect control board 12. For example, a processing circuit for executing audio signal processing is mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and is turned on / off in the game effect lamp 9 and the like based on commands and control data from the effect control board 12. A lamp driver circuit for driving is mounted.

  As shown in FIG. 2, wiring for transmitting detection signals from the gate switch 21, the first start port switch 22 </ b> A, the second start port switch 22 </ b> B, and the count switch 23 is connected to the main board 11. The gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 have an arbitrary configuration that can detect a game ball as a game medium, such as a sensor. What is necessary is just to have. In addition, the main board 11 includes a first special symbol display device 4A, a second special symbol display device 4B, a normal symbol display device 20, a first hold display device 25A, a second hold display device 25B, and a general drawing hold display device 25C. Wiring for transmitting a command signal for performing display control such as is connected.

  A control signal transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15. The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted and received as an electric signal. The effect control command includes, for example, a display control command used for controlling an image display operation in the effect display device 5, a sound control command used for controlling sound output from the speakers 8L and 8R, and a game effect lamp 9. And a lamp control command used for controlling the lighting operation of the decoration LED and the like.

  FIG. 7A is an explanatory diagram showing an example of the contents of the effect control command used in the present embodiment. The effect control command has, for example, a 2-byte structure, and the first byte indicates MODE (command classification), and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always “1”, and the first bit of the EXT data is “0”. The command form shown in FIG. 7A is an example, and other command forms may be used. In this example, the control command is composed of two control signals. However, the number of control signals constituting the control command may be one or a plurality of three or more.

  In the example shown in FIG. 7A, the command 8001H is a first change start command that specifies the start of change in the special figure game using the first special figure in the first special symbol display device 4A. Command 8002H is a second variation start command for designating the start of variation in a special symbol game using the second special symbol in second special symbol display device 4B. Command 81XXH is an effect that is displayed in a varying manner in each of the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R in the effect display device 5 in response to the special symbol change display in the special game. This is a variation pattern designation command for designating a variation pattern (variation time) such as a symbol. Here, XXH indicates an unspecified hexadecimal number, and may be a value arbitrarily set according to the instruction content by the effect control command. In the variation pattern designation command, different EXT data is set according to the variation pattern to be designated.

  Command 8CXXH is a variable display result notification command, and is an effect control command for designating a variable display result such as a special symbol or effect symbol. In the variable display result notification command, for example, as shown in FIG. 7B, the determination result (predetermined result) whether the variable display result is “lost” or “big hit”, and the variable display result is “big hit”. The different EXT data is set in accordance with the determination result (the jackpot type determination result) as to which of a plurality of types of jackpot types in the case of "".

  In the variable display result notification command, for example, as shown in FIG. 7B, the command 8C00H is a first variable display result designation command indicating a pre-determined result indicating that the variable display result is “lost”. The command 8C01H is a second variable display result designation command for notifying the advance determination result and the big hit type determination result that the fluctuation display result is “big hit” and the big hit type is “probable big hit A”. The command 8C02H is a third variable display result designation command for notifying the advance determination result and the big hit type determination result that the fluctuation display result is “big hit” and the big hit type is “probable big hit B”. The command 8C03H is a fourth variable display result designation command for notifying the advance determination result and the big hit type determination result that the fluctuation display result is “big hit” and the big hit type is “non-probable variable big hit”. In order to generate a small hit, a variable display result designation command (for example, command 8CX4H (X is an arbitrary value from 1 to 3)) corresponding to the small hit is set. It is sufficient to notify the result of the preliminary determination that “

  The command 8F00H is a symbol confirmation command for designating the stop (decision) of the variation of the effect symbols in the effect symbol display areas 5L, 5C, and 5R of the “left”, “middle”, and “right” in the effect display device 5. The command 95XXH is a gaming state designation command for designating the current gaming state in the pachinko gaming machine 1. In the gaming state designation command, for example, different EXT data is set according to the current gaming state in the pachinko gaming machine 1. As a specific example, the command 9500H is a first gaming state designation command corresponding to a gaming state (low probability low base state, normal state) in which neither the time shortening control nor the probability variation control is performed, and the command 9501H is performed by the time shortening control. On the other hand, a second gaming state designation command corresponding to a gaming state (low probability high base state, short time state) in which probability variation control is not performed is used. In addition, the command 9502H is a third gaming state designation command corresponding to a gaming state (highly accurate low base state, timeless probability changing state) in which probability variation control is performed while time variation control is not performed, and command 9503H is time variation control and probability variation. It is assumed that the fourth gaming state designation command corresponds to the gaming state in which the control is performed together (highly accurate high base state, time-variable probability changing state).

  The command A0XXH is a jackpot start designation command (also referred to as “fanfare command”) for designating display of an effect image indicating the start of the jackpot gaming state. The command A1XXH is a large winning opening opening notification command for notifying that the big winning opening is in the open state in the big hit gaming state. The command A2XXH is a notification command after the big winning opening is opened to notify that the big winning opening is changed from the open state to the closed state in the big hit gaming state. The command A3XXH is a jackpot end designation command for designating display of an effect image at the end of the jackpot gaming state.

  In the jackpot start designation command or jackpot end designation command, for example, EXT data similar to the variable display result notification command is set, so that different EXT data may be set according to the pre-determined result or the jackpot type determination result. . Alternatively, in the jackpot start designation command or jackpot end designation command, the correspondence relationship between the pre-decision result and the jackpot type decision result and the set EXT data may be different from the correspondence relationship in the variable display result notification command. . In the notification command during the opening of the big winning opening and the notification command after the opening of the big winning opening, for example, different EXT data corresponding to the number of round executions (for example, “1” to “15”) in the normal opening big hit state or the short-term opening big hit state. Is set.

  The command B100H is based on the fact that the game ball that has passed (entered) the first start winning opening formed by the normal winning ball apparatus 6A is detected by the first start opening switch 22A and a start winning (first start winning) has occurred. The first start opening prize designation command for notifying that the first start condition for executing the special figure game using the first special figure in the first special symbol display device 4A is established. The command B200H indicates that the game ball that has passed (entered) the second start winning opening formed by the normally variable winning ball apparatus 6B is detected by the second start opening switch 22B and a start winning (second start winning) has occurred. Based on this, the second start opening prize designation command is used to notify that the second start condition for executing the special figure game using the second special figure in the second special symbol display device 4B is established.

  The command C1XXH is a first reserved memory number notification command for notifying the first special figure reserved memory number so that the special figure reserved memory number can be specified in the first reserved memory display area 5D or the like. The command C2XXH is a second reserved memory number notification command for notifying the second special figure reserved memory number so that the special figure reserved memory number can be specified in the second reserved memory display area 5U or the like. The first reserved memory number notification command is, for example, when the first start opening winning designation command is transmitted based on the fact that the game ball passes (enters) the first starting winning opening and the first start condition is satisfied. , Transmitted from the main board 11 to the effect control board 12. The second reserved memory number notification command is, for example, when the second start opening winning designation command is transmitted based on the fact that the game ball passes (enters) the second start winning opening and the second start condition is satisfied. , Transmitted from the main board 11 to the effect control board 12. In addition, the first reserved memory number notification command and the second reserved memory number notification command are used when the first start condition or the second start condition is satisfied (when the reserved memory number decreases). It may be transmitted in response to the start of execution.

  Instead of the first reserved memory number notification command and the second reserved memory number notification command, a total reserved memory number notification command for notifying the total reserved memory number may be transmitted. That is, a total pending storage number notification command for notifying an increase (or decrease) in the total pending storage number may be used.

  The command C4XXH and the command C6XXH are effect control commands (winning determination result designation command) indicating the contents of the winning determination result. Of these, the command C4XXH is a symbol designating command indicating whether or not the fluctuation display result is “big hit” and the big hit type (probability variation, non-probability variation or sudden probability) as the determination result at the time of winning. The command C6XXH is a variation category indicating a determination result of whether the random value MR3 for variation pattern determination is a variation pattern of “non-reach”, “super-reach”, or “other” as a determination result at the time of winning. It is a command.

  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 for storing a game control program, fixed data, and the like, and a game control work. A RAM (Random Access Memory) 102 that provides an area, a CPU (Central Processing Unit) 103 that executes a control program by executing a game control program, and updates numeric data indicating random values independently of the CPU 103 It comprises a random number circuit 104 that performs and an input / output port (I / O) 105.

  As an example, in the game control microcomputer 100, a process for controlling the progress of the game in the pachinko gaming machine 1 is executed by the CPU 103 executing a program read from the ROM 101. At this time, the CPU 103 reads out fixed data from the ROM 101, the CPU 103 writes various fluctuation data in the RAM 102, temporarily stores the fluctuation data, and the CPU 103 temporarily stores various fluctuation data in the RAM 102. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed.

  FIG. 8 is an explanatory diagram illustrating a random number value counted on the main board 11 side. As shown in FIG. 8, in this embodiment, on the main board 11 side, a random value MR1 for determining a special figure display result, a random value MR2 for determining a big hit type, a random value MR3 for determining a variation pattern, The numerical data indicating each of the random number values MR4 for display result determination is controlled to be countable. In addition, in order to improve a game effect, random numbers other than these may be used. Such random numbers used to control the progress of the game are also referred to as game random numbers.

  The random number circuit 104 only needs to count numerical data indicating some or all of these random number values MR1 to MR4. The CPU 103 uses the random counter different from the random number circuit 104 such as a random counter provided in the game control counter setting unit 154 shown in FIG. Numerical data indicating a part of MR4 may be counted.

  The random value MR1 for determining the special figure display result is a random value used for determining whether or not to control the big hit gaming state with the fluctuation display result of the special symbol or the like in the special figure game as “big hit”. It takes a value in the range of “1” to “65536”. The random number MR2 for determining the big hit type is used to determine the big hit type as “probable big hit A”, “probable big hit B”, or “non-probable” when the variation display result is “big hit”. It is a random value and takes a value in the range of “1” to “100”, for example.

  The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variation display of the special symbol or the effect symbol as one of a plurality of types prepared in advance. For example, “1” to “ It takes a value in the range of “997”.

  The random number value MR4 for determining the normal figure display result is used to determine whether the fluctuation display result in the normal figure game by the normal symbol display 20 is "per normal figure" or "missing the normal figure". For example, it takes a value in the range of “3” to “13”.

  FIG. 9 shows a variation pattern in the present embodiment. In this embodiment, among the cases where the variation display result is “losing”, the variation display mode of the production symbol is “non-reach” and “reach”, respectively, and the variation display Corresponding to the case where the result is “big hit”, a plurality of variation patterns are prepared in advance. The variation pattern corresponding to the case where the variation display result is “losing” and the variation display mode of the effect symbol is “non-reach” is called a non-reach variation pattern (also referred to as “non-reach loss variation pattern”). The variation pattern corresponding to the case where the display result is “losing” and the variation display mode of the effect symbol is “reach” is referred to as a reach variation pattern (also referred to as “reach loss variation pattern”). Further, the non-reach variation pattern and the reach variation pattern are included in the loss variation pattern corresponding to the case where the variation display result is “lost”. A variation pattern corresponding to the case where the variation display result is “big hit” is referred to as a big hit variation pattern.

  The big hit variation pattern and the reach variation pattern include a normal reach variation pattern in which a normal reach reach effect is executed and a super reach change pattern in which a super reach reach effect such as super reach α and super reach β is executed. In this embodiment, only one type of normal reach variation pattern is provided. However, the present invention is not limited to this, and a plurality of normal reach α, normal reach β,... The normal reach fluctuation pattern may be provided. Also, in the super reach variation pattern, three or more super reach variation patterns such as super reach γ... In addition to super reach α and super reach β may be provided.

  As shown in FIG. 9, the special figure fluctuation time of the normal reach fluctuation pattern in which the reach effect of the normal reach in the present embodiment is executed is set shorter than the super reach α and super reach β that are the super reach fluctuation patterns. . In addition, regarding the special figure variation time of the super reach variation pattern in which super reach reach production such as super reach α and super reach β in this embodiment is performed, the variation pattern in which super reach β super reach production is performed. However, the special figure variation time is set longer than the variation pattern in which the super reach production of the super reach α is executed.

  In the present embodiment, as described above, since the variation display result is “big hit” in the order of super reach β, super reach α, and normal reach, the big hit expectation is set higher. In the reach variation pattern, the longer the variation time, the higher the degree of expectation for jackpot.

  In this embodiment, as will be described later, these fluctuation patterns are determined by determining the type of the fluctuation pattern first, such as a non-reach type, a normal reach type, a super reach type, etc. Therefore, instead of determining the variation pattern to be executed from the variation pattern belonging to the variation pattern belonging to the determined type, it is determined using only the random value MR3 for variation pattern determination without determining these types. However, the present invention is not limited to this. For example, in addition to the random value MR3 for determining the variation pattern, a random value for determining the variation pattern type is provided to determine the variation pattern type. The variation pattern to be executed from the variation pattern belonging to the variation pattern belonging to the determined type after first determining the variation pattern type from the random value. It is also possible to determine the emissions.

  In addition to the game control program, the ROM 101 included in the game control microcomputer 100 shown in FIG. 2 stores various selection data and table data used for controlling the progress of the game. . For example, the ROM 101 stores data constituting a plurality of determination tables, determination tables, setting tables, and the like prepared in advance for the CPU 103 to perform various determinations, determinations, and settings. Further, the ROM 101 stores a plurality of types of table data constituting a plurality of command tables used for the CPU 103 to transmit control signals serving as various control commands from the main board 11 and a variation pattern as shown in FIG. Table data constituting a variation pattern table to be stored is stored.

  FIG. 10 shows a configuration example of a display result determination table stored in the ROM 101. In this embodiment, a common display result determination table is used for the first special figure and the second special figure as the display result determination table. However, the present invention is not limited to this, and for example, small hits. In the case where the winning probability for small hits is made different between the first special figure and the second special figure, separate display result determination tables are used for the first special figure and the second special figure. You may do it.

  The display result determination table is determined as a variable display result in a special figure game using the first special figure by the first special symbol display device 4A or a special figure game using the second special figure by the second special symbol display device 4B. Before the special symbol is derived and displayed, it is referred to determine whether or not to control the big hit gaming state with the fluctuation display result as “big hit” based on the random value MR1 for determining the special figure display result. It is a table.

  In the display result determination table of the present embodiment, the special figure display result depends on whether the gaming state in the pachinko gaming machine 1 is a normal state, a short time state (low accuracy state), or a probability variation state (high accuracy state). A numerical value (determination value) to be compared with the determination random number MR1 is assigned to the special figure display result of “big hit” or “losing”.

  In the display result determination table, the table data indicating the determination value compared with the random value MR1 for determining the special figure display result is the determination result as to whether or not the special figure display result is controlled as the big hit gaming state. It is data for determination to be assigned. In the display result determination table of the present embodiment, when the gaming state is the probability variation state (high probability state), more judgment values than the normal state or the short time state (low probability state) are “big hit”. It is assigned to the special map display result. As a result, in the probability variation state (high probability state) in which the probability variation control is performed in the pachinko gaming machine 1, the special figure display result is controlled as the “big hit” in the normal state or the short time state (low probability state) to control the big hit gaming state. Then, compared to the probability determined (about 1/300 in the present embodiment), the probability of determining to control the big hit gaming state with the special figure display result as “big hit” is higher (about 1/30 in the present embodiment). ). That is, in the display result determination table, when the gaming state in the pachinko gaming machine 1 is a probability variation state (high probability state), there is a probability that it is determined to control to the big hit gaming state compared to the normal state or the short time state. The determination data is assigned to the determination result as to whether or not to control the big hit gaming state so as to increase.

FIG. 11A shows a configuration example of a jackpot type determination table stored in the ROM 101. In the jackpot type determination table of the present embodiment, when it is determined to control the jackpot gaming state with the special figure display result as “big hit”, one of a plurality of jackpot types is selected based on the random number MR2 for jackpot type determination. It is a table that is referred to in order to determine. In the jackpot type determination table, whether the special symbol on which the variable display (variation) is performed in the special symbol game is the first special symbol (the special symbol game by the first special symbol display device 4A) or the second special symbol (second special symbol) Depending on whether it is a special game by the symbol display device 4B), the numerical value (determination value) compared with the random value MR2 for jackpot type determination is “non-probability variation”, “probability variation jackpot A”, “probability variation jackpot B” Are assigned to a plurality of types of jackpot types.

  Here, the jackpot type in this embodiment will be described with reference to FIG. 11B. In this embodiment, as the jackpot type, high-accuracy control and time-shortening control are executed after the jackpot game state is finished. The probability variation big hit A and the probability variation big hit B that shift to the accurate base state, and the non-probable big hit that shifts to the low accuracy high base state by executing only the time-shortening control after the big hit gaming state is set.

  In the big hit gaming state with “probable big hit A” and the big hit gaming state with “non-probable big hit”, as described above, there are 16 rounds of changing the special variable winning ball apparatus 7 to the first state advantageous to the player (so-called 16 rounds), which is a recurring normally open jackpot. On the other hand, in the big hit gaming state with “probable big hit B”, as described above, the round in which the special variable winning ball apparatus 7 is changed to the first state advantageous to the player is repeatedly executed four times (so-called four rounds). It is a short-term open jackpot. Accordingly, “probability variation big hit A” may be called 16 round (16R) probability variation big hit, and “probability variation big hit B” may be called 4 round (4R) probability variation big hit.

  The high-accuracy control and the time-shortening control executed after the end of the big hit gaming state of the probability changing big hit A and the probability changing big hit B are continuously executed until the big hit occurs again after the end of the big hit gaming state. Therefore, when the big hit that has occurred again is the probable big hit A or the probable big hit B, the high-precision control and the short-time control are executed again after the big hit gaming state ends, so the big hit gaming state does not go through the normal state. It becomes a so-called consecutive resort state that occurs continuously.

  On the other hand, the time-shortening control that is executed after the end of the big hit gaming state due to “non-probable big hit” is that a special number game is executed a predetermined number of times (in this embodiment, 100 times) or the predetermined number of special figure games is executed. The game is ended by being in a big hit gaming state before is executed.

In the setting example of the big hit type determination table shown in FIG. 11A, “probable big hit A” and “probable big hit B” are set according to whether the fluctuation special chart is the first special figure or the second special figure. Allocation of judgment value for jackpot type is different. That is, when the variation special chart is the first special chart, a predetermined range of determination values (values in the range of “81” to “100”) are assigned to the big hit type of “probability big hit B” with a small number of rounds. On the other hand, when the fluctuation special chart is the second special chart, the determination value is not assigned to the big hit type of “probability big hit B”. With such a setting, the jackpot type is determined as one of a plurality of types based on the fact that the first start condition for starting the special figure game using the first special figure by the first special symbol display device 4A is satisfied. And determining the jackpot type as one of a plurality of types based on the fact that the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B is satisfied. Thus, the ratio of determining the big hit type as “probable big hit B” with a small number of rounds can be varied. In particular, in the special figure game using the second special figure, the big hit type is “probable big hit B” and it is not determined to control the short-term open big hit state with a small number of rounds. In the gaming state where the game ball is likely to enter the second starting prize opening formed by the normally variable winning ball apparatus 6B, the game interest is reduced by avoiding frequent short-term open big hit states with few prize balls obtained. Can be prevented.

In the example of setting the jackpot type determination table shown in FIG. 11A, whether the variation special chart is the first special chart or the second special chart is assigned to the judgment value for the “non-probable variation” jackpot type. Regardless of whether the fluctuation special figure is the first special figure or the second special figure, the probability of being a non-probable big hit and the probability of being a probable big hit are the same. ing.

  Therefore, as described above, the allocation of the determination value to “probability variation big hit B” differs depending on whether the fluctuation special chart is the first special figure or the second special figure, and “probability big hit A” The allocation of the judgment value to "" differs depending on whether the fluctuation special chart is the first special figure or the second special figure, and for "probability big hit A" with a large number of rounds, the fluctuation special figure is the second special figure. It is set so that it is easier to determine the case of the case than the case of the first special drawing.

  Even when the fluctuation special chart is the second special figure, a predetermined range of judgment values different from those when the fluctuation special figure is the first special figure are assigned to the big hit type of “probability big hit B”. May be. For example, when the fluctuation special chart is the second special figure, a smaller judgment value than the case where the fluctuation special chart is the first special figure may be assigned to the big hit type of “probability big hit B”. Alternatively, regardless of whether the fluctuation special chart is the first special chart or the second special chart, the jackpot type may be determined with reference to the common table data.

The ROM 101 also stores a variation pattern determination table for determining a variation pattern based on the random value MR3 for variation pattern determination . The variation pattern is selected from among the above-described plural types according to the predetermined determination result. Determine one of the fluctuation patterns.

Specifically, as the fluctuation pattern determination table, the big hit variation pattern determination table used when it is determined in advance that the special figure display result is “big hit”, and the special figure display result is “lost”. A variation pattern determination table for loss used when it is determined in advance is prepared in advance.

In the big hit variation pattern determination table, variation patterns of normal reach big hit variation pattern (PB1-1), super reach α big hit variation pattern (PB1-2), and super reach β big hit variation pattern (PB1-3) are included. On the other hand, a predetermined random number value is assigned as a determination value in a range that can be taken by the random number value MR3 for variation pattern determination. In the present embodiment, when these determination values are the jackpot type “probability big hit A” or “probability big hit B”, the super reach β is easily determined, and the big hit type is “non-probable big hit”. When the variation pattern of the super reach β is executed, it is not “probable big hit A” or “probable big hit B” when the super reach β variation pattern is executed. It can raise the player's expectation.

Further, the loss variation pattern determination table is used when the loss variation pattern determination table A used when the number of reserved memories is 1 or less and when the total number of reserved memories is 2 to 4. Loss variation pattern determination table B, loss variation pattern determination table C used when the total number of reserved memories is 5 to 8, and when the gaming state is a high base state in which time-shortening control is performed A variation pattern determination table D for loss used in the above is prepared in advance.

In the variation pattern determination table A for loss, the non-reach loss variation pattern (PA1-1) without reduction, the normal reach loss variation pattern (PA2-1), the super reach α loss variation pattern (PA2-2), and the super reach. A predetermined random number value is assigned as a determination value to the variation pattern (PA2-3) of β loss in a range that the random value MR3 for determining the variation pattern can take. Also, in the variation pattern determination table B for loss, the shortened non-reach loss variation pattern (PA1-2), the normal reach loss variation pattern (PA2-1), and the super reach corresponding to the total number of reserved memories of 2 to 4. A predetermined random value is assigned as a determination value to a variation pattern determining random value MR3 for the α loss variation pattern (PA2-2) and the super reach β loss variation pattern (PA2-3). ing. Also, in the variation pattern determination table C for loss, the shortened non-reach loss variation pattern (PA1-3), the normal reach loss variation pattern (PA2-1), and the super reach corresponding to the total reserved memory number of 5 to 8. A predetermined random value is assigned as a determination value to a variation pattern determining random value MR3 for the α loss variation pattern (PA2-2) and the super reach β loss variation pattern (PA2-3). ing. In the variation pattern determination table D for loss, the variation pattern of shortened non-reach loss (PA1-4), the variation pattern of normal reach loss (PA2-1), and the variation pattern of super reach α loss ( PA2-2), a predetermined random value is assigned as a determination value to the fluctuation pattern (PA2-3) of the super reach β loss, out of the possible range of the random value MR3 for determining the fluctuation pattern.

  As shown in FIG. 9, the non-reach losing variation pattern (PA1-2) has a shorter variation time than the non-reach losing variation pattern (PA1-1), and the variation pattern (PA1-2). ) Has a shorter variation time than the non-reach loss variation pattern (PA1-3). Therefore, when the number of reserved memories increases, the non-reach loss variation pattern with a short variation time is determined, so that the reserved memories are easily digested, and the number of reserved memories reaches the upper limit number of 4. Occasionally, the winning prize makes it difficult to generate useless starting prizes that are not reserved, and when the number of reserved memories decreases, the fluctuation pattern of non-reach loss without shortening with a long fluctuation time ( By determining PA1-1), it becomes possible to prevent a decrease in the interest of the game due to the fact that the variable display is not executed by increasing the time of the variable display.

  The RAM 102 included in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM that is partially or entirely backed up by a backup power supply created on a predetermined power supply board. That is, even if the power supply to the pachinko gaming machine 1 is stopped, a part or all of the contents of the RAM 102 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). The In particular, at least data corresponding to the game state, that is, the control state of the game control means (such as a special figure process flag) and data indicating the number of unpaid prize balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game.

  The RAM 102 is provided with a game control data holding area 150 as shown in FIG. 12, for example, as an area for holding various data used for controlling the progress of the game in the pachinko gaming machine 1. Yes. The game control data holding area 150 shown in FIG. 12 includes a first special figure hold storage unit 151A, a second special figure hold storage unit 151B, a general figure hold storage unit 151C, a game control flag setting unit 152, and a game. A control timer setting unit 153, a game control counter setting unit 154, and a game control buffer setting unit 155 are provided.

  The first special figure holding storage unit 151A has not yet started although the game ball has passed (entered) through the first start winning opening formed by the normal winning ball apparatus 6A and the start winning (first start winning) has occurred. On-hold data of a special figure game (a special figure game using the first special figure in the first special symbol display device 4A) is stored. As an example, the first special figure reservation storage unit 151A associates the reservation number with the winning order (game ball detection order) to the first start winning opening, and sets the first start condition in the passage (entrance) of the game ball. The reserved data includes the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, etc. extracted from the random number circuit 104 by the CPU 103 based on the establishment. Until the number reaches a predetermined upper limit (eg, “4”). The hold data stored in the first special figure hold storage unit 151A in this way indicates that the execution of the special figure game using the first special figure is suspended, and the fluctuation display result (special figure display) in this special figure game. On the basis of the result), it becomes the hold information that makes it possible to determine whether or not to make a big hit.

  The second special figure storage unit 151B has been started although the game ball has passed (entered) through the second start winning opening formed by the normally variable winning ball apparatus 6B and a start winning (second starting winning) has occurred. The reserved data of the special game (not shown special game using the second special figure in the second special symbol display device 4B) is stored. As an example, the second special figure holding storage unit 151B associates with the holding number in the winning order (game ball detection order) to the second starting winning opening, and sets the second starting condition in the passage (entrance) of the game ball. The reserved data includes the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, etc. extracted from the random number circuit 104 by the CPU 103 based on the establishment. Until the number reaches a predetermined upper limit value (for example, “4”). The hold data stored in the second special figure storage unit 151B in this way indicates that the execution of the special figure game using the second special figure is being held, and the fluctuation display result (special figure display) in this special figure game. On the basis of the result), it becomes the hold information that makes it possible to determine whether or not to make a big hit.

  Note that the holding information (first holding information) based on the establishment of the first starting condition due to the passing of the game ball through (entering) the first starting winning opening and the gaming ball passed (entering) through the second starting winning opening. Thus, the hold information (second hold information) based on the establishment of the second start winning prize may be stored in association with the hold number in the common hold storage unit. In this case, the start port data indicating whether the game ball has passed (entered) through the first start winning port or the second start winning port may be included in the hold information and stored in association with the hold number. .

  The universal figure storage unit 151 </ b> C stores the general game holding information that has not yet been started by the normal symbol display 20 even though the game ball that has passed through the passing gate 41 is detected by the gate switch 21. For example, the general figure hold storage unit 151C associates with the hold numbers in the order in which the game balls have passed through the passing gate 41, and determines the normal figure display result extracted from the random number circuit 104 or the like by the CPU 103 based on the passage of the game balls. For example, numerical data indicating the random number MR4 is stored as pending data until the number reaches a predetermined upper limit (for example, “4”).

  The game control flag setting unit 152 is provided with a plurality of types of flags that can be updated in accordance with the progress of the game in the pachinko gaming machine 1. For example, the game control flag setting unit 152 stores data indicating a flag value and data indicating an on state or an off state for each of a plurality of types of flags.

  The game control timer setting unit 153 is provided with various timers used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control timer setting unit 153 stores data indicating timer values in each of a plurality of types of timers.

  The game control counter setting unit 154 is provided with a plurality of types of counters for counting the count values used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control counter setting unit 154 stores data indicating the count value in each of a plurality of types of counters. Here, the game control counter setting unit 154 may be provided with a random counter for the CPU 103 to count part or all of the game random numbers so that the software 103 can be updated by software.

  In the random counter of the game control counter setting unit 154, random number values that are not generated by the random number circuit 104, for example, numerical data indicating the random number values MR2 to MR4 are stored as random count values, and according to execution of software by the CPU 103, Numerical data indicating each random value is updated regularly or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the numerical data update operation in the random number circuit 104, or may be extracted from the random number circuit 104. The random count value may be updated by performing predetermined processing such as scramble processing or arithmetic processing on all or part of the numerical data.

  The game control buffer setting unit 155 is provided with various buffers that temporarily store data used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control buffer setting unit 155 stores data indicating buffer values in each of a plurality of types of buffers.

  The I / O 105 included in the game control microcomputer 100 shown in FIG. 2 has an input port for taking in various signals transmitted to the game control microcomputer 100, and various signals to the outside of the game control microcomputer 100. And an output port for transmission.

  As shown in FIG. 2, the effect control board 12 is provided with an effect control CPU 120 that performs a control operation according to a program, a ROM 121 that stores an effect control program, fixed data, and the like, and a work area for the effect control CPU 120. Random number which updates the numerical data which shows the random value independently of RAM122 which performs, the display control part 123 which performs the process for determining the control content of the display operation in the production | presentation display apparatus 5, and CPU120 for production control A circuit 124 and an I / O 125 are mounted.

  As an example, in the effect control board 12, when the effect control CPU 120 executes an effect control program read from the ROM 121, a process for controlling the effect operation by the effect electric component is executed. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores them, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed.

  The effect control CPU 120, the ROM 121, and the RAM 122 may be included in a one-chip effect control microcomputer mounted on the effect control board 12.

  The effect control board 12 has wiring for transmitting a video signal to the effect display device 5, wiring for transmitting a sound effect signal as an information signal indicating sound number data to the sound control board 13, Wiring for transmitting an electrical decoration signal as an information signal indicating lamp data is connected to the lamp control board 14.

  Note that, on the side of the effect control board 12, as with the main board 11, for example, random values (also referred to as effect random numbers) for determining various types of effects such as a notice effect are set.

  In addition to the effect control program, the ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used for controlling the effect operation. For example, the ROM 121 stores table data constituting a plurality of determination tables prepared for the effect control CPU 120 to make various determinations, determinations and settings, pattern data constituting various effect control patterns, and the like. Yes.

  As an example, in the ROM 121, the effect control CPU 120 controls the effect operations by various effect devices (for example, the effect display device 5, the speakers 8L and 8R, the game effect lamp 9, the decoration LED, the effect model, etc.). An effect control pattern table storing a plurality of types of effect control patterns to be used is stored. The effect control pattern is composed of data indicating the control contents corresponding to various effect operations executed in accordance with the progress of the game in the pachinko gaming machine 1. The effect control pattern table only needs to store, for example, an effect control pattern during special figure change, a notice effect control pattern, various effect control patterns, and the like.

  The special-control variation production control pattern corresponds to a plurality of types of variation patterns in the period from the start of the variation of the special symbol in the special-sign game until the finalized special symbol that is the special-sign display result is derived and displayed It consists of data indicating the contents of control of various effect operations, such as effect display operations in effect symbol variation display operation, reach effect, re-lottery effect, etc., or various effect display operations not accompanied by effect symbol variation display Has been. The notice effect control pattern includes, for example, data indicating the control content of the effect operation that becomes the notice effect executed in response to the notice pattern in which a plurality of patterns are prepared in advance. The various effect control patterns are composed of data indicating the control contents corresponding to various effect operations executed in accordance with the progress of the game in the pachinko gaming machine 1.

  In the special-figure variation production control pattern, for example, a plurality of types of reach production control patterns with different production modes in each reach production may be included for each variation pattern that executes the reach production.

  In the RAM 122 mounted on the effect control board 12 shown in FIG. 2, for example, an effect control data holding area is provided as an area for holding various data used for controlling the effect operation. The effect control data holding area includes an effect control flag setting unit, an effect control timer setting unit, an effect control counter setting unit, and an effect control buffer setting unit.

  In the effect control flag setting unit, for example, a plurality of types of states whose states can be updated according to an effect operation state such as an effect image display state on the screen of the effect display device 5, an effect control command transmitted from the main board 11, and the like. A flag is provided. For example, the production control flag setting unit stores data indicating the value of the flag and data indicating the on state or the off state for each of the plurality of types of flags.

  The effect control timer setting unit is provided with a plurality of types of timers used for controlling the progress of various effect operations such as, for example, an effect image display operation on the screen of the effect display device 5. For example, the production control timer setting unit stores data indicating timer values in each of a plurality of types of timers.

  The effect control counter setting unit is provided with a plurality of types of counters used for controlling the progress of various effect operations. For example, in the effect control counter setting unit, data indicating the count value in each of a plurality of types of counters is stored.

  The effect control buffer setting unit is provided with various buffers for temporarily storing data used for controlling the progress of various effect operations. For example, the effect control buffer setting unit stores data indicating buffer values in each of a plurality of types of buffers.

  In this embodiment, the data constituting the start winning reception command buffer is stored in a predetermined area of the effect control buffer setting unit. The received command buffer at the time of the start winning prize corresponds to a storage area (buffer numbers “1-1” to “1-4”) corresponding to the maximum value (for example, “4”) of the total reserved memory number of the first special figure reserved memory And a storage area (area corresponding to the buffer number “1-0”) corresponding to the first special figure during the variable display. In addition, in the start winning reception command buffer, a storage area (buffer numbers “2-1” to “2-4”) corresponding to the maximum value (for example, “4”) of the total reserved memory number of the second special figure reserved memory is stored. And a storage area (area corresponding to the buffer number “2-0”) corresponding to the second special figure during the variable display. When there is a starting prize at the first starting prize opening or the second starting prize opening, a starting opening prize designation command (first starting slot prize designation command or second starting slot prize designation command), symbol designation command, variable category designation Four commands, a command and a reserved memory count notification command (first reserved memory count notification command or second reserved memory count notification command), are transmitted from the main board 11 to the effect control board 12 as one set. The storage area corresponding to the first special figure hold memory and the storage area corresponding to the second special figure hold memory in the reception command buffer at the time of the start winning prize are a start opening prize designation command, a symbol designation command, a variable category designation command, a hold A storage area (entry) for storing the number-of-memory notification commands in association with the first special figure hold memory and the second special figure hold memory is secured.

  The storage contents of these storage areas (entries) will be described later when the start condition is satisfied and the variable display of the uppermost reserved storage (buffer number “1-1” or buffer number “2-1”) is started. The contents of the buffer number “1-0” or the buffer number “2-0” for storing the contents of the pending storage satisfying the start condition are displayed in the fluctuation display. It is cleared in the effect symbol variation stop process executed when ending.

  The effect control CPU 120 stores the command from the head (the entry with the smallest buffer number) in the empty entry corresponding to the first special figure holding memory of the received command buffer at the time of the start winning prize at the time of starting winning to the first starting winning opening. Then, at the time of the start winning to the second start winning opening, the command is stored from the head (the entry with the smallest buffer number) in the empty entry corresponding to the second special figure holding storage in the start winning reception command buffer. At the time of starting winning, the starting opening winning designation command to the pending storage number notification command are sequentially transmitted. Therefore, if a command is received, the start opening prize designation command is stored in the storage area corresponding to each of the tail numbers “1” to “4” of the buffer numbers corresponding to the first special figure hold memory or the second special figure hold memory. , The symbol designation command and the pending storage number notification command are stored in this order.

  The command stored in the reception command buffer at the time of starting winning a prize is an entry (buffer number “1-0” or “2- (0 "entry) is deleted and stored in the entry corresponding to the pending storage of the starting variable display (the entry corresponding to buffer number" 1-1 "or" 2-1 ") The stored contents of the entries after the pending storage of the variable display to be started are shifted. For example, when the variation display of the effect symbol in the first special figure holding memory is completed in the storage state, each command stored in the buffer number “0” is deleted and stored in the buffer number “1”. Each command is shifted to the buffer number “0”, and each command stored in the area corresponding to the buffer number “2” is shifted to the area corresponding to the buffer number “1”. , “4”, each command stored in the area corresponding to each of the “4” is shifted to the area corresponding to the buffer numbers “2” and “3”. Therefore, the buffer number “0” is an area (entry) for storing each command related to the pending storage that is variably displayed at that time.

Next, the operation (action) of the pachinko gaming machine 1 in this embodiment will be described. In the main board 11, when power supply from a predetermined power supply board is started, the game control microcomputer 100 is activated, and the CPU 103 executes a predetermined process as a game control main process. When the game control main process is started, the CPU 103 performs necessary initial settings after setting the interrupt disabled. In this initial setting, for example, RAM 10 2 is cleared. Also, register setting of a CTC (counter / timer circuit) built in the game control microcomputer 100 is performed. Thereby, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 milliseconds), and the CPU 103 can periodically execute timer interrupt processing. When the initial setting is completed, an interrupt is permitted and then loop processing is started. In the game control main process, the process for returning the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop may be executed before entering the loop process.

  When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, the CPU 103 executes a game control timer interrupt process shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 13 is started, the CPU 103 first executes a predetermined switch process, thereby the gate switch 21, the first start port switch 22A, the second start port through the switch circuit 110. The state of detection signals input from various switches such as the switch 22B and the count switch 23 is determined (S11). Subsequently, by executing predetermined main-side error processing, abnormality diagnosis of the pachinko gaming machine 1 is performed, and if necessary, warning can be generated according to the diagnosis result (S12). Thereafter, by executing predetermined information output processing, for example, data such as jackpot information, start information, probability variation information supplied to a hall management computer installed outside the pachinko gaming machine 1 is output (S13). ).

  Subsequent to the information output process, a game random number update process for updating at least a part of game random numbers such as random number values MR1 to MR4 used on the main board 11 side by software is executed (S14). Thereafter, the CPU 103 executes special symbol process processing (S15). In the special symbol process, the value of the special symbol process flag provided in the game control flag setting unit 152 is updated according to the progress of the game in the pachinko gaming machine 1, and the first special symbol display device 4A or the second special symbol is processed. Various processes are selected and executed in order to perform control of display operation in the display device 4B and setting of opening / closing operation of the special winning opening in the special variable winning ball device 7 in a predetermined procedure.

  Following the special symbol process, the normal symbol process is executed (S16). The CPU 103 controls the display operation (for example, turning on / off the segment LED, etc.) on the normal symbol display 20 by executing the normal symbol process, so that the variable display of the normal symbol and the movable in the normal variable winning ball apparatus 6B are possible. Enables setting of the tilting movement of the blade.

  After executing the normal symbol process, the CPU 103 transmits the control command from the main board 11 to the sub-side control board such as the effect control board 12 by executing the command control process (S17). As an example of these, in the command control processing, among the output ports included in the I / O 105, corresponding to the setting in the command transmission table specified by the value of the transmission command buffer provided in the game control buffer setting unit 155, After setting the control data in the output port for transmitting the effect control command to the effect control board 12, the predetermined control data is set in the output port of the effect control INT signal and the effect control INT signal is turned on for a predetermined time. An effect control command can be transmitted based on the setting in the command transmission table by setting the state to the off state. After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.

  FIG. 14 is a flowchart showing an example of processing executed in S15 shown in FIG. 13 as special symbol process processing. In this special symbol process, the CPU 103 first executes a start winning determination process (S21). After executing the start winning determination process, the CPU 103 selects and executes one of the processes of S22 to S29 according to the value of the special figure process flag provided in the game control flag setting unit 152.

  In the start winning determination process, first, a start winning to the first starting winning opening formed in the normal winning ball apparatus 6A or a starting winning to the second starting winning opening formed in the normal variable winning ball apparatus 6B occurs. It is determined whether or not. When a start winning has occurred, the EXT data of the symbol designation command specifies a value indicating that the fluctuation display result is determined to be “big hit”, or a big hit type (probability variation A, probability variation B, non-probability variation). Is set to a value for designating and transmission control to the effect control board 12 is performed.

  The special symbol normal process of S22 is executed when the value of the special symbol process flag is “0”. In this special symbol normal processing, the first special symbol display device 4A and the second special symbol are based on the presence / absence of reserved data stored in the first special symbol reservation storage unit 151A and the second special diagram reservation storage unit 151B. It is determined whether or not to start the special game using the display device 4B. In the special symbol normal process, whether the variation display result of the special symbol or the effect symbol is “big hit” based on the numerical data indicating the random value MR1 for determining the special symbol display result, Make a decision (predetermined) before being displayed. Further, in the special symbol normal process, in response to the special symbol variation display result in the special symbol game, the confirmed special symbol (big hit symbol or the like in the special symbol game by the first special symbol display device 4A or the second special symbol display device 4B). One of the lost symbols) is set. In the special symbol normal process, the value of the special symbol process flag is updated to “1” when the variation display result of the special symbol or the effect symbol is determined in advance.

  The variation pattern setting process of S23 is executed when the value of the special figure process flag is “1”. In this variation pattern setting process, a variation pattern is selected from any of a plurality of variations using numerical data indicating a variation pattern determination random value MR3 based on a result of prior determination as to whether or not the variation display result is “big hit”. This includes the process of determining whether or not. When the variation pattern setting process is executed and the variation display of the special symbol is started, the value of the special diagram process flag is updated to “2”.

  By the special symbol normal process in S22 and the variation pattern setting process in S23, a variation pattern including the variation display time of the confirmed special symbol, the special symbol, and the effect symbol that is the variation display result of the special symbol is determined. That is, the special symbol normal processing and the variation pattern setting processing are performed using the special symbol display result determination random number MR1, the jackpot type determination random value MR2, and the variation pattern determination random value MR3. The process which determines the fluctuation | variation display mode of is included.

  The special symbol variation process of S24 is executed when the value of the special symbol process flag is “2”. This special symbol variation process includes a process for setting the special symbol to be varied in the first special symbol display device 4A and the second special symbol display device 4B, and an elapsed time after the special symbol starts to vary. It includes processing to measure For example, every time the special symbol variation process of S24 is executed, the special diagram variation timer value, which is the stored value in the special diagram variation timer provided in the game control timer setting unit 153, is decremented or incremented by 1, Regardless of whether the game is a special game using the first special graphic in the special symbol display device 4A or a special game using the second special graphic in the second special symbol display device 4B, it is passed by a common timer. Time measurements are taken. Further, it is also determined whether or not the measured elapsed time has reached a special figure fluctuation time corresponding to the fluctuation pattern. As described above, the special symbol variation process of S24 is performed in the special symbol variation in the special symbol game using the first special symbol in the first special symbol display device 4A or the second special symbol in the second special symbol display device 4B. It suffices if it is a process for controlling the variation of the special symbol in the special figure game using the game by a common processing routine. When the elapsed time since the start of the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to “3”.

  The special symbol stop process of S25 is executed when the value of the special symbol process flag is “3”. In this special symbol stop process, the first special symbol display device 4A or the second special symbol display device 4B stops the variation of the special symbol, and the definite special symbol resulting from the variation display of the special symbol is stopped and displayed (derived). A process for performing the setting is included. Then, it is determined whether or not the jackpot flag provided in the game control flag setting unit 152 is turned on. When the jackpot flag is turned on, the value of the special figure process flag is updated to “4”. Is done. On the other hand, when the big hit flag is off, the value of the special figure process flag is updated to “0”.

  The big hit release pre-processing of S26 is executed when the value of the special figure process flag is “4”. This big hit release pre-processing includes a process for starting the execution of the round in the big hit gaming state and setting the big winning opening to the open state based on the fact that the fluctuation display result is “big hit”, etc. include. At this time, for example, the upper limit of the period in which the big winning opening is opened is set in accordance with whether the big hit type is “non-probable big hit A”, “probable big hit A”, or “probable big hit B”. May be. As an example, regardless of the type of jackpot, the upper limit of the period during which the big winning opening is opened is set to “29 seconds”, and the opening number of the big winning opening, which is the upper limit number of times to execute the round, is ”Or“ probability big hit A ”, it is only necessary to set the normal open big hit state by setting“ 16 times ”. On the other hand, if the jackpot type is “probable big hit B”, the number of times of opening the big winning opening, which is the upper limit number of rounds, is set to “5”, thereby setting the short-term open big hit state. It's fine. At this time, the value of the special figure process flag is updated to “5”.

  The big hit release process of S27 is executed when the value of the special figure process flag is “5”. In the big hit opening process, the winning prize opening is based on the process of measuring the elapsed time since the big winning opening is in the open state, the measured elapsed time, the number of game balls detected by the count switch 23, and the like. The process etc. which determine whether it became the timing which returns to a closed state from an open state are included. Then, when returning the special winning opening to the closed state, after performing processing for stopping the supply of the solenoid driving signal to the special winning opening door solenoid 82, the value of the special figure process flag is updated to “6”. .

  The big hit release post-processing in S28 is executed when the value of the special figure process flag is “6”. In this post-hit opening process, the process of determining whether or not the number of rounds in which the winning opening is open has reached the maximum number of opening of the big winning opening, or the maximum number of opening of the big winning opening has been reached. In some cases, processing for performing a setting for transmitting a jackpot end designation command is included. When the number of round executions has not reached the maximum value of the number of times of winning the special winning opening, the value of the special figure process flag is updated to “5”. The value of the process flag is updated to “7”.

  The big hit end processing of S29 is executed when the value of the special figure process flag is “7”. In this jackpot end process, a waiting time corresponding to a period in which an ending effect as an effect operation for informing the end of the jackpot gaming state is executed by an effect device such as the effect display device 5, the speakers 8L and 8R, the game effect lamp 9 or the like. Includes processing to wait until the time has elapsed, and processing to perform various settings (setting of probability variation flag and time reduction flag) to start probability variation control and time reduction control in response to the end of the big hit gaming state . When such setting is performed, the value of the special figure process flag is updated to “0”.

  In the big hit ending process, the big hit type buffer value stored in the game control buffer setting unit 155 is read, and the big hit type is any of “non-probable big hit A”, “probable big hit A”, and “probable big hit B”. Identify what happened. If it is determined that the identified big hit type is not “non-probable variation big hit”, setting for starting the probability variation control (setting of the probability variation flag) is performed.

  In addition, when the specified big hit type is “non-probable variable big hit”, the setting for starting the time reduction control (in advance corresponding to the setting of the time reduction flag and the upper limit value of the special game that can be executed during the time reduction control). A predetermined count initial value (“100” in the present embodiment) is set in the short-time counter.

  FIG. 15 is a flowchart showing an example of the process executed in S22 of FIG. 14 as the special symbol normal process. In the special symbol normal process shown in FIG. 15, the CPU 103 first determines whether or not the second special figure holding storage number is “0” (S141). The second special figure reserved memory number is the reserved memory number of the special figure game using the second special figure by the second special symbol display device 4B. For example, in the process of S141, the second pending storage number count value stored in the game control counter setting unit 154 may be read and it may be determined whether or not the read value is “0”.

  When the second special figure hold storage number is other than “0” in S141 (S141; N), the second special figure hold storage unit 151B stores the hold data corresponding to the hold number “1”. Then, numerical data indicating the random number value MR1 for determining the special figure display result, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern are read out (S142). The numerical data read at this time may be temporarily stored, for example, in a random number buffer for variation.

Subsequent to the processing of S142, the second special figure reserved memory number count value and the total reserved memory number count value are decremented by one and updated, thereby causing the second special figure reserved memory number and the total reserved memory number to be decremented by one. And the data in the second special figure reservation storage unit are updated. Specifically, the lower entry from pending number "1" in the second Japanese view pending storage unit 151 B (e.g. hold numbers "2" to entry corresponding to "4") random number value stored in MR1~MR3 Is shifted upward by one entry (S143).

  Thereafter, the variable special figure designation buffer value, which is the stored value of the fluctuation special figure designation buffer, is updated to “2” (S144), and then the process proceeds to S149.

  On the other hand, when the second special figure reserved memory number is “0” in S141 (S141; Y), it is determined whether or not the first special figure reserved memory number is “0” (S145). The first special figure reserved memory number is the reserved memory number of the special figure game using the first special figure by the first special symbol display device 4A. For example, in the process of S145, the game control counter setting unit 154 reads the first reserved memory number count value stored in the first reserved memory number counter, and determines whether or not the read value is “0”. Good. In this way, the process of S145 is executed when it is determined in S141 that the second special figure hold memory number is “0”, and whether or not the first special figure hold memory number is “0”. Determine whether. Thereby, execution of the special figure game using the second special figure is started in preference to the special figure game using the first special figure.

  It should be noted that the special game using the second special figure is not limited to a game executed with priority over the special graphic game using the first special figure. The execution of the special game may be started in the order in which the game balls enter (pass) and start winnings are generated. In this case, a table for storing data capable of specifying the order in which the start winnings are generated is provided, and the execution of the special game using either the first special figure or the second special figure is started from the stored data. It suffices if it can be determined.

  When the first special figure reservation storage number is other than “0” in S145 (S145; N), the first special figure reservation storage unit 151A stores the reservation data corresponding to the reservation number “1”. Then, the numerical data indicating the random number value MR1 for determining the special figure display result, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern are read out (S146). The numerical data read at this time may be temporarily stored, for example, in a random number buffer for variation.

Subsequent to the processing in S146, the first special figure reserved memory count and the total reserved memory count are decremented by one by updating the first special figure reserved memory count count value or the total reserved memory count count value by one. In addition, the data in the first special figure storage unit is updated. Specifically, pending number from "1" lower entry in the first Japanese view pending storage unit 151 A (e.g., hold numbers "2" to entry corresponding to "4") random number value stored in MR1~MR3 Is shifted upward by one entry (S147).

  Thereafter, the variable special figure designation buffer value, which is the stored value of the fluctuation special figure designation buffer, is updated to “1” (S148), and then the process proceeds to S149.

  In S149, the display result determination table shown in FIG. set. Subsequently, the numerical data indicating the random number value MR1 for determining the special figure display result stored in the random number buffer for variation is compared with the determination values assigned to the special figure display results of “big hit” and “losing”. Then, it is determined whether the special figure display result is “big hit” or “lost” (S150). In S150, if the gaming state at that time is a high probability state in which the probability variation flag is set, if the random value MR1 for determining the special figure display result falls within the range of 10000 to 12180, “big hit” "If not applicable, it is determined to be" lost ". Also, if the probability variation flag is not set, if the random value MR1 for determining the special figure display result falls within the range of 1 to 219, it is determined as “big hit”, and if not, “lost” Is determined.

  Thus, in the special figure display result determination table selected in S149, different determination values corresponding to the game state (high probability, low probability) at that time are assigned to “big hit”. In this process, the special figure display result is determined as “big hit” using different judgment data (judgment values) depending on whether or not the gaming state when the variable display of the special figure game or the like is started is a high probability state. In the case where the gaming state is a high probability state, it is determined as a “big hit” with a higher probability than in the case where the gaming state is a low probability state.

After the special figure display result is determined in S150, it is determined whether or not the special figure display result is “big hit” (S151). If it is determined that the game is a “hit” (S151; Y), the big hit flag provided in the game control flag setting unit 152 is set to the on state (S152). At this time, the big hit type determination table shown in FIG. 11A is selected and set as a use table for determining the big hit type as one of a plurality of types (S153). By referring to the jackpot type determination table set in this way, numerical data indicating the random number MR2 for jackpot type determination stored in the random number buffer for variation, and “non-probability change” and “probability change A” in the jackpot type determination table. Then, depending on which of the determination values assigned to each jackpot type of “probability variation B” matches, which of the jackpot types is a plurality of types is determined (S154).

  By determining the jackpot type in the process of S154, the gaming state after the end of the jackpot gaming state is any one of the gaming state of the short-time state and the probability variation state that is more advantageous to the player than the short-time state. Whether to control is decided before the definite special symbol as the variable display result is derived. Corresponding to the jackpot type determined in this way, for example, by setting a jackpot type buffer value which is a stored value of the jackpot type buffer provided in the game control buffer setting unit 155 (S155), the determined jackpot type is set. Remember. As an example, if the big hit type is “non-probable change” corresponding to non-probable big hit, the big hit type buffer value is “0”, and if “probable change A” corresponding to probable big hit A is “1”, the probable big hit B If it is “probability variation B” corresponding to, “2” may be set.

  On the other hand, when it is determined in S151 that it is not “big hit” (S151; N), the process proceeds to S156.

  In S156, the decision is made in accordance with the result of the prior determination of whether or not to control the jackpot gaming state (whether or not the jackpot flag is set), and further, the determination result of the jackpot type in the case of the jackpot gaming state. Set a special symbol. As an example, a special symbol indicating a symbol “-” that becomes a lost symbol is set as a confirmed special symbol in response to a pre-determined result indicating that the special symbol display result is “lost”. If it is determined in S151 that the special figure display result is “big hit”, “3”, “5”, “7”, which are big hit symbols, according to the determination result of the big hit type in S154. One of the special symbols indicating numbers is set as the confirmed special symbol. That is, the special symbol indicating the number “3” is set as the confirmed special symbol according to the determination result that the big hit type is “non-probable change”. In addition, a special symbol indicating the number “7” is set as a confirmed special symbol according to the determination result that the jackpot type is “probability variation A”. The special symbol indicating the number “5” is set as the confirmed special symbol according to the determination result that the big hit type is “probability variation B”.

  After the confirmed special symbol is set in S156, the value of the special symbol process flag is updated to “1” corresponding to the variation pattern setting process (S157), and then the special symbol normal process is terminated.

  In S145, when the number of reserved figures stored in the special figure game using the first special figure is “0” (S145; Y), after a predetermined demonstration display setting is made (S158), the special symbol normal The process ends. In this demonstration display setting, for example, an effect control command (customer waiting demonstration designation command) for designating demonstration display (demonstration screen display) by displaying a predetermined effect image on the effect display device 5 is effect control from the main board 11. It is determined whether or not transmission to the substrate 12 has been completed. At this time, if the customer waiting demonstration designation command has already been transmitted, the demonstration display setting is terminated as it is. On the other hand, if it has not been transmitted, the setting for transmitting the customer waiting demonstration designation command is performed, and then the demonstration display setting is terminated.

FIG. 16 is a flowchart illustrating an example of the process executed in S23 of FIG. 14 as the variation pattern setting process. In the variation pattern setting process shown in FIG. 16, the CPU 103 first determines whether or not the big hit flag is on (S161). If the big hit flag is on (S161; Y), the big hit variation pattern determination table is selected and set as a use table for determining one of a plurality of types of variation patterns (S162).

When the big hit flag is OFF in S161 (S161; N), for example, by determining whether or not the time reduction flag provided in the game control flag setting unit 152 is ON (is set), etc. It is determined whether or not the short-time control is being performed when the short-time control is performed when the state is the certain change state or the short-time state (S163). If the time reduction flag is on (S163; Y), the variation pattern determination table for loss D is selected and set as a use table for determining one of a plurality of types of variation patterns (S164).

  On the other hand, when the time reduction control is not being performed, that is, when the time reduction flag is off (when not set) (S163; N), for example, the total pending storage number counter provided in the game control counter setting unit 154 The total reserved memory number is specified by reading the stored value, and it is determined whether the specified total reserved memory number is 2 or more (S165).

If the specified total number of reserved memories is not 2 or more (S165; N), the variation pattern determination table A for loss is selected and set as a use table for determining one of a plurality of types of variation patterns ( S166).

  If the specified total number of reserved memories is 2 or more (S165; Y), the process proceeds to S167 to further determine whether or not the total number of reserved memories is 5 or more (S167).

When the total number of reserved memories is not 5 or more (S167; N), the variation pattern determination table B for loss is selected and set as a use table for determining one of a plurality of types of variation patterns (S168). .

Further, when the total number of reserved memories is 5 or more (S167; Y), the variation pattern determination table C for loss is selected and set as a use table for determining any one of a plurality of types of variation patterns. (S169).

After executing any of the processes of S162, S164, S166, S168, and S169, the data is selected based on numerical data indicating the random value MR3 for variation pattern determination stored in the variation random number buffer, for example. By referring to either the big hit variation pattern determination table or the loss variation pattern determination tables A to D, the variation pattern is determined as one of a plurality of types (S170).

  When the big hit flag is off, it is determined whether or not the variation display mode of the effect symbol is “reach” by determining the variation pattern in the process of S170. That is, the process of S170 includes a process of determining whether or not to change the variation display state of the effect symbol to the reach state when the variation display result is “losing”.

  After determining the variation pattern in S170, the special symbol game using the first special symbol in the first special symbol display device 4A and the second special symbol display device 4B in accordance with the variable special symbol designation buffer value. The setting for starting the variation of the special symbol is performed so as to start any of the special symbol games using the two special symbols (S171). As an example, if the variable special symbol designation buffer value is “1”, a setting for transmitting a drive signal for updating the display of the first special symbol in the first special symbol display device 4A is performed. On the other hand, if the variable special symbol designation buffer value is “2”, a setting for transmitting a drive signal for updating the display of the second special symbol in the second special symbol display device 4B is performed.

  Subsequent to the processing of S171, settings are made to transmit various commands for starting the change of the special symbol (S172). For example, when the variation special figure designation buffer value is “1”, the CPU 103 sends a gaming state designation command, a first variation start command, a variation pattern designation command, a variation display result from the main board 11 to the effect control board 12. In order to sequentially transmit the notification command and the first pending storage number notification command, the game control buffer setting unit 155 stores setting data indicating the storage address (first address) in the ROM 101 of the first variation start command table prepared in advance. Is stored in the buffer area designated by the transmission command pointer. On the other hand, when the variation special figure designation buffer value is “2”, the CPU 103 sends a game state designation command, a second variation start command, a variation pattern designation command, a variation display result from the main board 11 to the effect control board 12. In order to sequentially transmit the notification command and the second pending storage number notification command, the setting data indicating the storage address in the ROM 101 of the second variation start command table prepared in advance is designated by the transmission command pointer in the transmission command buffer. Stored in the buffer area.

  After executing the process of S172, a special figure fluctuation time which is a fluctuation display time of a special symbol according to the determination result of the fluctuation pattern is set (S173). The special figure fluctuation time, which is the fluctuation display time of the special symbol, is the time required from the start of the fluctuation of the special symbol in the special figure game until the fixed special symbol that becomes the fluctuation display result (special figure display result) is derived and displayed. It is. Thereafter, the value of the special figure process flag is updated to “2” which is a value corresponding to the special symbol fluctuation process (S174), and then the fluctuation pattern setting process is terminated.

  Based on the command transmission setting in S172, every time the command control process in S17 shown in FIG. 13 is executed after the variation pattern setting process is completed, a game state designation command is sent from the main board 11 to the effect control board 12. The first variation start command or the second variation start command, the variation pattern designation command, the variation display result notification command, the first reserved memory number notification command, or the second reserved memory number notification command are sequentially transmitted. Note that the order in which these effect control commands are transmitted can be arbitrarily changed. For example, the first variation start command, the second variation start command, or the variation pattern designation command is transmitted after the variation display result notification command is transmitted first. The game state designation command, the first reserved memory number notification command, or the second reserved memory number notification command may be transmitted in this order.

  FIG. 17 is a flowchart showing an example of the process executed in S25 of FIG. 14 as the special symbol stop process. In the special symbol stop process, the CPU 103 sets an end flag referred to in the special symbol display control process of S32 to end the variation of the special symbol, and the first special symbol display device 4A or the second special symbol display device 4B Control for deriving and displaying the stop symbol is performed (S181). When the variation special symbol designation buffer value is “1” indicating the first special symbol, the variation of the first special symbol on the first special symbol display device 4A is terminated, and the variation special symbol designation buffer value is In the case of “2” indicating the second special symbol, the variation of the second special symbol on the second special symbol display device 4B is terminated. Moreover, control which transmits a symbol confirmation command to the production control board 12 is performed (S182). Then, it is determined whether or not the big hit flag is set (S183). If the big hit flag is not set (S183; N), the process proceeds to S190.

  On the other hand, when the big hit flag is set (S183; Y), the CPU 103 clears the probability change flag and the hourly flag if the probability change flag and the hourly flag are set (S184), and the effect control board 12 The jackpot start 1 designation command (probability variation A), jackpot start 2 designation command (probability variation B), and jackpot start 3 designation command (non-probability variation) are set in accordance with the stored jackpot type (S185). ).

  Further, the CPU 103 performs setting for transmitting a game state designation command indicating a normal state to the effect control board 12 (S186).

  Then, a value corresponding to the jackpot display time (a time for which, for example, the effect display device 5 notifies that the jackpot has occurred) is set in the jackpot display time timer (S187). Further, the number of times of opening (for example, 16 times in case of non-probable big hit or probable big hit A, 5 times in case of probable big hit B) is set in the big winning opening opening number counter (S188). Then, the value of the special symbol process flag is updated to “4” which is a value corresponding to the big hit release pre-processing (S26) (S189).

  On the other hand, in S190, the CPU 103 determines whether or not the value of the time reduction counter is “0”. When the value of the time reduction counter is “0” (S190; Y), the process proceeds to S196.

  On the other hand, when the value of the time reduction counter is not “0” (S190; N), that is, in the high base state where the time reduction count remains, the value of the time reduction counter is decremented by 1 (S191). . Then, it is determined whether or not the value of the time reduction counter after subtraction is “0” (S193). If it is not “0” (S193; N), the process proceeds to S196, and the value of the time reduction counter is “0”. ”(S193; Y), in order to end the time reduction control, after clearing the time reduction flag (S194), the gaming state (specifically, the low probability After setting the transmission of the gaming state designation command corresponding to (low base) (S195), the process proceeds to S196.

  In S196, the value of the special symbol process flag is updated to “0” which is a value corresponding to the special symbol normal process, and then the special symbol stop process is terminated.

  FIG. 18 is a flowchart showing an example of the process executed in S29 of FIG. 14 as the big hit end process.

  In the jackpot end process, the CPU 103 determines whether or not the jackpot end display timer is operating, that is, the timer is counting (S201). When the jackpot end display timer is not in operation (S201; N), the jackpot end display timer is set to a value corresponding to the display time corresponding to the time for jackpot end display in the effect display device 5 (the jackpot end display time). The setting is made (S204), and the process ends.

  On the other hand, when the jackpot end display timer is operating (S201; Y), the value of the jackpot end display timer is decremented by 1 (S205). Then, the CPU 103 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (S206). If not, the process ends.

  If the big hit end display time has elapsed (S206; Y), the CPU 103 determines whether the stored big hit type is the probability variation big hit A or the probability variation big hit B (S207).

  When the big hit type is the probable big hit A or the probable big hit B (S207; Y), after setting the probability variation flag (S208), the hour / hour flag (S209), and setting the hour / hour count counter to “0” (S210), the process proceeds to S213.

  On the other hand, when the big hit type is not the probable big hit A or the probable big hit B (S207; N), by executing S211 and S212, the hour / hour flag is set and “100” is set in the hour / hour counter, and then S213. Proceed to

  In S213, the jackpot flag is reset, and the jackpot end designation command transmission setting corresponding to the jackpot type is performed (S214). Then, after setting the transmission of a game state designation command for notifying the effect control board 12 of the game state based on the set probability change flag and the time reduction flag (S215), the special figure process flag value is processed as a special symbol normal process. Is updated to “0”, which is a value corresponding to (S216).

  Next, the operation of the effect control board 12 will be described. FIG. 19 is a flowchart showing an effect control main process executed by the effect control CPU 120 mounted on the effect control board 12. The effect control CPU 120 starts executing the main process when the power is turned on. In the main processing, first, initialization processing is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 2 ms) (S51). Thereafter, the effect control CPU 120 proceeds to a loop process for monitoring the timer interrupt flag (S52). When the timer interrupt occurs, the effect control CPU 120 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set (turned on) in the main process, the effect control CPU 120 clears the flag (S53) and executes the following process.

  The effect control CPU 120 first analyzes the received effect control command and performs a process of setting a flag in accordance with the received effect control command (command analysis process: S54). In this command analysis process, the effect control CPU 120 confirms the content of the command transmitted from the main board 11 stored in the reception command buffer. The effect control command transmitted from the game control microcomputer 100 is received by an interrupt process based on the effect control INT signal and stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 7) is the effect control command stored in the buffer area.

  Next, the effect control CPU 120 performs effect control process processing (S55). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 5 is executed.

  Next, an effect random number update process for updating the count value of the counter for generating the effect random numbers such as the jackpot symbol determination random number is executed (S56). Thereafter, the process proceeds to S52.

  The effect control command transmitted from the game control microcomputer 100 is received by an interrupt process based on the effect control INT signal and stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 7) the effect control command stored in the buffer area is.

  FIG. 20 is a flowchart showing the effect control process (S55) in the effect control main process. In the effect control process, the effect control CPU 120 first executes a hold display notice effect determination process for determining the display pattern of the hold storage display together with the presence or absence of the hold display notice effect (S71). A hold display update process is executed to update the hold storage display in the first hold storage display area 5D and the second hold storage display area 5U to a display corresponding to the stored contents of the start winning reception command buffer (S72).

  Thereafter, the effect control CPU 120 performs any one of S73 to S79 according to the value of the effect control process flag. In each process, the following process is executed.

  Fluctuation pattern command reception waiting process (S73): It is confirmed whether or not a variation pattern command is received from the game control microcomputer 100. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (S74).

  Effect symbol variation start processing (S74): Control is performed so that the variation of the effect symbol is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (S75).

  Production symbol variation processing (S75): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (S76).

  Effect symbol variation stop processing (S76): Based on the reception of the effect control command (symbol confirmation command) for instructing all symbols to stop, control is performed to stop the variation of the effect symbol and derive and display the display result (stop symbol). Do. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (S77) or the variation pattern command reception waiting process (S73).

  Jackpot display process (S77): After the end of the variation time, control is performed to display a screen for notifying the effect display device 5 of the occurrence of a jackpot. Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (S78).

  Big hit game processing (S78): Control during the big hit game is performed. For example, when receiving a special command during opening of the special prize opening or a designation command after opening the special prize opening, display control of the number of rounds in the effect display device 5 is performed. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot end effect process (S79).

  Big hit end effect process (S79): In the effect display device 5, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (S73).

  FIG. 21 is a flowchart showing the effect symbol variation start process (S74) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 120 first determines whether or not the first variation start command reception flag is set in S271 (S271). When the first variation start command reception flag is set (S271; Y), it is associated with the buffer numbers “1-0” to “1-4” of the first special figure reservation storage in the start winning reception command buffer The various command data stored are shifted up by one buffer number (S272). Note that the contents of the buffer number “1-0” are deleted because they cannot be shifted because there is no shift destination.

  Specifically, various command data stored in association with the buffer number “1-1” in the first special figure reservation memory is shifted so as to be stored in association with the buffer number “1-0”. Various command data stored in association with the buffer number “1-2” in the 1 special figure hold memory are shifted so as to be stored in association with the buffer number “1-1”. Various command data stored in association with the buffer number “1-3” are shifted so as to be stored in association with the buffer number “1-2”, and the buffer number “1- Various command data stored in association with “4” are shifted so as to be stored in association with buffer number “1-3”.

  If the first variation start command reception flag is not set in S271 (S271; N), it is determined whether or not the second variation start command reception flag is set (S273). When the second variation start command reception flag is not set (S273; N), the effect symbol variation start process is terminated, and when the second variation start command reception flag is set (S273; Y), the start The various command data stored in association with the buffer numbers “2-0” to “2-4” in the second special figure hold memory in the command buffer received at the time of winning are shifted upward by one buffer number ( S274). Note that the contents of the buffer number “2-0” are erased because they cannot be shifted because there is no destination to shift.

  Specifically, various command data stored in association with the buffer number “2-1” in the second special figure reservation storage is shifted so as to be stored in association with the buffer number “2-0”. Various command data stored in association with the buffer number “2-2” of the 1 special figure hold memory are shifted so as to be stored in association with the buffer number “2-1”. Various command data stored in association with the buffer number “2-3” are shifted so as to be stored in association with the buffer number “2-2”, and the buffer number “2-4” in the first special figure reservation memory is stored. The various command data stored in association with "" are shifted so as to be stored in association with the buffer number "2-3".

  After execution of S272 or S274, the effect control CPU 120 reads the variation pattern designation command from the variation pattern designation command storage area (S275).

  Next, the display result of the effect symbol (stop symbol) is determined according to the data stored in the display result specification command storage area (that is, the received display result specification command) (S276). In this case, the CPU 120 for effect control determines the stop symbol of the effect symbol according to the display result specified by the display result specifying command, and stores data indicating the stop symbol of the determined effect symbol in the effect symbol display result storage area To do.

  In this embodiment, when the received variation display result designation command is the second variation display result designation command corresponding to the probability variation big hit A, the effect control CPU 120, for example, has the three symbols “7” as the stop symbol. The combination of effect symbols (big hit symbol) arranged in the above is determined. When the received variation display result designation command is the third variation display result designation command corresponding to the probability variation big hit B, a plurality of combinations of odd symbols other than “7” (for example, “111”, “333”, “555”, “999”, etc.). In the case where the received variation display result designation command is the fourth variation display result designation command corresponding to the uncertain variation big hit, the effect control CPU 120, for example, of the effect design in which 3 symbols are arranged in even symbols as stop symbols. The combination (big hit symbol) is determined. In addition, when the received variation display result designation command is the first variation display result designation command corresponding to the deviation, a combination of production symbols (outage symbol) in which the three symbols are irregular as the stop symbols is determined.

  In determining these stop symbols, the effect control CPU 120 uses, for example, a stop symbol determination table in which random numbers for determining stop symbols are extracted, and data indicating combinations of effect symbols and numerical values are associated with each other. Thus, the stop symbol of the production symbol may be determined. That is, the stop symbol may be determined by selecting data indicating the combination of effect symbols corresponding to the numerical value matching the extracted random number.

  Next, the effect control CPU 120 performs a notice effect determination process to determine whether or not to execute the notice effect in the variable display (S277). Note that in the notice effect determination process in this embodiment, a character notice effect for displaying the character on the effect display device 5, a step-up notice in which the notice image changes step by step, or a group of predetermined characters is displayed in the display area of the effect display device. What is necessary is just to decide execution of the group notice etc. which crosses. In addition, when determining the notice effect of these different modes, the timing for starting the notice effect varies depending on the form of the notice effect. Should be set.

  After the notice effect determination process of S277, the effect control CPU 120 determines whether or not the notice effect execution is determined in S278 (S278).

  If execution of the notice effect is determined, the process proceeds to S279, a period corresponding to the notice effect is set as a period until the notice effect start in the notice effect start wait timer (S279), and the process proceeds to S280a. If execution of the notice effect has not been determined, the process proceeds to S280a without going through S279.

  Next, the effect control CPU 120 performs a notice effect determination process in S280a, and determines whether or not to execute the accessory fall effect that causes the accessory 501 to fall under its own weight in the variable display (S280a). After the accessory fall effect determination process of S280a, it is determined whether or not an accessory drop effect execution determination flag indicating that execution of the accessory drop effect is determined in the accessory drop effect determination process is set ( S280b). When the combination drop effect execution determination flag is set (S280b; Y), a period corresponding to the combination drop effect is set as a period until the start of the combination drop effect in the combination drop effect start waiting timer. (S280c), the accessory fall effect execution determination flag is cleared (S280d), and the process proceeds to S281. If the accessory drop effect execution determination flag is not set (S280b; N), the process does not go through S280c and S280d. The process proceeds to S281.

  In S281, the effect control CPU 120 selects an effect control pattern (process table) corresponding to the variation pattern designation command. Then, the process timer in the process data 1 of the selected process table is started (S282).

  In the process table, display control execution data for controlling display of the effect display device 5, lamp control execution data for controlling lighting of each LED, and sound output from the speakers 8L and 8R are controlled. Sound control execution data, operation unit control execution data for controlling the operation of the push button 31B and the stick controller 31A, and the like are sequentially arranged in time series in association with each process data n (No. 1 to N). Yes.

  Next, the production control CPU 120 produces the production device (production display as production component) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1). Control of the device 5, various lamps as effect parts, speakers 8L and 8R as effect parts, and operation units (push button 31B, stick controller 31A, etc.) is executed (S283). For example, in order to display an image according to the variation pattern on the effect display device 5, a command is output to the display control unit 123. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. Further, a control signal (sound number data) is output to the sound control board 13 in order to perform sound output from the speakers 8L and 8R.

  In this embodiment, the effect control CPU 120 controls the effect pattern to be displayed in a change pattern corresponding to the change pattern designation command in a one-to-one manner. However, the effect control CPU 120 controls the change pattern designation. The variation pattern to be used may be selected from a plurality of types of variation patterns corresponding to the command.

  Then, a value corresponding to the variation time specified by the variation pattern designation command is set in the variation time timer (S284). Further, a predetermined time is set in the fluctuation control timer (S285). The predetermined time is, for example, 30 ms, and the effect control CPU 120 writes image data indicating the display state of the left, middle, and right effect symbols to the VRAM every time the predetermined time elapses, and the display control unit 123 is written to the VRAM. The signal corresponding to the image data is output to the effect display device 5, and the effect display device 5 displays the image corresponding to the signal, thereby realizing the variation of the effect symbol. Next, the value of the effect control process flag is set to a value corresponding to the effect symbol changing process (S75) (S286).

  FIG. 22 is a flowchart showing the accessory drop effect determination process (S280a) in the effect symbol variation start process shown in FIG. In the bonus item fall effect determination process, the effect control CPU 120 first identifies a variation pattern from the variation pattern command read in S275 of the effect symbol variation start process (S291). Then, the random number for determining the fall of the accessory is extracted from the random counter of the random number circuit 124 or the effect control counter setting unit 193, and according to the numerical data of the random number for determining the fall of the accessory and the variation pattern specified in the processing of S291, Execution / non-execution of the dead weight drop from the first position (see FIG. 3A) to the second position (see FIG. 5A) of the accessory 501 is determined using the accessory fall execution determination table (S293a). ).

  In S293a, for example, execution / non-execution of the weight drop of the accessory 501 is determined at a determination ratio as shown in FIG. In the setting example of the determination ratio shown in FIG. 23, the determination ratio of execution / non-execution of the weight drop of the accessory 501 is varied according to the variation pattern specified in the process of S291.

  Specifically, when the variation pattern is a “big hit” variation pattern, the weight drop of the accessory 501 is determined to be executed at a rate of 75% and is determined not to be executed at a rate of 25%. Yes. On the other hand, when the fluctuation pattern is a “losing” fluctuation pattern, the weight drop of the accessory 501 is determined to be non-executed at a rate of 100%. That is, the weight drop of the accessory 501 in the present embodiment is a big hit determination effect that is executed only when the variation display result is “big hit”.

  After execution of S293a, the effect control CPU 120 determines whether or not execution of the weight drop of the accessory 501 is determined in S293a (S293b). When the execution of the weight drop of the accessory 501 is not determined in S293a (S293b; N), the accessory fall effect determination process is terminated, and the execution of the weight drop of the accessory 501 is determined (S293b). Y), specifying the variable display result designation command received from the main board 11.

  Then, the random number for determining the fall of the accessory is extracted from the random counter of the random number circuit 124 or the effect control counter setting unit 193, and the numerical data of the random number for determining the fall of the accessory is specified and the change display result designation specified in the process of S294. In accordance with the jackpot type indicated by the command, execution / non-execution of re-falling of the accessory 501 to the third position (see FIG. 6) is determined using the accessory re-falling execution determination table (S296a).

  In S296a, for example, execution / non-execution of the weight drop of the accessory 501 is determined at a determination ratio as shown in FIG. In the setting example of the determination ratio shown in FIG. 24, the determination ratio of execution / non-execution of the fall of the accessory 501 is varied according to the jackpot type indicated by the change display result designation command specified in the process of S294.

  Specifically, when the jackpot type is “probability variation A”, the re-falling of the accessory 501 is determined to be executed at a rate of 80% and is determined not to be executed at a rate of 20%. When the jackpot type is probability variation B, it is set so that the re-drop of the accessory 501 is determined to be non-executed at a rate of 100%. When the big hit type is non-probable, it is set so that the fall of the accessory 501 is determined to be executed at a rate of 60% and is not executed at a rate of 40%. That is, the re-drop of the accessory 501 in the present embodiment is a 16 round finalizing effect that is executed only when the number of rounds is a big hit with 16 rounds.

  After execution of S296a, the effect control CPU 120 determines whether or not execution of the fall of the accessory 501 is determined in S296a (S296b). If execution of the fall of the accessory 501 is determined in S296a (S296b; Y), a random number for determining the standby time of the accessory is extracted from the random counter of the random number circuit 124 or the effect control counter setting unit 193, etc. Depending on the numerical data of the random number for determining the waiting time for the accessory and the jackpot type indicated by the change display result designation command specified in the process of S294, the accessory waiting time execution determination table (for using the second effect motor) is used. The waiting time until the movement of the accessory 501 from the second position toward the first position by the second effect motor 511 is “short” (for example, 1 second), which is the shortest waiting time, and “short”. It is determined from “medium” (for example, 3 seconds) that is a longer standby time and “long” (for example, 5 seconds) that is the longest standby time (S297).

  In S297, for example, the standby time until the start of movement of the accessory 501 from the second position toward the first position by the second effect motor 511 is determined at a determination ratio as shown in FIG. In the setting example of the determination ratio shown in FIG. 25A, the determination ratio of the waiting time is made different according to the jackpot type indicated by the variable display result designation command specified in the process of S294.

  Specifically, when the jackpot type is “probability variation A”, the waiting time is determined to be “short” at a rate of 10%, “medium” is determined at a rate of 20%, and “ “Long”. When the big hit type is “non-probable change”, the waiting time is determined as “short” at a rate of 70%, “medium” at a rate of 20%, and “long” at a rate of 10%. .

  On the other hand, if execution of the fall of the accessory 501 is not determined in S296a (S296b; N), a random number for determining the accessory standby time is extracted from the random number circuit 124, the random counter of the effect control counter setting unit 193, or the like. In accordance with the numerical data of the random number for determining the standby time of the accessory and the jackpot type indicated by the variable display result designation command specified in the processing of S294, the accessory standby time execution determination table (for use of the first effect motor) is used. The waiting time until the first production motor 510 moves to the first position of the accessory 501 is set to the shortest waiting time “short” (for example, 1 second) or longer than “short”. Is determined from “medium” (for example, 3 seconds) and “long” (for example, 5 seconds) which is the longest waiting time (S298).

  In S298, for example, the standby time until the first effect motor 510 moves toward the first position of the accessory 501 is determined at a determination rate as shown in FIG. In the setting example of the determination ratio shown in FIG. 25B, the determination ratio of the standby time is varied according to the jackpot type indicated by the variable display result designation command specified in the process of S294.

  Specifically, when the jackpot type is “probability variation A”, the waiting time is determined to be “short” at a rate of 10%, “medium” is determined at a rate of 20%, and “ “Long”. When the jackpot type is “probability B”, the waiting time is determined to be “short” at a rate of 20%, “medium” at a rate of 30%, and “long” at a rate of 50%. . When the big hit type is “non-probable change”, the waiting time is determined as “short” at a rate of 70%, “medium” at a rate of 20%, and “long” at a rate of 10%. . In other words, in this embodiment, the longer the waiting time from when the accessory 501 falls by its own weight to the second position until the movement toward the first position is started, the larger the big hit type is (probability change A, probability change B). Is set so that the degree of expectation becomes high.

  After the execution of S297 or S298, the effect control CPU 120 executes the execution / non-execution of the fall of the accessory 501 determined in S296a and S297 or S298, and the first after the weight falls to the second position of the accessory 501. The effect pattern according to the waiting time until the movement is started toward the position is stored (S299). Specifically, as shown in FIG. 26, execution of the fall of the accessory 501 is determined, and when the standby time is determined to be “short”, the effect pattern is stored as pattern 1. When execution of the fall of the accessory 501 is determined and the standby time is determined to be “medium”, the effect pattern is stored as the pattern 2. When execution of the fall of the accessory 501 is determined and the standby time is determined to be “long”, the effect pattern is stored as the pattern 3. In addition, if the execution of the fall of the accessory 501 is determined and the standby time is determined to be “short”, the effect pattern is stored as the pattern 4. When the execution of the fall of the accessory 501 is determined and the standby time is determined to be “medium”, the effect pattern is stored as the pattern 5. When the non-execution of the fall of the accessory 501 is determined and the standby time is determined to be “long”, the effect pattern is stored as the pattern 6.

  That is, pattern 1 of the effect patterns 1 to 6 of the effect drop effect according to the present embodiment is, as shown in FIG. 27A, a waiting time of 1 second after the effect 501 falls by its own weight to the second position. After that, the role 501 is gradually moved from the second position toward the first position while the protruding portion 512a is in sliding contact with the extended portion 504 by the rotation of the rotating body 512 driven by the second effect motor 511. It is a pattern to go. In the pattern 2, as shown in FIG. 27B, the rotating body 512 is driven by the second effect motor 511 after a waiting time of 3 seconds has elapsed after the accessory 501 falls by its own weight to the second position. This is a pattern in which the protrusion 512a is gradually moved from the second position toward the first position while the protruding portion 512a is in sliding contact with the extended portion 504.

In pattern 3, as shown in FIG. 27 (C), the rotating body 512 is rotated by driving the second effect motor 511 after a waiting time of 5 seconds has elapsed after the accessory 501 falls by its own weight to the second position. This is a pattern in which the protrusion 512a gradually moves the accessory 501 from the second position toward the first position while being in sliding contact with the extended portion 504. In these patterns 1-3, the rotating body 51 2 when the projecting portion 512a and the extending portion 504 to continue to rotate away, re-dropped to the third position of the character object 501 is executed.

  As shown in FIG. 28 (A), the pattern 4 includes a winding pulley 507 driven by the first effect motor 510 after a waiting time of 1 second has elapsed after the accessory 501 falls by its own weight to the second position. In this pattern, the accessory 501 is moved from the second position toward the first position by winding the wire 508. Further, as shown in FIG. 28B, the pattern 5 has a winding pulley driven by driving the first effect motor 510 after a waiting time of 3 seconds has elapsed after the accessory 501 falls by its own weight to the second position. This is a pattern in which the accessory 501 is moved from the second position toward the first position by winding the wire 508 of 507.

  As shown in FIG. 28 (C), the pattern 6 includes a winding pulley 507 driven by the first effect motor 510 after a waiting time of 5 seconds has elapsed after the accessory 501 falls by its own weight to the second position. In this pattern, the accessory 501 is moved from the second position toward the first position by winding the wire 508. In these patterns 4 to 6, the accessory 501 moves to the first position without dropping again by winding the wire 508 of the winding pulley 507.

  After the execution of S299, the effect control CPU 120 sets the accessory fall effect execution determination flag (S300), and ends the accessory fall effect determination process.

  In the present embodiment, the execution / non-execution determination ratio of the accessory drop effect is varied depending on whether the variation pattern to be executed is a big hit variation pattern or a loss variation pattern. However, the present invention is not limited to this, and the execution of the accessory drop effect may be determined only by a fluctuation pattern that is a big hit when a specific reach is executed. In this way, when a special feature is executed and the effect drop effect is executed only in the fluctuation pattern that is a big hit, the control data of the effect drop effect is provided in the process data of the fluctuation pattern, so that the feature drop is performed. The accessory fall effect is executed without executing the effect determination process.

  Further, in this embodiment, when performing the fall of the accessory 501 in the effect drop effect, the waiting time until the accessory 501 starts to move from the second position to the first position according to the big hit type. However, the present invention is not limited to this, and the moving distance by which the accessory 501 moves from the second position toward the first position before dropping again according to the type of jackpot, That is, you may make it vary the determination ratio of the height position from the 2nd position which falls again. In the case where the determination ratio of the moving distance in which the accessory 501 moves from the second position toward the first position before dropping again according to the big hit type is different, for example, a take-up pulley by driving the first effect motor 510 The role 501 is moved from the second position toward the first position by winding the wire 508 of 507, and the first effect motor 510 and the take-up pulley 507 by the electromagnetic clutch 520 according to the big hit type. A mechanism for changing the timing of releasing the connection and disabling the connection, or providing the rotating body 512 with protruding portions having different protruding lengths along the front-rear direction and allowing the rotating body 512 to move in the front-rear direction. A protrusion that moves the accessory 501 from the second position toward the first position by moving the rotating body 512 in the front-rear direction according to the type of jackpot can be selected. And then, it may be made different moving distance from the second position of the character object 501 in accordance with the protrusion which is selected toward the first position.

  Further, in this embodiment, when performing the fall of the accessory 501 in the effect drop effect, the waiting time until the accessory 501 starts to move from the second position to the first position according to the big hit type. However, the present invention is not limited to this, and the determination rate of the moving time during which the accessory 501 moves from the second position toward the first position before dropping again is changed. You may do it. In the case where the moving time for moving the accessory 501 from the second position to the first position before the fall is changed according to the big hit type, for example, a DC motor with easy rotation speed control is used as the second effect motor. 511 can be used to vary the rotation speed of the second effect motor 511 depending on the type of big hit, or it is configured with a plurality of gears between the second effect motor 511 and the rotating body 512, and the reduction ratio is changed. A possible reduction mechanism may be provided, and the rotation speed of the rotating body 512 may be varied by changing the reduction ratio with the reduction mechanism according to the type of big hit.

  In the present embodiment, execution of the fall of the accessory 501 is determined only when the jackpot type is a probability change A of 16 rounds and a non-probability change, but the present invention is not limited to this. In addition, the fall of the accessory 501 may be determined only for the probability variation A in which the jackpot type is a probability variation big hit with 16 rounds, or only in the probability variation A and the probability variation B in which the jackpot type is a probability variation big hit regardless of the number of rounds. May be.

  Further, in this embodiment, the execution of the accessory drop effect is determined according to the variation pattern to be executed being a big hit variation pattern, and the jackpot type is a probability variation A or a non-probability variation with a big hit of 16 rounds. However, the present invention is not limited to this, and depending on whether the jackpot type is a probable change A or a non-probable change with a big hit of 16 rounds. The execution of the drop effect may be determined, and further, the fall of the accessory 501 may be determined in response to the fact that the jackpot type is a probability change, that is, the probability change A that is a probability change big hit of 16 rounds.

  Further, in this embodiment, when performing the re-drop of the accessory 501 in the accessory fall effect, when the big hit type is a probable variable big hit, the second hit from the second position than when the big hit type is a non-probable big hit. Although it is easy to determine the long standby time until the movement of the accessory 501 to one position is long, the present invention is not limited to this, and the big hit type is a non-probable big hit Alternatively, the standby time until the movement of the accessory 501 from the second position to the first position may be determined as a short standby time.

  FIG. 29 is a flowchart showing the effect symbol changing process (S75) in the effect control process. In the effect symbol variation process, the effect control CPU 120 decrements the values of the process timer, the variation time timer, and the variation control timer by 1 (S301, S302, S303). In addition, the CPU 120 for effect control has a timer for waiting for the start of the notice effect set (determined to perform the notice effect) or a flag for executing the notice effect is set (when the notice effect is being executed). If yes (S304a; Y), the notice effect process is executed (S304b). If neither the notice effect execution determination timer nor the notice effect execution flag is set, the process proceeds to S305a without executing the notice effect process of S304b.

  In S305a, the effect control CPU 120 refers to the process timer being executed and determines whether or not the reach effect is being executed (S305a). If it is not during the execution period of the reach effect (S305a; N), the process proceeds to S306, and if it is during the execution period of the reach effect (S305a; Y), the timer for starting the effect drop effect is set (the accessory) It is determined whether a fall effect has been determined) or an accessory drop effect execution flag is set (an accessory fall effect is being executed) (S305b). The feature fall production start wait timer is set (it is decided to perform the feature fall production) or the feature fall production execution flag is set (the feature fall production is being executed) In the case (Yes) (S305b; Y), an accessory fall effect process is executed (S305c). If neither the accessory drop effect execution determination timer nor the accessory drop effect execution flag is set (S305b; N), the process proceeds to S306 without performing the accessory drop effect process of S305c.

  In S306, the effect control CPU 120 checks whether or not the process timer has timed out. If the process timer has expired, the process data is switched (S307). That is, the process timer is started again by setting the process timer setting value set next in the process table in the process timer (S308). Further, the control state for the effect device (effect parts) is changed based on the display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc., set next (S309).

  Next, it is confirmed whether or not the fluctuation control timer has expired (S310). When the variation control timer has timed out (S310; Y), the effect control CPU 120 displays the next display screen of the effect symbol of the left middle right (30 ms after the previous effect symbol display switching time). Image data of the power screen) is created and written in a predetermined area of the VRAM (S311). In this manner, the effect display device 5 can implement the effect control of the effect symbols. The display control unit 123 sends a signal based on data obtained by superimposing image data of a predetermined area such as a set background image and image data based on display control execution data set in the process table to the effect display device 5. Output. As such, the effect display device 5 displays the background image, the character image, and the effect symbol in the variation of the effect symbol. Further, a predetermined value is reset in the fluctuation control timer (S312).

  Further, the effect control CPU 120 checks whether or not the variable time timer has expired (S313). If the variation time timer has timed out, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (S76) (S315). Even if the variation time timer has not timed out, if the confirmation command reception flag indicating that the symbol confirmation designation command has been received is set (S314; Y), the value of the effect control process flag is set to the effect symbol variation stop processing ( The value is updated according to S76) (S315). Even if the variation time timer has not timed out, if the symbol confirmation designation command is received, the control shifts to stop variation.For example, a variation pattern command indicating a long variation time due to noise between substrates is received. Even in such a case, it is possible to end the variation of the effect symbol when the regular variation time has elapsed (when the variation of the special symbol ends).

  In the process table used for the variation control of the effect symbol, process data during the effect symbol variation display is set. That is, the sum of the process timer setting values of the process data 1 to n in the process table corresponds to the production symbol variation time. Therefore, when the process timer of the last process data n expires in the process of S306, there is no process data to be switched (display control execution data, lamp control execution data, etc.), and the effect control of the effect symbol based on the process table is completed To do.

  In this embodiment, the accessory fall effect is executed during the reach effect period, but the timing at which the accessory drop effect is executed is not limited to the reach effect period, but at the start of fluctuation or reach. It may be executed before the effect is executed, or may be executed as a jackpot re-lottery effect or a promotion effect during the jackpot game.

  FIG. 30 is a flowchart illustrating an example of the accessory drop effect process. In the accessory fall effect process, the effect control CPU 120 determines whether or not the actor drop effect execution flag is set, that is, whether or not the accessory fall effect has been started (S321). ).

  In the case where the combination object fall effect execution flag is not set (S321; N), in step S322, the effect control CPU 120 decrements the value of the feature item drop effect start wait timer. It should be noted that the feature drop effect start wait timer is set in the selection of the process table when it is determined to perform the feature drop effect in the effect symbol variation start process. If the waiting item start effect waiting timer has not timed out (S323; N), the process ends. In the case where the waiting time for starting the effect drop effect is out, that is, when it is the start timing of the effect drop effect (S323; Y), the process proceeds to S324.

  In S324, the effect control CPU 120 sets an accessory drop effect executing flag indicating that the accessory drop effect is being executed. In addition, a value corresponding to the effect pattern corresponding to the accessory fall effect is set in the accessory fall effect period timer (S325).

  Next, the effect control CPU 120 reads and sets the accessory drop effect process table corresponding to the effect pattern of the effect drop effect to be executed (S326), and then the effect drop effect process in the process data 1 of the selected process table. A timer is started (S327). In this embodiment, a notice effect process table corresponding to each effect drop effect pattern is stored in the ROM 121 in advance.

  Then, the production control CPU 120 includes the contents of the first process data 1 of the set accessory fall production process table (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1, 1 staging motor control execution data 1, 2 st staging motor control execution data 2, etc.) staging device (a staging display device 5 as a staging part, a game effect lamp 9 as a staging part, and a speaker as a staging part Control of 8L, 8R, stick controller 31A, push button 31B, accessory 501) is started (S328).

  If the execution of the bonus item drop effect flag is set in S321 (S321; Y), the process proceeds to S329, where the effect control CPU 120 changes the bonus item fall effect process. Decrease the value of the production process timer. Then, the value of the accessory fall effect period timer for timing the end of the accessory fall effect period is decremented by 1 (S330). When the bonus item drop effect period timer expires (value becomes 0) (S331; Y), the bonus item fall effect execution flag is cleared and the bonus item fall effect process is terminated (S336).

  When the feature fall effect period timer has not timed out (S331; N), the effect control CPU 120 checks whether or not the feature fall effect process timer has expired (S332). If the accessory fall effect process timer has timed out, the notice effect process data of the accessory fall effect is switched (S333). That is, the process timer is restarted by setting the set value of the next item fall effect process timer set in the accessory fall effect process table in the process timer (S334). In addition, display control execution data, lamp control execution data, sound control execution data, operation unit control execution data, input control execution data, and first effect motor control included in the accessory fall effect process data set thereafter. Based on the execution data, the second effect motor control execution data, etc., the control state for the effect device (effect part) is changed (S335).

  After execution of S328 or S335, the effect control CPU 120 refers to the process data being executed, and determines whether or not it is the accessory fall timing (S337). If it is the fall timing of the accessory (S337; Y), the connection between the first effect motor 510 and the take-up pulley 507 by the electromagnetic clutch 520 is released to make it unconnected (S338), and the stopper 513 is turned off. The state is set (S339), and the accessory drop effect process is terminated. By executing the processing of S338 and S339, the accessory 501 arranged at the first position is dropped by its own weight toward the second position.

  If it is not the accessory fall timing (S337; N), it is determined whether or not it is during the driving period of the second effect motor 511 with reference to the executed accessory fall effect process data (S340). If it is during the drive period of the second effect motor 511 (S340; Y), the second effect motor 511 is driven (S341), and the accessory drop effect process is terminated. By executing the process of S341, the movement of the accessory 501 from the second position to the first position due to the rotation of the rotating body 512 in the effect patterns 1 to 3 is executed, and the second effect motor 511 is further moved. By the driving, the protrusion 512a of the rotating body 512 and the extending portion 504 of the accessory 501 are separated from each other after a predetermined time, whereby the accessory 501 is dropped again.

  If the second effect motor 511 is not in the drive period (S340; N), it is determined whether or not the first effect motor 510 is in the drive period with reference to the currently executed accessory fall effect process data. Determination is made (S342). If it is not during the drive period of the first effect motor 510 (S342; N), the accessory drop effect process is terminated, and if it is during the drive period of the first effect motor 510 (S342; Y), it is being executed. With reference to the process data, it is determined whether or not it is the drive start timing of the first effect motor 510 (S343). When it is the drive start timing of the first effect motor 510 (S343; Y), the first effect motor 510 and the take-up pulley are connected to the first effect motor 510 and the take-up pulley 507 by the electromagnetic clutch 520. 507 is connected (S344), and the process proceeds to S345. When it is not the drive start timing of the first effect motor 510 (S343; N), the process proceeds to S345 without going through S344.

  In S345, the effect control CPU 120 drives the first effect motor 345 and winds the wire 508 by the take-up pulley 507 (S345). Then, referring to the process data being executed, it is determined whether or not it is the driving timing of the stopper 513 (S346). When it is the drive timing of the stopper 513 (S346; Y), the support piece 513a is protruded toward the guide rail 505L by turning on the stopper 513 (S347), and the accessory fall effect process is terminated. If it is not the driving timing of the stopper 513 (S346; N), the accessory drop effect process is terminated without going through S347.

  In the present embodiment, with reference to the execution of the fall effect process data, it is dropped from the first position to the second position on the condition that it is the fall timing, The present invention is not limited to this. For example, it is determined whether or not it is during the operation reception period of the stick controller 31A, the push button 31B, etc. with reference to the currently performed accessory fall effect process data. The accessory 501 may be dropped by its own weight from the first position toward the second position on the condition that the operation of the stick controller 31A, the push button 31B, etc. is received during the operation reception period. When the operation reception period ends without receiving the operation of the stick controller 31A, the push button 31B, etc., the accessory 501 falls by its own weight from the first position toward the second position at the end timing of the operation reception period. You may make it let it.

  As described above, in the pachinko gaming machine 1 according to the present embodiment, since the accessory 501 may fall again after dropping from the first position to the second position, the operation of the accessory 501 becomes monotonous. Can be prevented.

  Further, the player can pay attention to the operation of the accessory 501, and the player's expectation for the operation of the accessory 501 can be effectively improved.

  Further, since the accessory 501 can be held at the first position by the stopper 513, it is possible to prevent the accessory 501 from falling from the first position at a timing other than the drop timing.

  Although the embodiments of the present invention have been described with reference to the drawings, the specific configuration is not limited to these embodiments, and modifications and additions within the scope of the present invention are included in the present invention. It is.

  In the embodiment, the stopper 513 is disposed on the left side of the upper end of the guide rail 505L on the front surface of the base 600L, and is connected to the first effect motor 510 and the first effect motor 510 on the base 600R side. The winding pulley 507 is disposed, and the accessory 501 disposed in the first position is supported by the support piece 513a protruding from the stopper 513 and the rotational resistance generated in the first performance motor 510, and the second position or the third position. The role 501 dropped to the second position or the third position is moved to the first position by winding the wire 508 by the take-up pulley 507 that rotates by driving the first effect motor 510. However, the mechanism that supports the accessory 501 in the first position and the accessory 501 that has dropped to the second position or the third position are the first. The mechanism for moving the, or may be constructed using for other machines.

  For example, as shown in FIG. 31 (A) as a modified example, the first gear 321 fixed to the front side of the base 600L is fixed to the rotating shaft 320a of the holding motor 320 protruding forward of the base 600L; A second gear 322 that is engaged with the first gear 321 and protrudes from the front surface of the base 600L and that is rotatable about a rotation shaft 322a facing in the front-rear direction, and a base 600L that is engaged with the second gear 322 and that is engaged with the second gear 322. A third gear 323 is provided so as to be rotatable about a rotation shaft 322a that projects in the front-rear direction.

  Of these gears, a holding piece 324 extending in the left-right direction is disposed on the front side of the third gear 323. The holding piece 324 is pivotally supported by a swinging shaft 324a having a left end protruding in front of the base 600L and facing in the front-rear direction. In addition, a holding portion 325 having a substantially L shape in front view is formed at the right end portion of the holding piece 324, and the extending portion 504 can be received from below when the accessory 501 is disposed at the first position. It is like that. In addition, a long hole 326 is formed in the holding piece 324, and a connecting shaft 323 b protruding from the front peripheral edge of the third gear 323 is slidably inserted into the long hole 326.

  As described above, the holding piece 324 is held substantially horizontally by the connecting shaft 323b being positioned immediately above the rotating shaft 323a, and can be brought into contact with the lower end of the extending portion 504 when the accessory 501 is positioned at the first position. And a position where the connecting shaft 323b is positioned immediately below the rotating shaft 323a so that the connecting shaft 323b is tilted to the right and is not in contact with the lower end of the extending portion 504. The first gear 321, the second gear 322, and the third gear 323 are rotated by the holding motor 320 so as to be swingable between the retracted position (see FIG. 31B). As a result, it moves between the holding position and the retracted position.

  On the other hand, the drive shaft 510a is fixed to the front surface of the base 600R so as to protrude forward. Then, the first gear 307 fixed to the drive shaft 510a of the first effect motor 510 on the front side of the base 600R, and the front-rear direction engaged with the first gear 307 and projecting from the front of the base 600R are provided. A second gear 308 provided so as to be rotatable about a rotating shaft 308a facing, and a rotating shaft 309a which is engaged with the second gear 308 and protrudes from the front surface of the base 600R and which faces in the front-rear direction. A third gear 309 that can be provided is disposed.

  A tooth portion 350 that meshes with a tooth portion 341a of a rack 341, which will be described later, is formed on the outer peripheral surface of the third gear 309, and a smaller diameter than that of the tooth portion 350 on the back side of the tooth portion 350. The back side tooth part meshing with the tooth part of the second gear is formed (not shown in 32). That is, the gear that meshes with the rack 341 described later and the gear that meshes with the second gear 308 are integrated with the third gear 309 in the front-rear direction. Furthermore, on the outer peripheral surface of the third gear 309, a missing portion 351 is formed over a predetermined angle range by partially missing the tooth portion 350 in the rotation direction.

In addition, a rack 341 that can mesh with the tooth portion 350 of the third gear 309 in the movement range from the first position to the third position of the accessory 501 is provided at the end portion 503R of the connecting arm 502R. Therefore, the accessory 501 is guided from the second position or the third position to the guide rails 505R, 50 5L by rotating the first gear 307, the second gear 308, and the third gear 309 by the first effect motor 510. It is possible to move toward the first position along. As shown in FIG. 32, in the state where the accessory 501 is arranged at the first position, the third gear 309 is disengaged from the rack 341 by the driving of the first effect motor 510 by the missing portion 351. It is positioned at a position immediately before being performed.

  As described above, the accessory 501 in the present modified example is supported from below by the holding portion 325 at the first position, and the first effect via the first gear 307, the second gear 308, and the third gear 309. It is held at the first position by being supported from below by the rotational resistance of the motor 510 for use.

  When the accessory 501 is dropped, the holding piece 324 is moved to the retracted position by driving the holding motor 320 as shown in FIGS. 31 (B), 33 (A), and 33 (B). The third gear 309 is rotated by driving the first effect motor 510, and the meshing between the tooth portion 341 a of the rack 341 and the tooth portion 350 of the third gear 309 is released by the missing portion 351. By moving the holding piece 324 to the retracted position and releasing the engagement between the tooth portion 341a of the rack 341 and the tooth portion 350 of the third gear 309, the accessory 501 falls from the first to the second position. To do.

  Then, the accessory 501 placed at the second position by dropping is moved by a predetermined distance toward the first position by the rotation of the rotating body 512 by the driving of the second effect motor 511 as shown in the embodiment. And then fall back to the third position.

  In order to move the accessory 501 placed at the second position or the third position to the first position by dropping, the third gear 309 is rotated by driving the first effect motor 510 as shown in FIG. The tooth portion 350 of the third gear 309 and the tooth portion 341a of the rack 341 are reengaged, and then the third gear 309 is further rotated by driving the first effect motor 510, thereby guiding the accessory 501. What is necessary is just to move toward the 1st position along rails 505L and 505R.

  In this modification, the role 501 is dropped again by the rotation of the rotating body 512 by driving the second effect motor 511 as in the above-described embodiment. For example, the end portion 503R of the connecting arm 502R is used. The same configuration as the rack 341, the first gear 307, the second gear 308, and the third gear 309 provided on the base 600R is provided on the end portion 503L of the connection arm 502L and the base 600L, and the ends of the connection arms 502L. The accessory 501 may be dropped again using the rack 341, the first gear 307, the second gear 308, and the third gear 309 provided on the portion 503L and the base 600L. Thus, the rack 341, the first gear 307, the second gear 308, and the third gear 309 having the same configuration are provided on the end 503R and the base 600R of the connecting arm 502R and the end 503L and the base 600L of the connecting arm 502L. When the accessory 501 is dropped from the first position to the second position and re-dropped from the second position to the third position, the third gear 309 provided on the base 600L side is rotated. The object 501 is moved from the third position to the second position, and the accessory 501 is moved from the second position to the first position by the rotation of the third gear 309 provided on the base 600R side. Thus, the tooth portion 341a of the rack 341 provided at the end portion 503R of the connecting arm 502R in the first position and the tooth portion 350 of the third gear 309 provided on the base 600R side. It is possible to prevent the focus position is shifted.

  In the above-described embodiment, when it is determined that the accessory 501 is dropped from the first position to the second position and the accessory 501 is dropped again as the effect drop effect, the accessory 501 is moved to the second position. However, the present invention is not limited to this, and the accessory 501 drops again. In this case, it may fall again to the second position, or may fall again to a position other than the second position or the third position.

  In the embodiment, when it is determined that the accessory 501 is to be dropped again, the accessory 501 is turned from the second position to the first position by the rotation of the rotating body 512 by driving the second effect motor 511. If the spring urged in the up and down direction is provided at the second position and it is determined that the accessory 501 is to be dropped again, it is placed at the second position. After releasing the restoring force of the spring with respect to the existing accessory 501, the accessory 501 moves toward the first position, and then the accessory 501 falls again to the third position due to the weight of the accessory 501. You may do it.

  Moreover, in the said Example, although the accessory fall effect is performed according to the variation pattern performed being a jackpot variation pattern, this invention is not limited to this, The accessory fall effect is For example, the first super reach production with a high degree of expectation of jackpot is executed by executing the fall of the accessory 501 during the change display of the effect symbol, and the first by executing the fall of the accessory 501 again. The second super reach production having a higher degree of expectation of jackpot than the super reach production may be executed.

  In the above-described embodiment, the role 501 is dropped by its own weight according to the variation pattern to be executed being a big hit variation pattern, and whether the big hit type is a probable big hit A or a non-probable big hit whether the round hit type is 16 rounds. However, the present invention is not limited to this, and it is suggested that there is a reserved memory that becomes a big hit in the reserved memory when the weight 501 falls by its own weight. The second hold with a higher expectation that there is a hold memory that is a big hit in the hold memory than the big hit pre-read effect in the first hold memory. You may perform as a big hit prefetch effect in memory.

  Moreover, in the said Example, although the accessory fall production | presentation which carries out the weight fall of the accessory 501 in the pachinko machine 1 was performed, this invention is not limited to this, It can move to an up-down direction also in a slot machine. An accessory 501 may be provided, and an accessory fall effect that causes the actor 501 to fall by its own weight and fall again may be executed. In this way, when the weight 501 is dropped and re-falled in the slot machine, the weight 501 is dropped as a first suggestion effect indicating a bonus or ART winning, and the role 501 is dropped again. May be executed as a second suggestion effect having a higher winning expectation degree of bonus or ART than the first first suggestion effect.

  In the above-described embodiment, the role 501 is dropped by its own weight according to the variation pattern to be executed being a big hit variation pattern, and whether the big hit type is a probable big hit A or a non-probable big hit whether the round hit type is 16 rounds. However, the present invention is not limited to this, and the role 501 is dropped again according to the number of times that the short-time control is executed after the big hit game is finished. May be.

  In the above-described embodiment, the role 501 is dropped by its own weight according to the variation pattern to be executed being a big hit variation pattern, and whether the big hit type is a probable big hit A or a non-probable big hit whether the round hit type is 16 rounds. However, the present invention is not limited to this, and the present invention is not limited to this, and the probability variation big hit that controls the gaming state to the certain variation state after the special variable winning ball apparatus 7 is opened at a high speed a predetermined number of times. In a pachinko gaming machine equipped with a so-called “accuracy” and a small hitting that maintains the gaming state after the special variable winning ball apparatus 7 is opened at a high speed a predetermined number of times, a falling pattern of an action 501 is executed. Is executed as a first certainty suggestion effect that suggests that the gaming state is controlled to the certainty variation state according to the fact that the variation pattern is the probability / small hit variation pattern, Down, game state than the first probability variation suggests effect may be executed as an expected high degree of second probability variation suggested effect controlled by the probability variation state.

  In the above-described embodiment, the role 501 is dropped by its own weight according to the variation pattern to be executed being a big hit variation pattern, and whether the big hit type is a probable big hit A or a non-probable big hit whether the round hit type is 16 rounds. However, the present invention is not limited to this. In the pachinko gaming machine in which the winning combination is released when the variable display result is a small hit. Executes the weight drop of the accessory 501 as a first small hit suggestion effect that suggests that the variation display result is a small hit depending on whether or not the variation pattern to be executed is a small hit variation pattern. At the same time, the re-dropping of the accessory 501 may be executed as a second small hit suggestion effect that has a higher expectation level as a small hit as a variation display result than the first small hit suggestion effect.

  Further, in the above-described embodiment, the role 501 is dropped by its own weight in response to the big symbol as a result of displaying the variation of the special symbol. In response to this, the accessory 501 is dropped again, but the present invention is not limited to this, and the first normal suggesting that the weight display result of the normal symbol is a hit when the accessory 501 falls by its own weight. It is executed as a suggestion effect per symbol, and the re-drop of the role 501 is executed as a suggestion effect per second normal symbol having a higher expectation level that the normal symbol variation display result is hit than the first normal symbol suggestion effect. Anyway.

  Further, in the above embodiment, the pachinko gaming machine 1 is illustrated as an example of the gaming machine, but the present invention is not limited to this. For example, a predetermined number of gaming balls are inside the gaming machine. The number of loaned balls that are enclosed in a circulating manner and lent in response to a loan request by a player and the number of prize balls that are awarded in response to winnings are added, while the number of game balls used in the game is subtracted. The present invention can also be applied to so-called enclosed game machines that are stored in the memory.

  Further, in this embodiment, in order to notify the effect control CPU 120 of the change pattern indicating the change mode such as the change time and the type of reach effect, an example of transmitting one change pattern designation command when starting change. Although shown, the variation pattern may be notified to the effect control CPU 120 by two or more commands. Specifically, when the notification is made by two commands, the CPU 103 uses the first command, for example, the presence or absence of a pseudo-ream, the presence / absence of a slip effect, etc. before reaching (so-called second if not reaching). A command indicating the fluctuation time and fluctuation mode is transmitted before the stop, and the second command is the so-called second stop after reaching the reach such as the type of reach and the presence / absence of the redrawing effect (if the reach is not reach) A command indicating the variation time and variation mode of (after) may be transmitted. In this case, the effect control CPU 120 may perform effect control in variable display based on the variable time derived from the combination of two commands.

  The CPU 103 may notify the change time by each of the two commands, and the effect control CPU 120 may select a specific change mode executed at each timing. When two commands are sent, the two commands may be transmitted within the same timer interrupt. After the first command is transmitted, a predetermined period elapses (for example, the next timer interrupt). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be changed as appropriate. Thus, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern designation command can be reduced.

1 Pachinko machine 120 Production control CPU
501 character 507 take-up pulley 508 wire 510 first effect motor 511 second effect motor 513 stopper

Claims (1)

  1. A gaming machine capable of playing games,
    A movable effect body provided movably between an upper position in the gaming machine and a lower position below the upper position;
    There are a first lower position and a second lower position below the first lower position as the lower position,
    Dropping means for dropping the movable effector from the upper position to the first lower position by the weight of the movable effector;
    Raising means capable of raising the movable effector falling to the first lower position upward;
    Re-falling means for dropping the movable effector in the middle of being raised from the first lower position to the upper position again by the weight of the movable effector to the second lower position;
    Further comprising a,
    The re-falling means has a movable piece, and the movable piece receives the movable effect body falling from its upper position due to falling of its own weight at the first lower position, and the movable effect received by operating the movable piece. body increases the gaming machine, characterized in der Rukoto one which naturally falling the movable effect body elevated again by apart from the movable piece.
JP2013203263A 2013-09-30 2013-09-30 Game machine Active JP6118696B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2013203263A JP6118696B2 (en) 2013-09-30 2013-09-30 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2013203263A JP6118696B2 (en) 2013-09-30 2013-09-30 Game machine

Publications (3)

Publication Number Publication Date
JP2015066189A JP2015066189A (en) 2015-04-13
JP2015066189A5 JP2015066189A5 (en) 2015-07-02
JP6118696B2 true JP6118696B2 (en) 2017-04-19

Family

ID=52833597

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2013203263A Active JP6118696B2 (en) 2013-09-30 2013-09-30 Game machine

Country Status (1)

Country Link
JP (1) JP6118696B2 (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6207491B2 (en) * 2014-11-20 2017-10-04 株式会社ニューギン Game machine
JP6310836B2 (en) * 2014-11-20 2018-04-11 株式会社ニューギン Game machine
JP6064157B1 (en) * 2015-12-25 2017-01-25 株式会社大都技研 Amusement stand

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5773570B2 (en) * 2010-03-11 2015-09-02 株式会社平和 Game machine
JP5043148B2 (en) * 2010-04-16 2012-10-10 株式会社藤商事 Game machine
JP2012210259A (en) * 2011-03-30 2012-11-01 Kyoraku Sangyo Kk Pachinko game machine
JP5707349B2 (en) * 2012-02-15 2015-04-30 株式会社三共 Game machine
JP6042648B2 (en) * 2012-07-11 2016-12-14 株式会社藤商事 Game machine

Also Published As

Publication number Publication date
JP2015066189A (en) 2015-04-13

Similar Documents

Publication Publication Date Title
JP6286742B2 (en) Game machine
JP5370877B1 (en) Amusement stand
JP5698191B2 (en) Game machine
JP5455036B2 (en) Game machine
JP5344632B2 (en) Amusement stand
JP5385119B2 (en) Game machine, game machine presentation method and program
JP6543458B2 (en) Gaming machine
JP6115765B2 (en) Amusement stand
JP5586269B2 (en) Game machine
JP2015159966A (en) Game machine
JP5662535B2 (en) Amusement stand
JP5698192B2 (en) Game machine
JP5953468B2 (en) Amusement stand
JP5507308B2 (en) Game machine
JP2015128537A (en) Game machine
JP5702517B2 (en) Game machine
JP6190257B2 (en) Game machine
JP6167000B2 (en) Game machine
JP4642144B1 (en) Amusement stand
JP4642147B1 (en) Amusement stand
JP5887632B2 (en) Amusement stand
JP5640129B2 (en) Game machine
JP5435537B2 (en) Bullet ball machine
JP2016129793A (en) Pinball game machine
JP2011188893A (en) Play table

Legal Events

Date Code Title Description
RD04 Notification of resignation of power of attorney

Free format text: JAPANESE INTERMEDIATE CODE: A7424

Effective date: 20150115

A621 Written request for application examination

Free format text: JAPANESE INTERMEDIATE CODE: A621

Effective date: 20150508

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20150519

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20160524

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20160627

A02 Decision of refusal

Free format text: JAPANESE INTERMEDIATE CODE: A02

Effective date: 20161122

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20161202

A911 Transfer of reconsideration by examiner before appeal (zenchi)

Free format text: JAPANESE INTERMEDIATE CODE: A911

Effective date: 20161209

TRDD Decision of grant or rejection written
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20170228

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20170327

R150 Certificate of patent or registration of utility model

Ref document number: 6118696

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250