JP6124174B2 - Game machine - Google Patents

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Publication number
JP6124174B2
JP6124174B2 JP2013001391A JP2013001391A JP6124174B2 JP 6124174 B2 JP6124174 B2 JP 6124174B2 JP 2013001391 A JP2013001391 A JP 2013001391A JP 2013001391 A JP2013001391 A JP 2013001391A JP 6124174 B2 JP6124174 B2 JP 6124174B2
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effect
control cpu
symbol
winning
game
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JP2014132939A (en
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松村 光宏
光宏 松村
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株式会社平和
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Description

  The present invention relates to a gaming machine that, when a lottery opportunity occurs during a game, displays a symbol in a manner that displays a result of a lottery after a symbol change display.

  Conventionally, as this type of gaming machine, a gaming machine that suggests a big hit probability using a light source provided in an attacker unit (special electric accessory) is known (for example, Patent Document 1).

  In the gaming machine of Patent Document 1, information indicating the lottery probability of jackpot (information about whether or not to shift to the probability variation state after the jackpot game ends) is driven to emit light from the light emitting unit arranged inside the attacker unit. To inform you.

  For this reason, according to the technique of Patent Document 1, an attacker unit itself that a player tends to pay attention to in a big hit game can be used as an information transmission means. During the big hit game, the line of sight is removed from the image display device. It is considered that information indicating the lottery probability of a big hit can be effectively recognized by a player who has moved his gaze near the attacker unit.

  As another prior art, there is a gaming machine in which a big prize opening, a normal prize opening, a game state display unit, and an effect light source are unitized (for example, Patent Document 2).

  In the gaming machine of Patent Document 2, the display board for controlling the game state display unit and the light source board for controlling the light source for presentation are arranged so as to overlap each other, so that a big winning opening, a normal winning opening, a gaming state display unit, It is considered that the production light sources can be compactly integrated, and as a result, the degree of freedom in designing the game board can be increased.

JP 2009-18020 A JP 2009-172067 A

  The prior art described above is characterized in that the range of the effects of the gaming machine is widened and the configuration of the gaming machine is rationalized by devising the configuration of the attacker unit and its peripheral members.

  However, in the technique of Patent Document 1, only the light emitting unit is provided in the attacker unit (special electric accessory), and there are not enough parts when trying to perform various effects using the attacker unit. There is a problem of doing. In other words, since the attacker unit has only the light emitting part, there is only an alternative effect such as whether or not the light emitting part emits light as the effect content.

On the other hand, in the technique of Patent Document 2, since the peripheral parts of the attacker unit are unitized, the number of parts is increased compared to the technique of Patent Document 1. However, in the technique of Patent Document 2, the game state display unit on which special symbols and normal symbols are displayed is unitized together.
For this reason, an attacker unit that mainly executes a jackpot game is integrated with a game state display section that is not directly related to the jackpot game (regardless of the effect contents). Then, if the attacker unit is replaced due to a change in the game specification or the like, there is a problem that the game state display unit must be replaced together.

  Therefore, an object of the present invention is to provide a technique capable of realizing a component structure suitable for performing various effects using a predetermined winning opening.

The present invention employs the following means for solving the above problems. In addition, the wording in the following brackets is an illustration to the last, and this invention is not limited to this.
Solution 1: A gaming machine of the present solution is attached to a base member fixed to a game board and a surface side of the base member, and allows a game ball to enter when a predetermined game state occurs. A first winning port, a second winning port attached to the surface side of the base member and allowing a game ball to enter regardless of the gaming state, and a second winning port attached to the surface side of the base member, An effect device that performs a predetermined effect when a game ball enters the mouth, a drive device that is attached to the back side of the base member and that is driven when the predetermined game state occurs, and the drive device And an opening / closing member that opens the first winning port when the predetermined gaming state occurs and closes the first winning port when the predetermined gaming state does not occur It is.

The gaming machine of the present solving means has the following configuration, for example.
(1) A base member fixed to the game board is provided. The game board is a member that constitutes a part of the game board unit, and serves as a base for the game board unit. Moreover, the game board is comprised with the plywood material, the transparent board, etc., and the opening part is formed in the one part. And a game board and a base member can be integrated by fixing a base member to the position which covers the opening part.

(2) A first winning opening (large winning opening) is attached (arranged) to the surface side of the base member of (1) above. The first winning opening is a winning opening that allows a game ball to enter when a predetermined gaming state occurs. Here, the predetermined gaming state is, for example, a big hit gaming state or a small hit gaming state executed when a special symbol is stopped and displayed in a specific mode (a mode other than non-winning mode).

(3) A second winning opening (ordinary winning opening) is attached (arranged) to the surface side of the base member of (1). The second winning opening is a winning opening that allows a game ball to enter regardless of the gaming state. Note that the second winning opening may be a winning opening that does not generate a predetermined lottery opportunity (a special symbol lottery opportunity).

(4) An effect device (7-segment display, LED display, etc.) is attached to the surface side of the base member of (1) above. The effect device is a device that performs a predetermined effect (a count-up effect using a 7-segment display, a light-emitting effect using an LED display) triggered by the game ball entering the second winning opening in (3) above.

(5) A driving device is attached to the back side of the base member of (1). The drive device is an actuator that is driven when the predetermined gaming state (1) occurs, and includes, for example, a solenoid that serves as a drive source and a link mechanism that is driven by the solenoid.

(6) An opening / closing member driven by the driving device of (5) is provided. The opening / closing member is connected to the driving device of (5), and when the predetermined gaming state of (1) occurs, the first winning opening of (2) is opened, and the predetermined opening of (1) is performed. When the gaming state of (2) has not occurred, the first winning opening of (2) is closed.

  Thus, according to this solution, the first prize opening, the second prize opening, the rendering device, and the drive device are attached to the base member of (1), and the opening / closing member is connected to the drive device. Therefore, these members can be integrated into a compact unit.

  Further, in the present solution, the parts related to the first prize opening are the driving device and the opening / closing member, the parts related to the second prize opening are the production devices, and the first prize opening is also used as the second prize opening. Also does not include extra parts that are not relevant. For this reason, the unit excellent in exchange property and maintainability can be provided.

Furthermore, in the present solution means, the first winning port and the second winning port where the game ball may possibly enter, and the effect device touched by the player are attached to the surface side of the base member. The movement and the accompanying effects can be more directly asserted to the player. On the other hand, since the driving device is attached to the back side of the base member, the arrangement space can be rationalized.
According to the gaming machine of the present invention, it is possible to realize a component configuration suitable for performing various effects using a predetermined winning opening.

  Solution 2: The gaming machine of the present solution further includes a plate-like member arranged at a predetermined distance from the base member and attached to the surface side of the base member in the solution 1, and the first prize opening Is formed between the base member and the plate-like member, and the opening / closing member is a member that slides in the front-rear direction of the game board.

The following features are added to the gaming machine of this solution.
(1) A plate-like member is attached to the surface side of the base member. The base member and the plate-like member are arranged at a predetermined interval. The predetermined interval is an interval at which, for example, about one game ball can pass. Here, if the plate-like member is a transparent member, it is possible to show the player the process of entering the game ball into the first prize opening or the second prize opening and the future of the game ball after entering the game. it can.

(2) The first winning opening is formed between the base member and the plate member. According to the above (1), since the base member and the plate-like member are arranged at a predetermined interval, a space is generated between the two members. And in this solution means, the 1st prize opening is formed using the space.

(3) The opening / closing member is a member that slides in the front-rear direction of the game board. For this reason, the space formed by said (2) can be closed or opened by sliding an opening-and-closing member in the front-back direction.

  For this reason, according to the present solution, the first prize opening is formed using the space formed between the base member and the plate-like member, and the first opening / closing member is slid in the front-rear direction. Since the winning opening can be closed and opened, the first winning opening can be effectively opened and closed with a small number of parts.

  Solution means 3: The gaming machine of this solution means that in the solution means 1 or 2, the effect device counts and displays the number of game balls that have entered the second winning opening, and the first effect device. A specific effect is executed by the effect device, and a specified effect is executed by the second effect device that executes the specified effect when a specific condition is satisfied, and the second effect device, and A gaming machine including a third effect device that executes a special effect when a prescribed condition is satisfied.

The following features are added to the gaming machine of this solution.
(1) The effect device includes three devices such as a first effect device, a second effect device, and a third effect device.
(2) The first effect device is a device that counts and displays the number of game balls that have entered the second winning opening.

(3) The second effect device is a condition that a specific effect (an effect in which the count display is counted up to a specific value) is executed by the first effect device, and that a specific condition (an in-memory area is generated) ) Is a device that executes a specified effect (lighting display effect) when triggered by the above.
(4) In the third effect device, a prescribed effect (lighted display effect) is executed by the second effect device, and a prescribed condition (a 16-round big hit during a 16-round big hit will generate an in-memory extended game) This is a device that executes a special effect (lighting display effect) when the condition is satisfied.

  Thus, according to this solution, since the production device includes the three devices such as the first production device, the second production device, and the third production device, the production variation can be increased accordingly. .

  In addition, since these production devices can be unitized with the base member as a base, various productions can be performed while increasing various variations of production and collecting various parts in a compact manner.

  Solution 4: The gaming machine of the present solution is arranged on the surface side of the base member and upstream of the first winning port and the second winning port in any of the solving units 1 to 3. An avoidance hole for avoiding a game ball from entering the first winning opening or the second winning opening, and a game ball disposed on the surface side of the base member and entering the avoidance hole, A gaming machine further comprising a guide passage that guides to an out passage to be collected.

The following features are added to the gaming machine of this solution.
(1) An avoidance hole is arranged on the surface side of the base member and upstream of the first winning port and the second winning port. The avoidance hole is a hole that makes it possible to prevent the game ball from entering the first winning opening or the second winning opening.
(2) A guide passage is disposed on the surface side of the base member. The guide passage is a passage that guides the game ball that has entered the avoidance hole of the above (1) to an out passage that collects the game ball.

The first winning opening and the second winning opening can be unitized with the base member as a base, but it is desirable to avoid the game balls entering the first winning opening and the second winning opening intentionally to some extent. There is a case.
In this respect, in the present solution, since the avoidance hole is attached to the surface side of the base member and the guide passage is attached to the surface side of the base member, the first winning port, the second winning port, etc. Together, the avoidance hole and the guide passage can be unitized, and it is possible to realize a method of assembling parts in accordance with the actual game content.

  Solution 5: The gaming machine of the present solution is a lottery element acquisition unit that acquires a lottery element necessary for execution of a predetermined internal lottery when any of the solution means 1 to 4 occurs during a game. A lottery element storage means for storing the lottery elements acquired by the lottery element acquisition means up to a predetermined upper limit number, and the lottery elements are stored by the lottery element storage means in a state where a predetermined start condition is satisfied. If the lottery element is consumed and the internal lottery is executed, the internal lottery is executed, and when the internal lottery is executed, the symbol is variably displayed over a predetermined fluctuation time. The symbol display means for stopping and displaying the symbol in a manner representing the result of the result, and the result that the result of the internal lottery corresponds to winning, the symbol is the stop table in a manner representing the winning by the symbol display means In the case where the lottery element is newly stored by the special game executing means for executing the special game by driving the driving device to cause the opening / closing member to perform an opening / closing operation, and the lottery element storage means, Before the new lottery element is consumed by the lottery execution means, a destination determination means for determining in advance at least the result of the internal lottery using the new lottery element, and a game ball at the second winning opening And a determination result that the determination result by the first determination means is a determination result that there is a lottery element to be won within a predetermined number of fluctuations after the end of the special game, and When a special ball is entered by the detecting means during execution of the special game and a predetermined performance execution condition is satisfied, a variation in the design within the predetermined number of fluctuations is detected. Special continuation that teaches the player that the winning result is obtained within a predetermined number of fluctuations after the end of the special game. A gaming machine further comprising special continuous performance execution means for performing performance.

The following features are added to the gaming machine of this solution.
(1) When a lottery opportunity occurs during a game (a game ball enters the upper start winning opening or the lower starting winning opening), a lottery element (big hit determination random number) necessary for execution of a predetermined internal lottery is acquired. In order to execute the internal lottery, a lottery opportunity must be generated as a precondition. For this reason, the player plays a game with the initial goal being to enter the game ball into the upper start winning opening or the lower start winning opening serving as the lottery opportunity. A lottery opportunity occurs randomly (or accidentally or randomly), and when a lottery opportunity occurs randomly, a lottery element is acquired each time.

(2) The lottery elements acquired in (1) are stored in the order of acquisition. However, a predetermined upper limit (for example, four per symbol) is provided for the number of memories, and the number of memories does not increase beyond this upper limit.

(3) The lottery element according to (2) above in a state in which a predetermined start condition (for example, the condition that the symbol display is not changed and the stop display of the symbol is confirmed when the previous variation is made) is satisfied. Is stored, the stored lottery element is consumed and the internal lottery (special symbol lottery) is executed.

(4) When the internal lottery of (3) above is executed, the symbol (special symbol) is variably displayed over a predetermined fluctuation time, and the symbol is stopped and displayed in a manner representing the result of the internal lottery. It takes a certain amount of time (fluctuation time and stop display time) from the start of the symbol display to the stop display. Once the symbol display is started, the stop display is completed. The next lottery will not be held until

(5) If the result of the internal lottery in (3) corresponds to winning, and the symbol is stopped and displayed in the manner representing winning in (4) above, the driving device is driven to cause the opening / closing member to perform an opening / closing operation. Thus, a special game (for example, a game in which the internal winning lottery and the symbol change are not performed, the variable winning device is continuously operated, and the first winning opening is continuously opened) is executed. The special game basically corresponds to a game such as a 16-round jackpot game, but is a concept including a jackpot game or the like that is a 16-round jackpot but can obtain substantially the same profit as the 10-round jackpot.

(6) When a lottery element is newly stored in (2) above, at least the result of the internal lottery is determined in advance using the new lottery element. Thereby, before the new lottery element is actually consumed, the result of the internal lottery (whether it is a win or a miss) is determined.

(7) Detection means (second winning opening switch) is provided for detecting that a game ball has entered the second winning opening. When a game ball enters the second prize opening, the detection means detects passage of the game ball, but when no game ball enters the second prize opening, the passage of the game ball is not detected.

(8) Then, the determination result according to (6) is a determination result that there is a lottery element to win within a predetermined number of fluctuations (for example, within 4 fluctuations) after the end of the special game, and the above (5) When a game ball is detected by the detecting means (7) during execution of the special game and a predetermined performance execution condition is satisfied (for example, a game is entered in the second prize opening) When a predetermined number of balls have entered), a special continuous effect is started.

  Here, the special continuous effect is an effect that is executed over a plurality of special games that are executed with a change in symbols within a predetermined number of changes (for example, within 4 changes) in between, and a special game. This is an effect that teaches the player that the winning result can be obtained within a predetermined number of fluctuations (for example, within 4 fluctuations) after the completion of.

  In this solving means, when the conditions of the in-memory ream are satisfied, a special continuous effect is executed across a plurality of special games. For this reason, until the special continuous performance is executed, the player, for example, enjoys the big hit game while watching the normal big-game performance, but it is determined that the memory in the memory will occur when the special continuous performance is executed. Therefore, it is not very interesting to perform a normal big-game production as it is.

  Therefore, in this solution, when conditions in the memory range are in place, a special continuous performance is executed across a plurality of special games. It is possible to make a strong impression that

  Further, in the present solution, since the special continuous effect is executed across a plurality of special games that are executed with the variation of the symbols in between, when the special continuous effect is executed, there is only one special game. An impression as if it was a long special game can be given, and the range of the performance of the big hit game can be expanded while maintaining the continuity of the performance of the big role when the in-memory recreational villa occurs.

  Furthermore, when the special continuous production performance conditions are fulfilled and the special continuous production performance conditions are fulfilled, it is as if the player is playing his / her own game condition (the game ball is placed in a predetermined winning opening) This can give the impression that the special continuous performance has been executed.

  As described above, in the present solution, since the special continuous production is started when the game ball has entered the second winning opening, the second winning opening is given to the player during the big hit game. As a result, it is possible to realize an unprecedented new way to show in the memory and to improve the game performance during the big hit game.

In order to execute the contents of such an effect, the first prize opening for driving the special game, the driving device, and the opening / closing member are required. In order to execute the special continuous effect, the second prize winning is required. A mouth and an effect display device are required.
And since the solution means mentioned above implement | achieves the structure which can unitize all the members required for these productions, providing the unit suitable for performing such a special continuous production Can do.

  Solving means 6: The gaming machine of the present solving means includes, in the solving means 5, when executing the special continuous effect, an execution opportunity number determining means for determining in advance the number of execution triggers related to the execution time of the special continuous effect by lottery. In addition, the rendering device counts and displays the number of times a game ball is detected each time a detecting ball is detected by the detecting means during execution of the special game by the special game executing means, and executes the special continuous effect. The means executes the special continuous effect as if the predetermined effect execution condition is satisfied when the number of game balls detected by the detection unit coincides with the predetermined number of execution triggers. It is a gaming machine to play.

The following features are added to the gaming machine of this solution.
(1) When executing a special continuous performance, the number of execution triggers related to the execution time of the special continuous performance is determined in advance by lottery. The number of execution triggers can be set at random using a random number for production, for example, any one of numerical values such as “1”, “3”, “7”, “11”, etc. Can be selected by lottery.

(2) The effect device counts and displays the number of detections of the game ball every time the entry of the game ball is detected by the detection means during execution of the special game. For this reason, every time a game ball enters the second winning opening, the number of times of entering the ball increases in order, such as “1”, “2”, and “3”.
(3) The special continuous effect is executed when the number of game balls detected by the detection means matches the number of execution triggers determined in advance in (1) above.

As described above, in the present solution, since it is a precondition for executing the special continuous effect that the number of detection times reaches the number of times of execution, it is possible to exhibit further novel gameplay.
In addition, it is possible to give the player a sense that an increase in the number of detections may cause an in-memory game, so that the fun of the big hit game can be increased.

  In addition, for players, the number of detections is clearly disclosed, but the number of execution triggers determined by lottery is not disclosed, so an inquiring mind about how far the number of detections reaches can be achieved for a special continuous performance. Can be given.

  And when performing the content of such production, since the solution means mentioned above has realized the composition which can unitize all the members required for these productions, such special continuous production is carried out. A unit suitable for execution can be provided.

According to the gaming machine of the present invention, it is possible to realize a good optimal component configuration.

It is a front view of a pachinko machine. It is a rear view of a pachinko machine. It is the front view which showed the game board unit independently. It is a front view which expands and shows a part of game board unit. It is the perspective view which showed the 2nd variable prize-winning apparatus from the diagonally upper right of the front side. It is the perspective view which showed the 2nd variable prize-winning apparatus from the diagonally right upper part on the back side. It is a perspective view which decomposes | disassembles and shows the structure of a 2nd variable winning a prize apparatus. It is a disassembled perspective view which shows schematically the structure of the decoration member for prize winning openings. It is a figure which shows a mode that a game ball enters a big winning opening. It is a figure which shows a mode that a game ball enters a normal winning opening. It is a figure which shows a mode that a game ball enters into an avoidance hole. It is a block diagram which shows the various electronic devices with which the pachinko machine was equipped. It is a flowchart (1/2) which shows the example of a procedure of a reset start process. It is a flowchart (2/2) which shows the example of a procedure of a reset start process. It is a flowchart which shows the example of a procedure of a power-off occurrence check process concretely. It is a flowchart which shows the example of a procedure of an interruption management process. It is a flowchart which shows the example of a procedure of a switch input event process. It is a flowchart which shows the example of a procedure of a 1st special symbol memory update process. It is a flowchart which shows the example of a procedure of a 2nd special symbol memory update process. It is a flowchart which shows the example of a procedure of the production | presentation determination process at the time of acquisition. It is a flowchart which shows the structural example of a special symbol game process. It is a flowchart which shows the example of a procedure of the special symbol change pre-processing. It is a figure which shows an example of the fluctuation pattern selection table at the time of a loss (low probability non-time shortening state). It is a figure which shows an example of the fluctuation pattern selection table at the time of loss (high probability time reduction state). It is a figure which shows an example of the fluctuation pattern selection table at the time of loss (high probability time reduction state / special section). It is a figure which shows an example of the fluctuation pattern selection table at the time of loss (low probability time reduction state). It is a figure which shows the structure row | line | column of the 1st special symbol big hit stop symbol selection table. It is a figure which shows the structure column of the 2nd special symbol big hit stop symbol selection table. It is a figure which shows an example of the big hit hour fluctuation pattern selection table (low probability non-time shortening state). It is a figure which shows an example of the big hit hour fluctuation pattern selection table (high probability time reduction state). It is a figure which shows an example of the big hit hour variation pattern selection table (high probability time reduction state / special section). It is a figure which shows an example of the big hit hour fluctuation pattern selection table (low probability time reduction state). It is a flowchart which shows the example of a procedure of a special symbol memory | storage area shift process. It is a flowchart which shows the example of a procedure of the special symbol stop display process. It is a flowchart which shows the structural example of a display output management process. It is a flowchart which shows the structural example of a variable winning apparatus management process. It is a flowchart which shows the example of a procedure of a big winning opening opening pattern setting process. It is a flowchart which shows the example of a procedure of a big prize opening / closing operation | movement process. It is a flowchart which shows the example of a procedure of a big winning opening closing process. It is a flowchart which shows the example of a procedure of an end process. It is a figure explaining the game flow developed in a pachinko machine. It is a figure explaining the game flow developed at the time of a memory in the resort. It is a figure explaining the game flow developed in fireworks mode. It is a continuation figure showing an example of a production picture corresponding to change display and stop display of a special symbol. It is a continuation figure showing the flow of reach production performed at the time of big hit (winning). It is a continuation figure which shows in part an example of the big role production performed during the big hit game when it corresponds to “10 round normal symbols 1, 2, 3” or the like (1/4). It is a continuation figure which shows partially an example of a big-acting effect performed during a big hit game when it corresponds to “10 round normal symbols 1, 2, 3”, etc. (2/4). FIG. 14 is a continuous diagram partially showing an example of a big-bodied performance executed during a big hit game when “10 round normal symbols 1, 2, 3” or the like is satisfied (3/4). FIG. 14 is a continuous diagram partially showing an example of a big role production performed during a big hit game in the case of “10 round normal symbols 1, 2, 3” or the like (4/4). It is a continuation figure which shows the example of an effect of fireworks mode. It is a continuation figure which shows the example of production of festival mode. It is a continuation figure which shows in part an example of the big role production performed during the big hit game when it corresponds to “16 round probability variation symbol 6”. It is a continuation figure which shows the example of production at the time of winning in fireworks mode (1/4). It is a continuation figure which shows the example of presentation at the time of winning in fireworks mode (2/4). It is a continuation figure which shows the example of production at the time of winning in fireworks mode (3/4). It is a continuation figure which shows the example of production at the time of winning in fireworks mode (4/4). It is a continuation figure which shows partially an example of a big-game effect performed during a big hit game when it corresponds to "10 round probability variation symbol 7" in the time shortening state. It is a continuation figure which shows partially an example of a big-game effect performed during a big hit game when it corresponds to “16 round probability variation symbol 7” in the time shortening state. It is a continuation figure which shows partially the 1st production example of the next opponent introduction production (1/2). It is a continuation figure which shows partially the 1st production example of the next opponent introduction production (2/2). It is a continuation figure showing partially the 2nd production example of the next opponent introduction production (1/2). It is a continuation figure showing partially the 2nd production example of the next opponent introduction production (2/2). It is a continuation figure which shows partially the 3rd production example of the next opponent introduction production (1/2). It is a continuation figure showing partially the 3rd production example of the next opponent introduction production (2/2). It is a continuation figure which shows the example of production of the last battle production performed in a time shortening state (1/3). It is a continuation figure which shows the example of production of the last battle production performed in a time shortening state (2/3). It is a continuous figure which shows the example of the production | presentation of the last battle | competition effect performed in fireworks mode (3/3). It is a continuation figure which shows the example of production of an ending bonus production partially (1/4). It is a continuation figure which shows the example of an effect of an ending bonus effect partially (2/4). It is a continuous figure which shows the example of an effect of an ending bonus effect partially (3/4). It is a continuous figure which shows the example of an effect of an ending bonus effect partially (4/4). It is a continuation figure which shows partially the example of production of the Renso production in memory (1/4). It is a continuation figure which shows the example of a production of Renso production in memory partially (2/4). It is a continuation figure which shows the example of a production of Renso production in memory partially (3/4). It is a continuation figure which shows the example of a production of the Renso production in memory partially (4/4). It is a continuation figure which shows partially the example of an effect at the time of forcibly starting the in-memory extended villa effect (1/2). It is a continuation figure which shows partially the example of production at the time of forcibly starting the reaming stage production in memory (2/2). It is a continuation figure which shows other examples of production of Renso production in memory partially (1/4). It is a continuation figure which shows other examples of production of Renso production in memory partially (2/4). It is a continuation figure which shows partially the other example of production of the Renso production in memory (3/4). It is a continuation figure which shows other examples of production of Renso production in memory partially (4/4). It is a continuation figure which shows partially an example of an effect at the time of performing an opponent introduction effect next time during a Renrenso production in memory (1/2). It is a continuation figure which shows partially the example of an effect at the time of performing the opponent introduction effect next time during the rendezvous production in memory (2/2). It is a continuation figure which shows the example of a production of shore mode. It is a flowchart which shows the example of a procedure of effect control processing. It is a flowchart which shows the example of a procedure of an operation | movement memory production | presentation management process. It is a flowchart which shows the example of a procedure of effect design management processing. It is a flowchart which shows the example of a procedure of an effect design change pre-process. It is a flowchart which shows the example of a procedure of a big hit hour variation production pattern selection process. It is a flowchart which shows the example of a procedure of the reach | attainment effect selection process after reach. It is a flowchart which shows the example of a procedure of the fluctuation | variation effect pattern selection process at the time of loss. It is a flowchart which shows the example of a procedure of a mode production management process. It is a flowchart which shows the structural example of a process at the time of variable winning apparatus operation | movement. It is a flowchart which shows the example of a procedure of a variable winning apparatus operation | movement pre-processing. It is a flowchart which shows the example of a procedure of the process at the time of the 1st special symbol winning. It is a flowchart which shows the example of a procedure of the process at the time of the 2nd special symbol winning. It is a flowchart which shows the example of a procedure of the in-memory extended resort determination process. It is a figure which shows the structural example of an execution opportunity frequency lottery table. It is a flowchart which shows the example of a procedure of an area setting process. It is a flowchart which shows the example of a procedure of special big actor production selection processing. It is a flowchart which shows the example of a procedure of the process during operation | movement of a variable winning apparatus. It is a flowchart which shows the other example of a procedure of a process during operation | movement of a variable winning apparatus. It is a figure which shows the relationship between the reaming in a memory production | presentation and the special big actor production.

Hereinafter, embodiments of the present invention will be described with reference to the drawings.
FIG. 1 is a front view of a pachinko gaming machine (hereinafter abbreviated as “pachinko machine”) 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses a game ball as a game medium, and a player borrows a game ball from a game hall operator to play a game with the pachinko machine 1. In the game of the pachinko machine 1, each of the game balls is a medium having a game value, and a privilege (benefits) enjoyed by the player as a result of the game is, for example, a game acquired by the player. The game value can be converted based on the number of balls. The overall configuration of the gaming machine will be described below with reference to FIGS.

[Overall configuration of gaming machine]
The pachinko machine 1 mainly includes an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (a plastic frame, a gaming machine frame) as its main body. The integrated door unit 4 is located on the foremost side when viewed from the front facing the player. An inner frame assembly 7 is located on the back side (back side) of the integrated door unit 4, and the outer frame unit 2 is disposed so as to surround the outer side of the inner frame assembly 7.

  The outer frame unit 2 is a structure in which wood and metal materials are combined in a vertically long rectangular shape. The outer frame unit 2 has a fastener such as a screw attached to an island facility (not shown) in the game hall. It is used and fixed. In the vertically long rectangular outer frame unit 2, wood is used for a portion corresponding to the upper and lower short sides, and a metal material is used for a portion corresponding to the left and right long sides.

  The integrated door unit 4 has a structure in which the tray unit 6 is integrated at a lower position thereof. The integrated door unit 4 and the inner frame assembly 7 are attached to the island facility via the outer frame unit 2, and these operate in an openable manner via a hinge mechanism (not shown). An opening / closing axis of a hinge mechanism (not shown) extends in the vertical direction along the left end as viewed from the front of the pachinko machine 1.

  A unified lock unit 9 is provided on the inner side of the right edge (the left edge in FIG. 2) of the inner frame assembly 7 when viewed from the front in FIG. Correspondingly, a locking tool (not shown) is also provided on the right side edge (back side) of the integrated door unit 4 and the outer frame unit 2. As shown in FIG. 1, in the state where the integrated door unit 4 and the inner frame assembly 7 are closed with respect to the outer frame unit 2, the unified lock unit 9 on the back side of the integrated door unit 4 and the inner frame assembly together with the locking device. 7 cannot be opened.

  A cylinder lock 6 a with a key hole is provided on the right edge of the tray unit 6. For example, when an administrator of the game hall inserts a dedicated key into the keyhole and twists the cylinder lock 6a clockwise, the unified lock unit 9 operates and the integrated door unit 4 can be opened together with the inner frame assembly 7. . If these are opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed on the front side.

  On the other hand, when the cylinder lock 6a is twisted counterclockwise, only the locking of the integrated door unit 4 is released while the inner frame assembly 7 remains locked, and the integrated door unit 4 can be opened. When the integrated door unit 4 is opened to the front side, the game board unit 8 is directly exposed, and in this state, the manager of the game hall can remove obstacles such as ball clogging in the board surface. Further, when the integrated door unit 4 is opened, the tray unit 6 is also opened to the front side together.

  The pachinko machine 1 includes the game board unit 8 described above as a game unit. The game board unit 8 is supported by the inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7 with the integrated door unit 4 opened to the front side, for example. The integrated door unit 4 is formed with a vertically oval window 4a at the center thereof, and a glass unit (no reference numeral) is attached in the window 4a. The glass unit is a combination of, for example, two transparent plates (glass plates) cut in accordance with the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a fixture (not shown). A game area 8a (board surface) is formed on the front surface of the game board unit 8, and this game area 8a is visible to the player from the front side through the window 4a. When the integrated door unit 4 is closed, a space in which a game ball can flow down is formed between the inner surface of the glass unit and the board surface.

  The saucer unit 6 has a shape protruding from the integrated door unit 4 to the front side as a whole, and an upper plate 6b is formed on the upper surface thereof. The upper plate 6b can store a game ball (rental ball) lent to a player and a game ball (prize ball) acquired by winning a prize. In the tray unit 6, a lower plate 6c is formed at a lower position of the upper plate 6b. The lower tray 6c stores game balls that are further paid out when the upper tray 6b is full. The pachinko machine 1 according to the present embodiment is a so-called CR machine (model connected to the CR unit), and the game balls borrowed by the player are separated from the payout unit 172 on the back side separately from the prize balls. It is paid out to the dish 6b or the lower dish 6c).

  A lending operation unit 14 is provided on the upper surface of the tray unit 6, and a ball lending button 10 and a return button 12 are arranged on the lending operation unit 14. When a player operates the ball lending button 10 with a valuable medium (for example, a magnetic recording medium, a storage IC built-in medium, etc.) inserted in a CR unit (not shown), the number corresponding to a predetermined frequency unit (for example, 5 degrees). (For example, 125) game balls are lent out. For this reason, a frequency display unit (not shown) is arranged on the upper surface of the lending operation unit 14, and the remaining frequency of the valuable medium put in the CR unit is displayed on this frequency display unit. The player can receive the return of the valuable medium with the remaining frequency by operating the return button 12. Although the CR machine is taken as an example in the present embodiment, the pachinko machine 1 may be a cash machine (a model not connected to the CR unit) different from the CR machine.

  Further, on the upper surface of the tray unit 6, an upper dish ball removal button 6d is provided in front of the upper dish 6b in the upper position, and a lower dish ball removal lever 6e is provided in the center of the lower dish 6c. Is installed. The player can cause the game balls stored in the upper plate 6b to flow down to the lower plate 6c by, for example, pressing the upper plate ball removing button 6d. Also, the player can drop the game balls stored in the lower plate 6c downward and discharge them by sliding the lower plate ball removal lever 6e to the left, for example. The discharged game ball is received by, for example, a ball receiving box (not shown).

  A handle unit 16 is installed on the lower right side of the tray unit 6. The player operates the handle unit 16 to operate the launch control board set 174 and can launch (shoot) a game ball toward the game area 8a (ball launcher). The launched game ball rises from the lower edge portion of the game board unit 8 along the left edge portion, is guided by an outer band (not shown), and is thrown into the game area 8a. A large number of obstacle nails, windmills (without reference numerals in the drawing) and the like are arranged in the game area 8a, and the thrown-in game balls flow down in the game area 8a while being guided and guided by the obstacle nails and the windmill. The configuration of the game area 8a (board surface) will be further described later with reference to another drawing.

[Configuration of the front of the frame]
The integrated door unit 4 is provided with a left top lens unit 47 and an upper right illumination unit 49 as components for production. Among these, the left top lens unit 47 incorporates a glass frame top lamp 46 and a left glass frame decoration lamp 48, and the upper right electrical decoration unit 49 incorporates a right glass frame decoration lamp 50. In addition, left and right glass frame decoration lamps 52 are installed in the integrated door unit 4 so as to be connected to the lower part of the left top lens unit 47 and the upper right illumination unit 49, respectively. It extends from the left and right edges of the integrated door unit 4 to the front surface of the tray unit 6. In the integrated door unit 4, the glass frame top lamp 46 and the left and right glass frame decoration lamps 48, 50, 52, and the like are arranged so as to surround the glass unit (no reference symbol).

  The various lamps 46, 48, 50, and 52 described above perform effects by, for example, the light emission of the built-in LEDs (lighting and blinking, change in luminance gradation, change in color tone, and the like). In addition, on the upper part of the integrated door unit 4, speakers on the glass frame 54 and 55 are incorporated in the left top lens unit 47 and the upper right illumination unit 49, respectively. On the other hand, an outer frame speaker 56 is incorporated in the lower left position of the outer frame unit 2. These speakers 54, 55, and 56 output sound effects, BGM, voice, etc. (sound in general) and execute effects.

  In the center of the tray unit 6, an effect switching button 45 (operation input receiving means) is installed at a position in front of the upper tray 6b. The effect switching button 45 has, for example, a combination of a push-type circular button and a rotary jog ring (jog dial) around it. The player switches the contents of the effect (for example, the background screen displayed on the liquid crystal display 42) by pushing or rotating the effect switching button 45, or during the change of the symbol, the display of the big hit, or the like During the big hit game, some kind of effect (notice effect, probability change promotion effect, promotion effect while playing a big role, etc.) can be generated.

[Configuration on the back side]
As shown in FIG. 2, on the back side of the pachinko machine 1, there are a power supply control unit 162, a main control board unit 170, a dispensing device unit 172, a flow path unit 173, a launch control board set 174, and a dispensing control board unit 176. A back cover unit 178 and the like are installed. In addition, on the back side of the pachinko machine 1, various electronic devices (including a control computer not shown) constituting the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, A ground wire (ground terminal) 166, connection wiring (not shown), and the like are installed. Electronic devices will be further described later based on another block diagram.

  The payout device unit 172 includes, for example, a prize ball tank 172a and a prize ball case (no reference symbol), and the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7. In this state, game balls replenished from a replenishment route (not shown) can be stored. The game balls stored in the prize ball tank 172a are guided to a prize ball case through an upper prize ball basket (not shown). The flow path unit 173 guides the game ball sent out from the payout unit 172 toward the tray unit 6 on the front side.

  The external terminal board 160 is used for connecting the pachinko machine 1 to an external electronic device (for example, a data display device, a hall computer, etc.). Various external information signals (for example, award ball information, door opening information, symbol determination number information, jackpot information, start opening information, etc.) indicating the progress state and maintenance state are output to an external electronic device. ing.

  The power cord 164 secures a power source (electric power) necessary for the operation of the pachinko machine 1 by being connected to, for example, a power source device (for example, AC 24V) installed in an island facility of a game arcade. In addition, the ground wire 166 is connected to a ground terminal that is also installed in the island facility, thereby securing the ground (ground) of the pachinko machine 1.

[Configuration of the board]
FIG. 3 is a front view showing the game board unit 8 alone. In the game area 8a, a relatively large effect unit 40 is arranged at the center position, and the game area 8a is largely divided into a left part, a right part and a lower part with the effect unit 40 as the center. Further, in the game area 8a, an upper start winning opening 26, a starting gate 20, a normal winning opening 22, 24, a variable start winning apparatus 28, a first variable winning apparatus 30, and a second variable winning apparatus are provided around the effect unit 40. 31 etc. are distributed and installed. Among these, the upper start winning opening 26 and the variable start winning device 28 are respectively arranged up and down in the center of the lower part of the game area 8a, and the start gate 20 is arranged in the left part of the game area 8a. Further, the first variable winning device 30 is disposed below the variable start winning device 28, and the second variable winning device 31 is disposed below the right portion of the game area 8a. Further, the three normal winning openings 22 are arranged on the lower side of the left side of the game area 8a. The remaining other normal winning opening 24 is disposed diagonally to the upper right of the second variable winning device 31 in the right portion of the game area 8a.

  The game ball thrown into the game area 8a passes the start gate 20 in the process of flowing down, enters the upper start winning port 26, the normal winning ports 22, 24, or the variable start at the time of operation. The player enters the winning device 28, the first variable winning device 30 during the opening operation, and the second variable winning device 31 during the opening operation. Here, the game balls flowing down the left side area of the game area 8a mainly pass through the start gate 20, enter the upper start winning opening 26, enter the normal winning opening 22, or enter the operation. There is a possibility of entering the variable start winning device 28 or entering the first variable winning device 30 during the opening operation. On the other hand, the game balls flowing down the right area of the game area 8a may possibly enter the normal winning opening 24 or enter the second variable winning device 31 during the opening operation. The game balls that have passed through the start gate 20 continue to flow down in the game area 8a, but the upper start winning port 26, the normal winning ports 22, 24, the variable start winning device 28, the first variable winning device 30, and the second variable winning game. The game balls that have entered the device 31 are collected to the back side of the game board unit 8 through through holes formed in the game board (plywood material, transparent board, etc. constituting the game board unit 8).

  Here, in the present embodiment, due to the configuration of the game area 8a (board surface), when a game ball is to be entered in the normal winning opening 24 or the second variable prize winning device 31, the right side area (right-handed) in the game area 8a. It is necessary to hit a game ball in the area (perform a so-called “right strike”).

  In the present embodiment, the variable start winning device 28 operates when a predetermined operating condition is satisfied (when a normal symbol is stopped and displayed for a predetermined stop display time in a winning manner), and accordingly. It is possible to enter the lower start winning opening 28a (ordinary electric accessory). The variable start winning device 28 has, for example, a pair of left and right opening / closing members 28b, and these opening / closing members 28b reciprocate in the left-right direction along the board surface by the action of a link mechanism using a solenoid (not shown), for example. That is, as shown by the solid line in FIG. 3, the left and right opening / closing members 28b are in the closed position with their tips facing upward, and at this time, it is impossible to enter the lower start winning opening 28a (the game ball is (There is no gap to enter). On the other hand, when the variable start winning device 28 is operated, the left and right open / close members 28b are displaced (expanded) from the closed position toward the open position, and the opening width is expanded to the left and right to open the lower start winning opening 28a. During this time, the variable start winning device 28 is in a state in which it is possible to enter a game ball, and can enter the lower start winning opening 28a (variable start winning means). At this time, the opening / closing member 28b also functions as a member for guiding the entry of the game ball into the start winning opening 28a. Further, the arrangement of the obstacle nails installed in the game board unit 8 is basically an aspect that does not extremely impede the flow of the game ball toward the variable start winning device 28 (the lower start winning port 28a at the time of opening). However, the game ball does not necessarily enter the variable start winning device 28 (lower start winning port 28a) at the time of the opening operation, and the balls are generated randomly.

  The first variable winning device 30 operates when a specific operating condition is satisfied (when the special symbol is stopped and displayed in a mode other than non-winning), and enters the big winning opening (no reference sign). Enable the ball (first special electric accessory, special winning event generating means). The first variable winning device 30 has, for example, one opening / closing member 30a. The opening / closing member 30a reciprocates in the front-rear direction with respect to the board surface by the action of a link mechanism using a solenoid (not shown), for example. As shown in the drawing, the opening / closing member 30a is in the closed position (closed state) along the board surface, and at this time, it is impossible to enter the big prize opening (the first big prize opening is closed). When the first variable winning device 30 is operated, the opening / closing member 30a is displaced so as to fall forward with its lower end edge portion as a hinge, thereby opening the large winning opening (open state). During this time, the first variable prize-winning device 30 is in a state where it is not impossible to enter a game ball, and an event of entering a big prize opening can be generated. At this time, the opening / closing member 30a also functions as a member that guides the entry of the game ball into the big prize opening. Here, similarly, the arrangement of the obstacle nails installed in the game board unit 8 basically does not extremely impede the flow of the game ball toward the first variable prize winning device 30 (the big prize opening during operation). However, the game ball does not necessarily enter the first variable prize-winning device 30 at the time of operation, and the ball is generated randomly.

  Similar to the first variable winning device 30, the second variable winning device 31 operates when a specified condition is satisfied (when the special symbol is stopped and displayed in a mode other than non-winning), It is possible to enter the ball (without the reference sign) (second special electric accessory, special winning event generating means). The second variable winning device 31 is a device arranged at the lower right of the effect unit 40 (so-called right attacker), and has, for example, one opening / closing member 31a. The first variable winning device 30 employs a device in which the opening / closing member 30a is tilted forward. The second variable winning device 31 is a device in which the opening / closing member 31a is slid into the board surface. Adopted (slide type attacker). The opening / closing member 31a reciprocates in the front-rear direction with respect to the board surface by, for example, a link mechanism using a solenoid (not shown). The opening / closing member 31a is in the closed position (closed state) in a state of protruding from the board surface to the player side. At this time, the game ball rolls on the upper surface of the opening / closing member 31a. Is impossible (the second big prize opening is closed). When the second variable winning device 31 is activated, the opening / closing member 31a is drawn into the inside of the board surface to open the special winning opening (open state). During this time, the second variable winning device 31 is in a state where the inflow of the game ball is not impossible, and can generate an event of entering the big winning opening.

  In addition, an out port 32 is formed in the game area 8a, and the game balls that have not entered the winning ports are finally collected through the out port 32 to the back side of the game board unit 8. In addition, the game balls including the game balls that have entered the normal winning ports 22, 24, the variable start winning device 28 (lower start winning port 28a), and the first variable winning device 30 (large winning port) are driven into the game area 8a. All the game balls are collected to the back side of the game board unit 8. The collected game balls are discharged out of the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further join a supply path of an island facility (not shown).

FIG. 4 is an enlarged front view showing a part of the game board unit 8 (lower right position in the window 4a).
The game board unit 8 is provided with a normal symbol display device 33 and a normal symbol operation memory lamp 33a, for example, at the lower right position in the window 4a, as well as a first special symbol display device 34 and a second special symbol display device 35. A first special symbol operation memory lamp 34a, a second special symbol operation memory lamp 35a, and a game state display device 38 are provided.

  Among these, the normal symbol display device 33, for example, turns on two lamps (LEDs) alternately to display the normal symbols variably, and stops and displays the normal symbols when the lamps are turned on or off. The normal symbol operation memory lamp 33a displays 0 to 4 memory numbers depending on, for example, a combination of turning off, lighting, or blinking of two lamps (LEDs). For example, in a display mode in which both lamps are extinguished, a memory number of 0 is displayed, in a display mode in which one lamp is lit, a memory number of 1 is displayed, and in a display mode in which the same one lamp is blinked. In the display mode in which two stored numbers are displayed, and in addition to blinking one lamp, the other lamp is lit, three stored numbers are displayed, and in the display mode in which the two lamps are flashed together, the stored number is four. For example, the individual is displayed. Here, although two lamps (LEDs) are used here, the normal symbol operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the number of working memories can be displayed by the number of lamps to be lit.

  The normal symbol operation memory lamp 33a changes to the display mode after being incremented one by one in the sense of memorizing the occurrence of an operation lottery trigger each time a game ball passes through the start gate 20. Then, every time a change of the normal symbol is started with the passage (up to 4) as a trigger, the display mode is changed by one by one. In this embodiment, when the normal symbol operation memory lamp 33a is not lit (the number of memories is 0), the game ball passes through the start gate 20 in a state in which the normal symbol can already start to change (during stop display). However, the display mode does not change. That is, the memorized number (maximum 4) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passages at which the variation of the normal symbol has not started yet.

  Further, the first special symbol display device 34 and the second special symbol display device 35 can display the variation state and the stop state of the special symbol by, for example, a 7-segment LED (with dots) (symbol display means, first symbol). Symbol display means, second symbol display means). In addition, the special symbol display device 34 may have a form in which a plurality of dot LEDs are arranged geometrically (for example, in a circular shape).

  Further, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a have 0 to 4 each, for example, depending on a display mode constituted by a combination of extinction or lighting and blinking of two lamps (LEDs). Is stored (memory number display means). For example, in a display mode in which both lamps are turned off, 0 stored number is displayed, in a display mode in which one lamp is turned on, 1 stored number is displayed, and in a display mode in which the same one lamp is blinked. In the display mode in which two stored numbers are displayed, in addition to blinking one lamp, the other lamp is lit, three stored numbers are displayed, and in the display mode in which the two lamps are flashed together, the stored number is stored. For example, four are displayed.

  The first special symbol operation memory lamp 34a changes to the display mode after being incremented one by one in the sense of memorizing that every time a game ball enters the upper start winning opening 26. Every time the change of the special symbol is started, the display mode is decreased one by one every time the ball is entered (up to 4). Further, the second special symbol operation memory lamp 35a is incremented by one in the sense of memorizing that every time a game ball enters the variable start winning device 28 (lower start winning port). The display mode changes to a later display mode (up to a maximum of 4), and changes to the display mode after being reduced by one each time the change of the special symbol is started with the entry. In the present embodiment, when the first special symbol operation memory lamp 34a is not lit (the number of memories is 0), the first start symbol 26 is in a state where the first special symbol can already start to change (when stopped). Even if a game ball enters, the display mode does not change. In addition, when the second special symbol operation memory lamp 35a is not lit (the number of memories is 0), the variable start winning device 28 (lower start winning port) in a state in which the second special symbol can already start to change (during stop display). The display mode does not change even if a game ball enters the ball. That is, the number of memories (maximum of 4) represented by the display mode of each special symbol operation memory lamp 34a, 35a is the number of incoming balls for which the variation of the first special symbol or the second special symbol has not yet started. It represents the number of times.

  In addition, the game state display device 38 includes, for example, six LEDs respectively corresponding to a probability variation state display lamp 38a, a time reduction state display lamp 38b, a big hit type display lamps 38c, 38d, and 38e, and a launch position designation display lamp 38f. It is. In the present embodiment, the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, and the second special symbol are described. The symbol operation memory lamp 35a and the game state display device 38 are attached to the game board unit 8 in a state of being mounted on one integrated display board 89.

[Other configuration of game board unit: see FIG. 3]
The effect unit 40 has an upper edge portion 40a that functions as a guide member that changes the flow direction of the game ball, and includes various decorative parts 40b and 40c on the inner side. The decorative parts 40b and 40c can enhance the decorativeness of the game board unit 8 by three-dimensional modeling, and can perform a stunning operation by emitting transmitted light from, for example, a built-in light emitter (LED or the like). . In addition, a liquid crystal display 42 (image display) is installed inside the effect unit 40, and various effect images are displayed on the liquid crystal display 42, including effect symbols corresponding to special symbols. . In this way, the game board unit 8 impresses the player with the characteristics of the pachinko machine 1 based on the configuration of the board surface (design of a cell plate (not shown)) and the decoration of the effect unit 40.

  A ball guide passage 40d is formed at the left edge of the effect unit 40, and a rolling stage 40e is formed at the lower edge thereof. The ball guide passage 40d is opened obliquely upward to the left in the game area 8a. When a game ball flowing down in the game area 8a randomly flows into the ball guide path 40d, it passes through the inside and rolls. Released onto the stage 40e. The upper surface of the rolling stage 40e has a smooth curved surface. Here, the game ball can roll in the left-right direction. The game ball that has rolled on the rolling stage 40e will eventually flow into the lower game area 8a. A ball discharge path 40f is formed at the center of the rolling stage 40e. At this time, the game ball guided from the rolling stage 40e to the ball discharge path 40f flows into the upper start winning opening 26 just below the ball. It becomes easy.

  In addition, a drive source (for example, a motor, a solenoid, etc.) is attached to the inside of the effect unit 40 together with the two movable bodies 40g for effect. The effect movable body 40g can execute an effect accompanied by an operation of a tangible object in addition to an effect using an image by the liquid crystal display 42 and an effect by a light emitter. Due to the effects using these movable bodies 40g, it is possible to demonstrate appealing power different from the effects using two-dimensional images.

  Further, an effect display device 200 is disposed diagonally to the upper right of the normal winning opening 24. In the present embodiment, the effect display device 200 is constituted by a spade-shaped ornament, and two 7-segment LEDs are arranged inside the ornament. The display device for performance 200 counts the number of game balls that have entered the normal winning opening 24 during the big hit game, or when the game ball enters the normal winning opening 24 during the big hit game, the 7-segment LED is used. The effect design to be displayed can be variably displayed.

  Further, a first chance lamp 300 for production (for example, an ornament having a flame pattern) is attached to the right side of the normal winning opening 24. The first chance lamp 300 performs an effect by light emission (turned on or off) of the built-in LED. For example, the first chance lamp 300 can be used as a lamp for instructing the player that a memory in the memory is generated.

  Furthermore, a second chance lamp 400 for production (for example, a decoration having character information of “ream”) is attached to the lower side of the normal winning opening 24. The second chance lamp 400 performs an effect by light emission (turned on or off) of the built-in LED. For example, the second chance lamp 400 can be used as a lamp for instructing the player that a special in-memory recreation area is generated (16 rounds and 16 rounds of big hits are continuously generated).

FIG. 5 is a perspective view showing the second variable winning device 31 from the upper right side of the front side, and FIG. 6 is a perspective view showing the second variable winning device 31 from the upper right side of the back side.
The second variable winning device 31 (winning device unit) plays a role of opening and closing the large winning opening by sliding the opening and closing member 31a as a main role, but the normal winning opening 24 (other hole winning opening) and various It is an apparatus in which multifunctional members are unitized by attaching production apparatuses 200 and 300.

  The second variable winning device 31 includes a winning opening decoration member 310, a flow path forming member 320, and a drive mechanism 330. Then, when viewed from the front side of FIG. 5, the prize opening decoration member 310 is disposed on the foremost side, the flow path forming member 320 is disposed in the back thereof, and the drive mechanism 330 is disposed in the further back of the flow path forming member 320. Has been. On the other hand, when viewed from the back side of FIG. 6, the drive mechanism 330 is disposed on the foremost side, the flow path forming member 320 is disposed on the back side thereof, and the decoration member for a prize opening is further disposed on the back side of the flow path forming member 320. 310 is arranged.

FIG. 7 is an exploded perspective view schematically showing the configuration of the second variable winning device 31.
In the example shown in the drawing, as the members constituting the second variable winning device 31, a winning opening decoration member 310, a flow path forming member 320, and a driving mechanism 330 are shown in order from the front side.

[Decoration element for prize opening]
The prize opening decoration member 310 is composed of a base plate 310a (base member) and a front cover 310b (plate member). The base plate 310a and the front cover 310b are made of, for example, a transparent (or translucent) resin material. Therefore, in the state installed in the game board unit 8, the decoration member 310 for winning a prize opening is comprised so that the inside can be visually recognized from the outside.

  The base plate 310a is attached with the outer edge on the back side fixed to the board surface of the game board unit 8 (position where the opening of the game board is closed). A fitting port 310c is formed near the center of the back surface of the base plate 310a. The flow path forming member 320 is fitted into the fitting port 310c.

  Of the outer edge of the base plate 310a, an arc-shaped portion formed below is provided with a peripheral wall 310d. The base plate 310a is screwed in a state where the front cover 310b is aligned along the peripheral wall 310d. Further, on the upper edge of the outer edge of the base plate 310a, there are a portion where the peripheral wall 310d is provided and a portion where the peripheral wall 310d is not provided. That is, a peripheral wall is not provided at a position corresponding to the normal winning opening 24 or the big winning opening in a state where the base plate 310a and the front cover 310b are overlapped, and an opening is formed.

  The prize opening decoration member 310 is provided with various decorations on the surface of the front cover 310b in accordance with the production mode during the special game, and various display devices are provided between the front cover 310b and the base plate 310a. Is possible.

  For example, an effect display device 200 (first effect device) is arranged diagonally to the upper right of the normal winning opening 24. The display device for performance 200 counts the number of game balls that have entered the normal winning opening 24 during the big hit game, or when the game ball enters the normal winning opening 24 during the big hit game, the 7-segment LED is used. The effect design to be displayed can be variably displayed.

  Further, a first chance lamp 300 (second effect device) for performance is arranged on the right side of the normal winning opening 24. The first chance lamp 300 performs an effect by light emission (turned on or off) of the built-in LED. For example, the first chance lamp 300 can be used as a lamp for instructing the player that a memory in the memory is generated.

  Further, a second chance lamp 400 (third effect device) for performance is arranged below the normal winning opening 24. The second chance lamp 400 performs an effect by light emission (turned on or off) of the built-in LED. For example, the second chance lamp 400 can be used as a lamp for instructing the player that a special in-memory recreation area is generated (16 rounds and 16 rounds of big hits are continuously generated).

  The arrangement positions in the planar direction of the effect display device 200, the first chance lamp 300, and the second chance lamp 400 are not limited to the illustrated example, and can be arranged at any position of the front cover 310b. As for the arrangement position in the depth direction, the effect display device 200 and the first chance lamp 300 are arranged between the base plate 310a and the front cover 310b, and the second chance lamp 400 is arranged on the base plate 310a. Located on the back side. However, the arrangement position in the depth direction is not limited to this, and the second chance lamp 400 may also be arranged between the base plate 310a and the front cover 310b.

[Flow path forming member]
The flow path forming member 320 includes a main body portion 320a and a support portion 320b, and guides a game ball that has entered a large winning opening 320d formed in the main body portion 320a toward the second count switch 85. It has a ball guide structure. An opening / closing member 31a is disposed between the main body portion 320a and the support portion 320b. The opening / closing member 31a horizontally moves toward the back side of the game board unit 8 from the state of protruding in the thickness direction of the game board unit 8 with respect to the game area 8a, thereby opening the big winning opening 320d.

  The flow path forming member 320 is fixed in a state of being sandwiched between the winning opening decoration member 310 and the drive mechanism 330 in the completed state of the second variable winning device 31. At this time, the main body portion 320a is inserted through the fitting port 310c of the base plate 310a and is disposed between the base plate 310a and the front cover 310b.

  The flow path forming member 320 is composed of a main body part 320a and a support part 320b. The main body 320a has a hollow box shape, and openings 320c and 320d are formed on the front and top surfaces thereof. The opening 320c on the front side is fitted in the fitting port 310c of the prize-winning decorative member 310, and the periphery thereof contacts the back surface of the front cover 310b.

[Big prize opening]
Further, the opening 320d formed on the upper surface side opens upward when viewed in the direction in which the game ball flows down in a state where it is installed in the game board unit 8. The opening 320d serves as a big winning opening, and allows a game ball flowing down in the game area 8a to enter the game area 8a by changing from a closed state to an open state when a predetermined condition is satisfied. Hereinafter, the “opening 320d” on the upper surface side is referred to as a “large winning opening 320d”. Further, the main body 320a has a partial opening formed on the back surface facing the opening 320c on the front side, and faces the entrance of a ball guiding path 332d provided in the case body 332.

[First channel, second channel]
A first channel 320e and a second channel 320f are formed on the bottom surface of the main body 320a.
The first flow path 320e is formed in the special winning opening 320d, and guides the entered game ball along a downward slope in a direction along the board surface. The second flow path 320f is formed continuously with the downstream end of the first flow path 320e, and guides the game ball that has entered the winning opening along the downward slope from the board surface to the back direction to the back side of the game board unit 8. . Further, a step is formed between the first flow path 320e and the second flow path 320f, and the second flow path 320f is formed at a position that is one step lower than the first flow path 320e.

[Guide member]
A guide member 322 is provided on the upstream side of the second flow path 320f. The guide member 322 directs the traveling direction of the game ball that has rolled in the first flow path 320e to the downstream side of the second flow path 320f. A spherical guiding path 332d is formed downstream of the second flow path 320f, and a second count switch (not shown) is installed on the back side of the spherical guiding path 332d. Therefore, the game ball rolling on the ball guide path 332d is detected by the second count switch 85.

(Drive mechanism)
The drive mechanism 330 includes a case body 332, and the case body 332 includes an upper case member 332a and a lower case member 332b. Inside the case body 332, a second big prize opening solenoid 97 (see FIG. 6) and an internal link arm (not shown) are mounted as a drive source for sliding the opening / closing member 31a.

  The drive mechanism 330 is a drive device attached to the back side of the base plate 310a and is driven when a predetermined game state such as a big hit game occurs.

  A pair of external link arms 31b are disposed on the upper surface of the upper case member 332a. A fan-shaped gear is formed at one end portion of the external link arm 31b, that is, a tip portion viewed in a direction in which the external link arms 31b face each other, and meshes with each other. Moreover, the lower surface is connected with the internal link arm via the upper case member 332a at the front-end | tip part of one external link arm 31b among a pair of external link arms 31b.

  A pair of elliptical grooves 332c are formed on the upper surface of the upper case member 332a. On the other hand, the other end of the external link arm 31b is disposed so as to face the elliptical groove 332c. A connecting arm of the opening / closing member 31a is connected to the other end from above. In the case body 332, the internal link arm is rotatably supported at a position facing the elliptical groove 332c.

  A fixing member 31c is provided above the external link arm 31b. The fixing member 31c is fixed to the upper case member 332a and fixes the vicinity of the center of each external link arm 31b. The external link arm 31b is supported rotatably around a position fixed by the fixing member 31c.

  In the drive mechanism 330, the internal link arm rotates when the second big prize winning solenoid 97 is driven. As the internal link arm rotates, the external link arm 31b connected thereto rotates on the upper surface of the upper case member 332a.

  On the other hand, the connecting arm of the opening / closing member 31a moves in the longitudinal direction of the elliptical groove 332c together with the other end of the external link arm 31b. Thereby, the opening / closing member 31a slides between the upper surface of the main body part 320a and the support part 320b, and opens or closes the big winning opening 320d formed on the upper surface of the main body part 320a of the flow path forming member 320. To do.

  On the left side of the case body 332, a ball guiding path 332d is formed. Further, a second count switch 85 is installed on the back side of the ball guiding path 332d. The ball guiding path 332 d is a guiding path for guiding the game ball rolling on the flow path forming member 320 to the second count switch 85. The second count switch 85 detects the game ball that has passed through the ball guiding path 332d. A discharge port (not shown) is formed on the lower surface of the lower case member 332b, and the game ball that has passed through the second count switch 85 on the ball guide path 332d passes through the out passage assembly (not shown) from the discharge port. It is discharged out of the frame from the back side of 1, and further joins a replenishment route of an island facility not shown.

  An LED unit 334 is provided on the lower surface of the lower case member 332b. The LED unit 334 includes a substrate 334a, a plurality of LED chips 334b, and connection terminals (not shown). The LED chip 334b is mounted on the surface (mounting surface) of the substrate 334a, and is connected to an antenna pattern (not shown) formed on the substrate 334a. The connection terminal is mounted on the surface opposite to the mounting surface, and is electrically connected to each LED chip 334b through the antenna pattern. Further, the connection terminal is connected to the panel electrical decoration substrate 138. For example, the LED unit 334 causes each LED chip to emit light (turned on, turned off, etc.) in accordance with an effect during a special game. Thereby, for example, light is applied to the back surface of the flow path forming member 320.

FIG. 8 is an exploded perspective view schematically showing the configuration of the winning opening decoration member 310.
The prize-winning decoration member 310 includes a base plate 310a and a front cover 310b, and the base plate 310a and the front cover 310b are arranged at a predetermined interval. The front cover 310b is attached to the surface side of the base plate 310a with screws.

On the left side of the front side of the base plate 310a, a large winning opening 320d (first winning opening) that allows a game ball to enter when a predetermined gaming state occurs is attached. The big winning opening 320d is formed between the base plate 310a and the front cover 310b.
A normal winning port 24 (second winning port) that allows a game ball to enter regardless of the gaming state is attached to the right side of the base plate 310a (the right side of the big winning port 320d).

  The opening / closing member 31 a is a member that slides in the front-rear direction of the game board unit 8, and opens or closes the big prize opening 320 d formed on the upper surface of the main body 320 a of the flow path forming member 320.

It is possible to prevent a game ball from entering the large winning opening 320d or the normal winning opening 24 on the surface side of the base plate 310a and upstream of the large winning opening 320d and the normal winning opening 24. An avoidance hole 350 is arranged.
In addition, on the surface side of the base plate 310a, a guide passage 352 for guiding the game ball that has entered the avoidance hole 350 to the out port 32 (see FIG. 1) is disposed.

  Further, an effect member accommodating portion 360 is formed on the upper right side of the surface side of the base plate 310a, and the effect member accommodating portion 360 is provided with an effect display board 198 (see FIG. 12). A display device 200 and a first chance lamp 300 are incorporated. However, since the production member accommodating portion 360 and the front cover 310b are made of a transparent resin material, the production display device 200 and the first chance lamp 300 are externally installed in the game board unit 8. Is visible.

  Further, a second chance lamp 400 is disposed on the surface side of the base plate 310 a and below the normal winning opening 24. Specifically, in the second chance lamp 400, the unevenness forming the character information (“continuous” character information) is carved in the base plate 310a, and the LED itself is disposed on the back side of the base plate 310a. Then, when the LEDs arranged on the back side emit light, the unevenness of the character information on the near side is irradiated, and the second chance lamp 400 emits light.

FIG. 9 is a diagram showing a state where a game ball enters the big winning opening 320d.
Here, a front view of the second variable winning device 31 is shown, and the illustration of the front cover 310b disposed on the forefront of the second variable winning device 31 is omitted.

  When the big hit state occurs and the second variable winning device 31 digests the round game, the player executes the right hit to advance the big hit game. When the player makes a right strike, the game ball flows down along the right side of the game area, and first comes into contact with the upper surface of the effect member accommodating portion 360 of the second variable winning device 31.

  Since the top surface of the effect member accommodating portion 360 is inclined in the lower left direction, the game ball rolls in the lower left direction. Then, the game ball released from the effect member accommodating portion 360 to the game area flows down in various directions while being played by the obstacle nail or the like. In this case, it is assumed that the game ball has flowed toward the big winning opening 320d.

  During the big hit game, the open / close member 31a slides to open the grand prize opening 320d, so that the game ball can enter the big prize opening 320d. In this state, when a game ball enters the big winning opening 320d, it falls to the bottom surface (first flow path 320e) of the main body portion 320a disposed at the lower position. The game ball that has fallen into the first flow path 320e rolls in the tilt direction and is guided to the second flow path 320f by the guide member 322. After that, the entry of a game ball is detected by a second count switch (not shown).

FIG. 10 is a diagram showing a state where a game ball enters the normal winning opening 24.
Here, a front view of the second variable winning device 31 is shown, and the illustration of the front cover 310b disposed on the forefront of the second variable winning device 31 is omitted.

  When the big hit state occurs and the second variable winning device 31 digests the round game, the player executes the right hit to advance the big hit game. When the player makes a right strike, the game ball flows down along the right side of the game area, and first comes into contact with the upper surface of the effect member accommodating portion 360 of the second variable winning device 31.

  Since the top surface of the effect member accommodating portion 360 is inclined in the lower left direction, the game ball rolls in the lower left direction. Then, the game ball released from the effect member accommodating portion 360 to the game area flows down in various directions while being played by the obstacle nail or the like. Here, it is assumed that the game ball has flowed toward the normal winning opening 24.

  When a game ball enters the normal winning port 24, the game ball is collected to the back side of the game board unit 8, so that even if the big winning port 320d is open, the game ball enters the large winning port 320d. Never sphere. Thereafter, the entry of a game ball is detected by a second winning port switch (not shown).

FIG. 11 is a diagram illustrating a state in which a game ball enters the avoidance hole 350.
Here, a front view of the second variable winning device 31 is shown, and the illustration of the front cover 310b disposed on the forefront of the second variable winning device 31 is omitted.

  When the big hit state occurs and the second variable winning device 31 digests the round game, the player executes the right hit to advance the big hit game. When the player makes a right strike, the game ball flows down along the right side of the game area, and first comes into contact with the upper surface of the effect member accommodating portion 360 of the second variable winning device 31.

  Since the top surface of the effect member accommodating portion 360 is inclined in the lower left direction, the game ball rolls in the lower left direction. Then, the game ball released from the effect member accommodating portion 360 to the game area flows down in various directions while being played by the obstacle nail or the like. Here, it is assumed that the game ball flows down toward the avoidance hole 350.

  When a game ball enters the avoidance hole 350, the game ball passes through the guide passage 352, so that the game ball does not enter the normal winning port 24 or the big winning port 320d. Then, the game ball that has passed through the guide passage 352 is released to the game area, and thereafter is collected to the back side of the game board unit 8 through the out port 32.

  As described above, according to the present embodiment, the base plate 310a serving as the base of the second variable winning device 31 is provided with the large winning port 320d, the normal winning port 24, the effect display device 200, the first chance lamp 300, the second Since the chance lamp 400 and the drive mechanism 330 are attached, and the open / close member 31a is connected to the drive mechanism 330, these members can be integrated into a compact unit.

  In such a unit, the parts related to the big prize opening 320d are the drive mechanism 330 and the opening / closing member 31a, and the parts related to the normal prize opening 24 are the display device 200 for the production, the first chance lamp 300, the first The two-chance lamp 400 does not include extra parts that are not related to the big prize opening 320d or the normal prize opening 24. For this reason, the unit excellent in exchange property and maintainability can be provided.

  Further, in the present embodiment, the large winning opening 320d and the normal winning opening 24 where the game ball may enter, the presentation display device 200 that can be seen by the player, and the like are attached to the surface side of the base plate 310. Therefore, while the movement of the game ball and the accompanying effects can be asserted to the player more directly, the drive mechanism 330 is attached to the back side of the base plate 310, so the arrangement space can be rationalized. Can be planned.

  In the present embodiment, the big prize opening 320d is formed using a space formed between the base plate 310 and the front cover 310b, and the big prize opening is slid in the front-rear direction. Since 320d can be closed or opened, the large winning opening 320d can be effectively opened and closed with a small number of parts.

  Furthermore, in the present embodiment, since three effect devices such as the effect display device 200, the first chance lamp 300, and the second chance lamp 400 are included in one unit, it is possible to increase the effect variations accordingly. it can.

  In addition, since these effect devices can be unitized with the base plate 310 as a base, various effects can be executed while increasing the variation of effects and consolidating various parts in a compact manner.

  Further, in the present embodiment, the avoidance hole 350 and the guide passage 352 can be unitized together with the large winning opening 320d, the normal winning opening 24, etc., and a method of assembling the parts in accordance with the actual game content can be realized. Can do.

[Control configuration]
Next, a configuration related to control of the pachinko machine 1 will be described. FIG. 12 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 includes a main control device 70 (main control computer) that serves as the center of the control operation. The main control device 70 mainly has a function of controlling the progress of the game in the pachinko machine 1. Yes. The main controller 70 is built in the main control board unit 170 described above.

  The main controller 70 is equipped with a circuit board (main control board) on which a main control CPU 72 as a central processing unit is mounted. The main control CPU 72 includes a ROM 74, a RAM ( RWM) 76 and other semiconductor memories are integrated as an LSI. The main controller 70 is equipped with a random number generator 75 and a sampling circuit 77. Among these, the random number generator 75 generates a hardware random number (for example, 0 to 65535 in decimal notation) for the big symbol determination of the special symbol lottery or the normal symbol lottery, and the random number generated here is generated. Is input to the main control CPU 72 through the sampling circuit 77. In addition, the main controller 70 is equipped with peripheral ICs such as an input / output (I / O) port 79, a clock generation circuit (not shown), a counter / timer circuit (CTC), etc. It is mounted on the board. A signal transmission path, a power supply path, a control bus, and the like are formed as wiring patterns on the circuit board (or the inner layer portion).

  The start gate 20 described above is integrally provided with a gate switch 78 for detecting the passage of a game ball. Further, the game board unit 8 includes an upper start winning port 26, a variable start winning device 28, a first variable winning device 30, and a second variable winning device 31, respectively, corresponding to the upper start winning port switch 80 and the lower start winning port. A switch 82, a first count switch 84, and a second count switch 85 are provided. Each start winning port switch 80, 82 is for detecting the winning of a game ball to the upper start winning port 26 and the variable start winning device 28 (lower start winning port 28a). The first count switch 84 is for detecting the winning of a game ball to the first variable winning device 30 (large winning opening) and counting the number thereof. Further, the second count switch 85 is for detecting the winning of the game ball to the second variable winning device 31 (large winning opening) and counting the number thereof. Similarly, the game board unit 8 includes a first winning port switch 86 for detecting a game ball entering the normal winning port 22 and a second winning port switch for detecting a game ball entering the normal winning port 24. 99 (detection means). In addition, although the structure which uses the common 1st prize opening switch 86 is mentioned as an example about the four normal prize opening 22, for example, four prize opening switches are installed and the game ball with respect to each normal prize opening 22 is installed. Incoming balls may be detected individually.

  In any case, the winning detection signals of these switches 78 to 86 are input to the main control CPU 72 via an input / output driver (not shown). In addition, due to the configuration of the game board unit 8, in this embodiment, the winning detection signals from the gate switch 78, the first count switch 84, the second count switch 85, the first winning port switch 84 and the second winning port switch 86 are: It is transmitted via the panel relay terminal board 87, and the panel relay terminal board 87 is provided with a wiring pattern, a connection terminal and the like for relaying each winning detection signal.

  The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a and game The state display device 38 is controlled in display operation based on a control signal from the main control CPU 72. The main control CPU 72 outputs control signals for the display devices 33, 34, 35, 38 and the lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting state of each LED. The display devices 33, 34, 35, and 38 and the lamps 33a, 34a, and 35a are installed in the game board unit 8 in a state of being mounted on one integrated display board 89 as described above. A control signal is transmitted from the main control CPU 72 to the display substrate 89 through the panel relay terminal board 87.

  In addition, the game board unit 8 includes the ordinary electric winning solenoid 88, the first big prize opening solenoid 90, and the second corresponding to the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively. A big prize solenoid 97 is provided. These solenoids 88, 90, 97 operate (excited) based on a control signal from the main control CPU 72, and open / close operations (activate) the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively. Let Note that these solenoids 88, 90, 97 also transmit control signals from the main control CPU 72 via the panel relay terminal plate 87.

  In addition, a glass frame opening switch 91 is installed in the glass frame unit 4, and a plastic frame opening switch 93 is installed in the plastic frame assembly 7. When the glass frame unit 4 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main controller 70 (main control CPU 72), and the plastic frame assembly 7 is opened from the outer frame assembly 2. Then, a contact signal from the plastic frame opening switch 93 is input to the main controller 70 (main control CPU 72). The main control CPU 72 can detect the open state of the glass frame unit 4 and the plastic frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the glass frame unit 4 and the plastic frame assembly 7, the main control CPU 72 generates a door opening information signal as the external information signal.

  On the back side of the pachinko machine 1, a payout control device 92 is equipped (special privilege grant means). The payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is equipped with a circuit board (payout control board) on which a payout control CPU 94 is mounted. The payout control CPU 94 is also an LSI in which a semiconductor memory such as a ROM 96 and a RAM 98 is integrated together with a CPU core not shown. It is configured. The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on the prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as the above external information signal together with the prize ball instruction command.

  In a prize ball case (not shown) of the payout device unit 172, a payout device substrate 100 is installed together with a payout motor 102 (for example, a stepping motor). The payout device substrate 100 is provided with a drive circuit for the payout motor 102. Yes. The payout device substrate 100 specifically controls the rotation angle of the payout motor 102 based on the payout number instruction signal from the payout control device 92 (the payout control CPU 94), and pays out the designated number of game balls from the prize ball case. Let it come out. The paid-out game balls are sent to the tray unit 6 through the payout flow path in the flow path unit 173.

  Further, for example, a payout path ball cut switch 104 is installed at an upstream position of the prize ball case, and a payout counting switch 106 is installed at a downstream position of the payout motor 102. When a prize ball is actually paid out by driving the payout motor 102, a count signal from the payout count switch 106 is input to the payout device substrate 100 each time. Further, when a ball break occurs at an upstream position of the prize ball case, a contact signal from the payout path ball break switch 104 is input to the payout device substrate 100. The dispensing device substrate 100 transmits the input count signal and contact signal to the dispensing control device 92 (dispensing control CPU 94). The payout control CPU 94 can detect the actual payout number and the out-of-ball state based on the signal received from the payout device substrate 100.

  Further, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower plate 6c (the position of the bowl as viewed from the front of the pachinko machine 1). The prize balls (game balls) that are actually paid out are discharged to the upper plate 6b through the flow path unit 173. When the upper plate 6b is full of game balls, As described above, it flows into the lower plate 6c. When the lower tray 6c is filled with game balls, the full tank switch 161 is turned ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, even if the payout control CPU 94 receives a prize ball instruction command from the main control CPU 72, it temporarily suspends further prize ball operations, and stores the unpaid prize ball remaining number in the RAM 98. Note that the RAM 98 can be backed up even when the power is cut off, so that even if a power failure (including momentary power failure) occurs during the game, the information on the number of remaining unsold prize balls will not be lost. .

  Further, on the back side of the pachinko machine 1, a firing solenoid 110 is installed together with the launch control board 108. In addition, a ball feeding solenoid 111 is provided in the tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the launch control board set 174 described above, and the launch control board 108 is provided with drive circuits for the launch solenoid 110 and the ball feed solenoid 111. ing. Among these, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the tray unit 6 one by one to a predetermined launch position in the launcher case. Further, the launch solenoid 110 hits the game ball sent to the launch position, and performs an operation of continuously (intermittently) launching the game balls one by one toward the game area 8 as described above. Note that the game ball is fired at intervals of, for example, about 0.6 seconds (within 100 per minute).

  On the other hand, the grip unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Among these, the firing lever volume 112 generates an analog signal proportional to the operation amount (so-called stroke) of the firing handle by the player. The touch sensor 114 detects that the player's body is touching the grip unit 16 (launching handle) from the change in capacitance, and outputs a detection signal. The firing stop switch 116 generates a firing stop signal (contact signal) in accordance with the player's operation.

  The above receiving tray unit 6 is provided with a launch relay terminal plate 118, and each signal from the launch lever volume 112, the touch sensor 114, and the launch stop switch 116 is sent via the launch relay terminal plate 118. Sent to. The drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When the player operates the firing handle, an analog signal (which may be an encoded digital signal) is generated by the firing lever volume 112 according to the operation amount, and the firing solenoid 110 is driven based on the signal at this time. Thereby, the strength of launching a game ball is adjusted according to the operation amount of the player. The drive circuit of the firing control board 108 stops driving the firing solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when the firing stop signal is input from the firing stop switch 116. To do. In addition to this, the launch relay terminal plate 118 is connected with a lending device connection terminal plate 120 such as a game ball, and when the above-mentioned CR unit is not connected to this lending device connection terminal plate 120 such as a game ball, the launch is similarly performed. The drive circuit of the control board 108 stops driving the firing solenoid 110.

  The tray unit 6 includes a frequency display board 122 and a rental / return switch board 123. Of these, the frequency display board 122 is provided with the display of the frequency display unit (7-segment LED for 3 digits). In addition, switch modules connected to the ball lending button 10 and the return button 12 are mounted on the lending / return switch board 123, and when the ball lending button 10 or the return button 12 is operated, the operation signal is lended. And the return switch board 123 via the game ball lending device connection terminal board 120 to the CR unit. Further, a frequency signal indicating the remaining frequency of the valuable medium is transmitted from the CR unit to the frequency display board 122 via the gaming ball lending device connection terminal board 120. A display circuit (not shown) on the frequency display board 122 drives the display unit based on the frequency signal, and displays the remaining frequency of the valuable medium as a numerical value. In addition, when no valuable medium is inserted into the CR unit, or when the remaining frequency of the inserted valuable medium becomes zero, the display circuit of the frequency display board 122 drives the display to display a demonstration (value medium). Display for urging the user to input.

  Further, the pachinko machine 1 includes an effect control device 124 (effect control computer) as a control configuration. The effect control device 124 controls the effect accompanying the progress of the game in the pachinko machine 1. The effect control device 124 is also equipped with a circuit board (composite sub-control board) on which an effect control CPU 126 that is a central processing unit is mounted. The effect control CPU 126 includes a CPU core (not shown) and a semiconductor memory such as a ROM 128 and a RAM 130 as a main memory. The production control device 124 is provided at a position covered with the back cover unit 178 on the back side of the pachinko machine 1.

  The effect control device 124 is equipped with an input / output driver (not shown) and various peripheral ICs, as well as a lamp drive circuit 132 and an acoustic drive circuit 134. The production control CPU 126 performs production control based on the production command transmitted from the main control CPU 72, and gives commands to the lamp driving circuit 132 and the acoustic driving circuit 134 to emit various lamps 46 to 52 and the panel lamp 53. Or a process of actually outputting sound effects, voices, and the like from the speakers 54, 55, and 56.

  The effect control device 124 and the main control device 70 are connected to each other via, for example, a communication harness (not shown). However, the communication between these is performed only in one direction from the main control device 70 to the effect control device 124, and communication in the reverse direction is not performed. The communication harness may adopt a parallel format according to the bus widths of various commands transmitted from the main control device 70 to the effect control device 124, and each driver IC (I / O). A serial format may be adopted according to the hardware configuration.

  The lamp driving circuit 132 includes a switching element such as a PWM (pulse width modulation) IC or a MOSFET (not shown). The lamp driving circuit 132 switches driving voltages (or duty switching) applied to various lamps including LEDs. ) And manage the operation such as light emission and flashing. In addition to the glass frame top lamps 46 and 48, the glass frame side lamp 50, and the tray lamp 52, the various lamps include a decoration / production board lamp 53 installed in the game board unit 8. The board lamp 53 corresponds to an LED incorporated in the above-described effect unit, an LED incorporated in the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, or the like. Here, although the example in which the saucer lamp 52 is connected to the glass frame decorating board 136 is given, a saucer illuminated board is installed in the saucer unit 6, and the saucer lamp 52 is interposed via the saucer illuminated board. It may be configured to be connected to the lamp driving circuit 132.

  The acoustic drive circuit 134 is, for example, a sound generator that includes a sound ROM, an acoustic control IC, an amplifier, and the like (not shown). The acoustic drive circuit 134 drives the upper speaker 54 and the lower speaker 56 to perform acoustic output. .

  In the present embodiment, a glass frame decoration board 136 is installed on the inner surface of the glass frame unit 4, and drive signals from the lamp drive circuit 132 and the acoustic drive circuit 134 pass through the glass frame decoration board 136 and various lamps 46. To 52 and speakers 54, 55, and 56. Also, the effect switching button 45 is connected to the glass frame decorating board 136, and when the player operates the effect switching button 45, the contact signal is sent to the effect control device 124 through the glass frame decorating board 136. Entered. In addition, although the example which connected the production | presentation switch button 45 to the glass-frame decoration board 136 is given here, when installing said saucer illumination board, the production switch button 45 is connected to the saucer illumination board. Also good.

  In addition, a panel board 138 is installed in the game board unit 8, and in addition to the panel lamp 53, the movable body motor 57, the display board 198 for production, and the second chance lamp 400 are provided on the panel board 138. It is connected. In addition, an effect display device 200 and a first chance lamp 300 are connected to the effect display substrate 198. The movable body motor 57 drives the movable body 40g via a link mechanism (not shown), for example. The driving signal from the lamp driving circuit 132 is sent to the panel lamp 53, the movable body motor 57, the display device 200 for the effect, the first chance lamp 300, and the second chance via the panel illumination board 138 and the effect display board 198. Each is applied to the lamp 400.

  The liquid crystal display 42 is installed on the back side of the game board unit 8, and the display screen is visible through a substantially rectangular opening formed in the game board unit 8. Further, an inverter board 158 is installed on the back side of the game board unit 8, and the inverter board 158 generates an AC power source that is applied to a backlight (for example, a cold cathode tube) of the liquid crystal display 42. Further, an effect display control device 144 is installed on the back side of the game board unit 8, and the display operation by the liquid crystal display 42 is controlled by the effect display control device 144. The effect display control device 144 is equipped with a display control CPU 146 that is a general-purpose central processing unit and a circuit board (effect display control board) on which a VDP 152 that is a display processor is mounted. Among these, the display control CPU 146 is configured as an LSI in which semiconductor memories such as a ROM 148 and a RAM 150 are integrated together with a CPU core (not shown). The VDP 152 is configured as an LSI in which a semiconductor core such as an image ROM 154 and a VRAM 156 is integrated with a processor core (not shown). The VRAM 156 can use a part of the storage area as a frame buffer.

  The ROM 128 of the effect control CPU 126 stores a basic program related to effect control, and the effect control CPU 126 executes effect control according to this program. The production control includes production control using various lamps 46 to 53 and speakers 54, 55, and 56 as described above, and production control by image display using the liquid crystal display 42. . The effect control CPU 126 transmits basic information (for example, effect number) related to the effect to the display control CPU 146, and the display control CPU 146 that receives the information transmits a specific effect image based on the basic information. Control the display.

  The display control CPU 146 outputs a more detailed control signal to the VDP 152. Receiving this, the VDP 152 accesses the image ROM 154 based on the control signal, reads necessary image data therefrom, and transfers it to the VRAM 156. Further, the VDP 152 expands the image data in the frame buffer for each frame (still image per unit time) on the VRAM 156, and individually handles each pixel (full color pixel) of the liquid crystal display 42 based on the buffered image data. To drive.

  In addition, a power supply control unit 162 (power supply control means) is provided on the back side of the plastic frame assembly 7. The power supply control unit 162 has a built-in switching power supply circuit. When external power (for example, AC 24V) is taken from the island facility through the power cord 164, necessary power (for example, DC + 34V, + 12V) can be generated therefrom. The electric power generated by the power supply control unit 162 is distributed to the main control device 70, the payout control device 92, the effect control device 124, and the inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control device 92, and power is supplied to the CR unit via the game ball rental device connection terminal board 120. The low voltage power for logic (for example, DC + 5V) is generated by a power supply IC (3-terminal regulator or the like) built in each device. Further, as described above, the power supply control unit 164 is grounded (grounded) to the island facility through the ground wire 166.

  The external terminal plate 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) pass through the payout control device 92 to the external terminal plate 160. Is output to the outside. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output an external information signal to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are collected by, for example, a hall computer (not shown) in a game hall. Here, the configuration via the payout control device 92 is taken as an example, but a configuration in which an external information signal is directly output from the main control device 70 to the external terminal board 160 may be used.

  The above is a configuration example relating to the control of the pachinko machine 1. Next, control processing executed by the main control CPU 72 of the main control device 70 will be described.

[Reset start (main) processing]
When the pachinko machine 1 is powered on, the main control CPU 72 starts a reset start process. The reset start process restores the gaming state based on the backup information saved at the previous power shutdown (so-called power recovery) or conversely clears the backup information, thereby adjusting the initial state of the pachinko machine 1 Process. The reset start process is positioned as a main process (main control program) for guaranteeing a stable gaming operation of the pachinko machine 1 after adjusting the initial state.

  13 and 14 are flowcharts showing an example of the procedure of the reset start process. Hereinafter, the process performed by the main control CPU 72 will be described step by step.

  Step S101: First, the main control CPU 72 sets the top address of the stack area in the stack pointer.

  Step S102: Subsequently, the main control CPU 72 sets the vector-type interrupt mode (mode 2) and corrects the default RST-type interrupt mode (mode 0). Thus, thereafter, the main control CPU 72 can refer to an arbitrary address (however, the least significant bit is 0) as an interrupt vector and execute a designated interrupt handler.

  Step S103: The main control CPU 72 executes a standby process at reset. This process is for securing a certain standby time (for example, about several thousand ms) at the time of reset start (for example, power-on) and checking the main power-off detection signal during that time. Specifically, when the main control CPU 72 sets the loop counter for the waiting time, the main control CPU 72 bit-checks the input port of the main power-off detection signal while decrementing the value of the loop counter. The main power-off detection signal is input from, for example, a power monitoring IC that is a peripheral device. If the input of the main power-off detection signal is confirmed before the loop counter reaches 0, the main control CPU 72 restarts the process from the beginning. As a result, for example, the system can be protected when a main power switch (not shown) is turned on and off repeatedly within a short time (about 1 to 2 seconds).

  Step S104: Next, the main control CPU 72 permits access to the work area of the RAM 76. Specifically, the RAM protect setting value in the work area is reset (00H). As a result, thereafter, access to the work area of the RAM 76 is permitted.

  Step S105: Also, the main control CPU 72 performs initial setting of a mask register in order to set an interrupt mask. Specifically, a value for enabling the CTC interrupt is stored in the mask register.

  Step S106: The main control CPU 72 refers to the input signal from the previously cleared RAM clear switch and confirms whether or not the RAM clear switch has been operated (switch ON). If the RAM clear switch is not operated (No), step S107 is executed next.

  Step S107: Next, the main control CPU 72 checks whether or not backup information is stored in the RAM 76, that is, whether or not a backup validity determination flag is set. If the backup is normally completed in the previous power-off process and the backup validity determination flag (for example, “A55AH”) is set (Yes), then the main control CPU 72 executes step S108.

  Step S108: The main control CPU 72 executes a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 sum-checks all areas of the work area of the RAM 76 (a user work area including a use-prohibited area and a stack area) except the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.

Step S109: The main control CPU 72 resets the backup validity determination flag (for example, “0000H”).
Step S110: Also, the main control CPU 72 clears the command waiting for transmission immediately before the previous power-off occurrence.

  Step S111: Next, the main control CPU 72 executes an effect control return process. In this process, the main control CPU 72 instructs the effect control device 124 to return a command (for example, a model designation command, a special symbol probability state designation command, a special figure destination determination effect command, an effect command when the working memory number is increased, and the action memory number. (Decrease effect command, count counter remaining command, special game state designation command, etc.). In response to this, the effect control device 124 performs the effect state (for example, the internal probability state, the effect symbol display mode, the operation memory count effect display mode, the sound output content, and the various lamps being executed at the time of the previous power shutdown. Light emission state, etc.) can be restored.

  Step S112: The main control CPU 72 executes state return processing. In this process, the main control CPU 72 sets various values in the work area of the RAM 76 based on the backup information, and the gaming state (for example, the display state of special symbols, the internal probability state, The operation memory contents, various flag states, random number update states, etc.) are restored. Further, the main control CPU 72 restores the backed up PC register value.

  On the other hand, when the RAM clear switch is operated at power-on (step S106: Yes), when the backup validity determination flag is not set (step S107: No), or when the backup information is not normal. (Step S108: No), the main control CPU 72 proceeds to Step S113.

Step S113: The main control CPU 72 clears the stored contents other than the use prohibited area of the RAM 76. As a result, the work area and stack area of the RAM 76 are all initialized, and even if valid backup information is stored, the contents are erased.
Step S114: Also, the main control CPU 72 performs initial setting of the RAM 76.

  Step S115: The main control CPU 72 executes an effect control output process. In this process, the main control CPU 72 outputs a command (command necessary for effect control) to be transmitted to the effect control device 124 after the initial setting.

  Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command for starting the payout of prize balls to the payout control device 92.

  Step S117: The main control CPU 72 executes CTC initial setting processing, and performs initial setting of a CTC (counter / timer circuit) that is a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and sets an interrupt count value (for example, 4 ms) in the CTC. As a result, when a CTC interrupt occurs next time, the main control CPU 72 can continue the processing from the program address of the PC register that has been backed up.

  When the above procedure is executed in the reset start process, the main control CPU 72 shifts to the main loop shown in FIG. 14 (connection symbol A → A).

  Step S118, Step S119: The main control CPU 72 executes the power interruption occurrence check process after prohibiting interruption. In this process, the main control CPU 72 performs bit check on the input port of the main power-off detection signal and monitors the occurrence of power-off (decrease in drive voltage). When the power cut-off occurs, the main control CPU 72 clears the output port buffer corresponding to the ordinary electric accessory solenoid 88, the first big prize opening solenoid 90, the second big prize opening solenoid 97, etc., and then backs up the work area of the RAM 76. The entire contents except the validity judgment flag and the sum check buffer are backed up, and the sum result value is stored in the sum check buffer. Then, the main control CPU 72 stores the valid value (for example, “A55AH”) in the backup validity determination flag area, prohibits access to the RAM 76, and stops (NOP) the process. On the other hand, if the power shutoff does not occur, the main control CPU 72 next executes step S120. There is also a known programming example in which the CPU executes the process at the time of the occurrence of power interruption as a non-maskable interrupt (NMI) process.

  Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) initial values of various software random numbers. In this embodiment, jackpot determined random numbers (hardware random numbers) and various random numbers excluding hit determined random numbers (hardware random numbers) corresponding to ordinary symbols (for example, jackpot symbol random numbers, reach determination random numbers, variation pattern determination random numbers, etc.) Is generated in the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 16). In this process, the initial value of the loop counter (all The random number of may not be the target). The initial value updating random number is used to randomly change the initial value, and in step S120, the initial value updating random number is updated. Note that the reason why step S120 is executed after the interruption is prohibited in step S118 is the same as another interruption management process (step S202 in FIG. 16). ) To prevent the above). As described above, in the present embodiment, the big hit determined random number and the hit determined random number are hardware random numbers generated by the random number generator 75, and the update cycle is faster than the timer interrupt cycle (for example, several ms). Since it is (for example, several μs), it is not necessary to update the big hit determined random number and the initial value of the hit determined random number.

  Step S121, Step S122: The main control CPU 72 permits the interrupt and executes other random number update processing. The random numbers updated by this processing are random numbers (reach determination random numbers, variation pattern determination random numbers, etc.) that are not related to the determination of the winning type (winning type) among software random numbers. This process is performed in the remaining time when a timer interrupt occurs during execution of the main loop and the main control CPU 72 executes another interrupt management process (FIG. 16). The contents of the interrupt management process will be described later.

[Power failure check processing]
FIG. 15 is a flowchart specifically illustrating a procedure example of the power-off occurrence check process.
Step S130: First, the main control CPU 72 sets a condition for checking the occurrence of power interruption. This check condition can be set as an on-counter value for confirming that the main power-off detection signal is continuously output, for example.

  Step S132: Next, the main control CPU 72 reads the main power-off detection switch input port and confirms whether or not the main power-off detection signal is output (checks a specific bit). Although not particularly illustrated, the main power-off detection switch is mounted on the main controller 70, for example, and this main power-off detection switch monitors the drive voltage supplied from the power control unit 162, and the voltage level is monitored. When the voltage falls below the reference voltage, the main power-off detection signal is output. Note that the main power-off detection switch may be built in the power control unit 162. When the main control CPU 72 confirms that the main power-off detection signal is not output at this time (No), the main control CPU 72 exits this process and returns to the reset start process. On the other hand, when it is confirmed that the main power-off detection signal is output (Yes), the main control CPU 72 proceeds to the next step S134.

  Step S134: The main control CPU 72 confirms whether or not the above check conditions are satisfied. Specifically, for example, 1 is subtracted from the on-counter value set in the previous step S130, and it is confirmed whether or not the result is 0. If the on-counter value is not yet 0 at this time (No), the main control CPU 72 returns to step S132 and reconfirms the main power-off detection switch input port. When the check condition is satisfied by repeating the loop from step S134 to step S132 (step S134: Yes), the main control CPU 72 then proceeds to step S136.

  Step S136: The main control CPU 72 uses the test signal terminal and the command control signal in addition to the output ports corresponding to the ordinary electric accessory solenoid 88, the first big prize opening solenoid 90, and the second big prize opening solenoid 97 as described above. Clear the corresponding output port buffer.

Step S138, Step S140: Next, the main control CPU 72 adds the entire contents excluding the backup validity determination flag and the sum check buffer in the work area of the RAM 76 in units of 1 byte, and repeats until the addition is completed for all areas. .
Step S142: When the calculation of the sum is completed for all the areas (Step S140: Yes), the main control CPU 72 stores the sum result value in the sum check buffer.

Step S144: Next, the main control CPU 72 stores the valid value in the backup validity determination flag area as described above.
Step S146: Further, the main control CPU 72 stores “01H” indicating access prohibition in the protect value of the RAM 76, and prohibits access to the work area (including the use prohibition area and the stack area) of the RAM 76.
Step S148: Then, the main control CPU 72 enters a standby loop and stops all other processes in preparation for shutting off the main power supply. After the main power is cut off, the backup power is supplied from a backup power circuit (not shown) (for example, a circuit including a capacitive element mounted on the main controller 70), so the stored contents of the RAM 76 are lost even after the main power is turned off. Held without. The backup power supply circuit may be incorporated in the power supply control unit 162, for example.

  Through the above processing, all the information stored in the work area of the RAM 76 to be backed up (sum added) is retained in the RAM 76 even after the main power is turned off. The stored memory is restored as backup information when the power is turned off after confirming the normality of the checksum in the previous reset start process (FIG. 13).

[Interrupt management processing (timer interrupt processing)]
Next, interrupt management processing (timer interrupt processing) will be described. FIG. 16 is a flowchart illustrating an exemplary procedure of interrupt management processing. The main control CPU 72 executes an interrupt management process every predetermined time (for example, several ms) based on the interrupt request signal from the counter / timer circuit. Each procedure will be described below.

  Step S200: First, the main control CPU 72 saves the values of the registers (accumulator A, flag register F, and general-purpose registers B to L) used during execution of the main loop in the save area of the RAM 76. Another value can be written in the registers (A to L) after the value is saved in the interrupt management process.

  Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the value of the counter for generating various random numbers for lottery. The value of each counter is incremented in the counter area of the RAM 76 and loops within a specified range. Various random numbers include, for example, jackpot symbol random numbers.

  Step S202: The main control CPU 72 executes the initial value update random number update process also here. The content of the process is the same as described above.

  Step S203: The main control CPU 72 executes input processing. In this process, the main control CPU 72 inputs various switch signals from an input / output (I / O) port 79. Specifically, a passage detection signal from the gate switch 78, and a winning detection signal from the upper starting winning port switch 80, the lower starting winning port switch 82, the first count switch 84, the second count switch 85, and the winning port switch 86. Read the input state (ON / OFF).

  Step S204: Next, the main control CPU 72 executes switch input event processing. In this process, among the switch signals input in the previous input process, the determination of an event occurring during the game is made based on the winning detection signals from the gate switch 78, the upper start winning opening switch 80, and the lower starting winning opening switch 82. Depending on the event that occurred, further processing is executed. The specific contents of the switch input event process will be described later with reference to another flowchart.

  In this embodiment, when a winning detection signal (ON) is input from the upper start winning opening switch 80 or the lower starting winning opening switch 82, the main control CPU 72 performs internal lottery corresponding to the first special symbol or the second special symbol, respectively. It is determined that an event that triggers the event (lottery opportunity) has occurred. Further, when a passage detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event serving as a lottery trigger corresponding to the normal symbol has occurred. If it is determined that any event has occurred, the main control CPU 72 executes a process corresponding to each event. The processing executed when a winning detection signal is input from the upper start winning port switch 80 or the lower starting winning port switch 82 will be described later with reference to another flowchart.

  Step S205, Step S206: The main control CPU 72 executes a special symbol game process and a normal symbol game process during the interrupt management process. These processes are for specifically proceeding with the game in the pachinko machine 1. Of these, in the special symbol game process (step S205), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, or the first special symbol display device 34 and the second special symbol display device 34. 2 Controls the display of fluctuation and stop by the special symbol display device 35, and controls the operation of the first variable winning device 30 and the second variable winning device 31 according to the display result. Details of the special symbol game process will be described later with reference to another flowchart.

  In the normal symbol game process (step S206), the main control CPU 72 controls the variable display and stop display by the normal symbol display device 33 described above, and operates the variable start winning device 28 according to the display result. Or control. For example, the main control CPU 72 stores a random number (ordinary random number per symbol) acquired in response to the passage of the start gate 20 in the previous switch input event processing (step S204). The random number value is read out from the memory, and it is determined whether or not it falls within a predetermined hit range (operation lottery execution means). When the random number value falls within the hit range, the normal symbol display device 33 displays the normal symbol in a variable manner, and after stopping the normal symbol in a predetermined hit state, the main control CPU 72 switches the normal electric accessory solenoid 88 on. Excitingly activates the variable start winning device 28 (movable piece actuating means). On the other hand, if the random number value is out of the hit range, the main control CPU 72 performs a normal symbol stop display in a manner of deviation after the variable display.

  Step S207: Next, the main control CPU 72 executes prize ball payout processing. In this process, based on the winning detection signals input from the various switches 80, 82, 84, 85, 86, 99 in the previous input process (step S203), a prize for instructing the payout control device 92 the number of winning balls. Output a ball command.

  Step S208: Next, the main control CPU 72 executes external information processing. In this process, the main control CPU 72 sends the above-mentioned external information signals (for example, prize ball information, door opening information, symbol determination number information, jackpot information, start port information, etc.) to the hall computer of the game hall through the external terminal board 160. Store in port output request buffer.

  In this embodiment, among the various external information signals, for example, “big hit 1” to “big hit 5” are output to the outside as jackpot information, so that an external electronic device (data display) connected to the pachinko machine 1 is displayed. Various jackpot information can be provided (external information signal output means). In other words, the jackpot information is divided into a plurality of “big hit 1” to “big hit 5” and output, so that the type of jackpot (winning type) from these combinations can be tabulated and managed by a hall computer (not shown) or internal Recognize changes in the probability state (low probability state or high probability state) or shortened state of symbol variation time, or generate a small hit (a hit where the condition device does not work) that is not classified as a “big hit” even if it is not winning Can be aggregated and managed. Based on the jackpot information, for example, a data display device (not shown) counts and displays the number of jackpot occurrences within the past several business days for each pachinko machine 1, and recognizes whether or not each jackpot is currently hit Or can recognize whether or not each symbol is currently in a shortened state of the symbol variation time. In this external information processing, the main control CPU 72 controls each output state (set of ON or OFF) of “big hit 1” to “big hit 5” in detail.

  Step S209: Further, the main control CPU 72 executes test signal processing. In this process, the main control CPU 72 generates various test signals representing its internal state (for example, normal symbol game management state, special symbol game management state, jackpot, probability variation function in operation, time reduction function in operation). These are stored in the port output request buffer. With this test signal, for example, the internal state of the main control CPU 72 can be tested outside the main controller 70.

  Step S210: Next, the main control CPU 72 executes display output management processing. In this process, the main control CPU 72 performs the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, and the second special symbol. The lighting state of the operation memory lamp 35a, the game state display device 38, etc. is controlled. Specifically, the drive signal stored in the port output request buffer is output to the port in the previous special symbol game process (step S205) or the normal symbol game process (step S206). The drive signal is stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (a mode of performing symbol variation display, stop display, working memory number display, game state display, etc.).

  Step S211: The main control CPU 72 executes output management processing. In this process, the main control CPU 72 outputs the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208). In addition, the main control CPU 72 combines the drive signals, test signals, etc. of the ordinary electric accessory solenoid 88, the first big prize winning solenoid 90, and the second big prize winning solenoid 97 stored in the port output request buffer. Output.

  Step S212: The main control CPU 72 executes an effect control output process. In this processing, it is confirmed whether or not there is a command (command necessary for presentation control) that the main control CPU 72 should transmit to the presentation control device 124 in the command buffer. Output port.

  Step S213: The main control CPU 72 clears the port output request buffer stored by the current CTC interrupt.

  In the present embodiment, an example is given in which the processing (game control program module) in steps S205 to S212 is executed as a timer interrupt processing. However, these processing are incorporated in the main loop of the CPU and executed. There are also known programming examples.

  Step S214: When the above processing is completed, the main control CPU 72 stores a value (01H) for designating the end of interrupt in the interrupt program counter, and ends the CTC interrupt.

  Step S215, Step S216: Then, the main control CPU 72 restores the saved values of the registers (A to L) and permits the next CTC interrupt. Thereafter, the main control CPU 72 returns to the main loop (program address indicated by the stack pointer).

[Switch input event processing]
FIG. 17 is a flowchart illustrating a procedure example of the switch input event process (step S204 in FIG. 16). Each procedure will be described below.

  Step S10: The main control CPU 72 confirms whether or not a winning detection signal is input from the upper start winning opening switch 80 corresponding to the first special symbol (the first event is generated). When the input of the winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S12 and executes the first special symbol memory update process. Specific processing contents will be further described later using another flowchart. On the other hand, when no winning detection signal is input (No), the main control CPU 72 proceeds to step S14.

  Step S14: Next, the main control CPU 72 confirms whether or not a winning detection signal is input (second event occurs) from the lower start winning port switch 82 corresponding to the second special symbol. When the input of the winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S16 and executes the second special symbol memory update process. Here again, the details of the specific processing will be further described later using another flowchart. On the other hand, if there is no input of a winning detection signal (No), the main control CPU 72 proceeds to step S18.

  Step S18: The main control CPU 72 confirms whether or not a winning detection signal is input from the first count switch 84 corresponding to the big winning opening of the first variable winning device 30. When the input of the winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S20 and executes the first big winning mouth count process. In the first grand prize winning count process, the main control CPU 72 counts the number of winning balls to the first variable prize winning device 30 for each round during the big hit game. On the other hand, if no winning detection signal is input (No), the main control CPU 72 proceeds to step S21a.

  Step S21a: The main control CPU 72 confirms whether or not a winning detection signal is input from the second count switch 85 corresponding to the big winning opening of the second variable winning device 31. When the input of the winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S21b and executes the second big winning mouth count process. In the second grand prize winning count process, the main control CPU 72 counts the number of winning balls to the second variable prize winning device 31 during the big hit game. On the other hand, if no winning detection signal is input (No), the main control CPU 72 proceeds to step S22.

  Step S22: The main control CPU 72 checks whether or not a passage detection signal is input from the gate switch 78 corresponding to the normal symbol. When the input of the passage detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S24 and executes the normal symbol memory update process. In the normal symbol memory update process, the main control CPU 72 confirms whether or not the current number of normal symbol working memories is less than the upper limit number (for example, 4), and if it does not reach the upper limit number, obtains a random number per normal symbol To do. Further, the main control CPU 72 increments the normal symbol operation memory number by one. Then, the main control CPU 72 stores the acquired random value per normal symbol in the random number storage area of the RAM 76. On the other hand, if no winning detection signal is input (No), the main control CPU 72 executes step S26.

  Step S26: The main control CPU 72 confirms whether or not a winning detection signal is input from the second winning port switch 99 corresponding to the normal winning port (right normal winning port) 24. When the input of the winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S28 and executes the process at the time of entering the normal winning opening. In the normal winning slot entry process, the main control CPU 72 generates a right normal winning slot entry command. This command is a command generated when a game ball enters the normal winning opening 24, and is transmitted to the effect control device 124 in the effect control output process (step S212 in FIG. 16). On the other hand, if no winning detection signal is input (No), the main control CPU 72 returns to the interrupt management process (FIG. 16).

[First special symbol memory update process]
FIG. 18 is a flowchart showing a procedure example of the first special symbol memory update process (step S12 in FIG. 17). Hereinafter, the procedure of the first special symbol memory update process will be described in order.

  Step S30: First, the main control CPU 72 refers to the value of the first special symbol working memory number counter to check whether or not the working memory number is less than the maximum value (for example, 4). The working memory number counter represents the number (the number of sets) of big hit determination random numbers and big hit symbol random numbers stored in the random number storage area of the RAM 76. That is, the random number storage area of the RAM 76 is divided into four sections (for example, 2 bytes each) for each symbol (first special symbol, second special symbol), and each section contains a big hit decision random number and a big hit symbol random number. Each can be stored as a set. At this time, if the value of the working memory number counter corresponding to the first special symbol has reached the upper limit (No), the main control CPU 72 returns to the switch input event processing (FIG. 17). On the other hand, if the value of the working memory number counter is less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S31.

  Step S31: The main control CPU 72 adds one first special symbol working memory number. The first special symbol operation memory number counter is stored, for example, in the operation memory number area of the RAM 76, and the main control CPU 72 increments (+1) the value. Based on the counter value added here, the lighting state of the first special symbol operation memory lamp 34a is controlled by the display output management process (step S210 in FIG. 16).

  Step S32: The main control CPU 72 acquires a jackpot determination random number value corresponding to the first special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of first lottery element, lottery element acquisition means). The random value is acquired by specifying the pin address of the random number generator 75. In the case where the main control CPU 72 performs 8-bit processing, the address designation is performed twice for each upper byte and lower byte. When the main control CPU 72 reads the jackpot determination random number value from the designated address, the main control CPU 72 saves it at the transfer destination address as a jackpot determination random number corresponding to the first special symbol.

  Step S33: Next, the main control CPU 72 acquires a jackpot symbol random number value corresponding to the first special symbol from the jackpot symbol random number counter area of the RAM 76. The acquisition of the random number value is also performed by designating the address of the jackpot symbol random number counter area. When the main control CPU 72 reads the jackpot symbol random number value from the designated address, the main control CPU 72 saves it at the transfer destination address as a jackpot symbol random number corresponding to the first special symbol.

  Step S34: Also, the main control CPU 72 sequentially acquires a reach determination random number and a variation pattern determination random number from the variation random number counter area of the RAM 76 as a random value related to the variation condition of the first special symbol (variation pattern determination element acquisition). means). Similarly, these random number values are acquired by designating the address of the random number counter area for variation. When the main control CPU 72 acquires the reach determination random number and the variation pattern determination random number from the designated address, it saves them in the transfer destination address.

  Step S35: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number and variation pattern determination random number to the random number storage area corresponding to the first special symbol, and these random numbers are stored in the empty section in the area. Are stored as a set (storage means, lottery element storage means). The order (for example, first to fourth) is set in the plurality of sections. If all the first to fourth sections are empty at this stage, the random numbers are stored in order from the first section. Alternatively, if the first section is already filled and the other second to fourth sections are empty, the random numbers are stored in order from the second section. Note that the random number storage area is read out in a FIFO (First In First Out) format.

  Step S36: Next, the main control CPU 72 confirms whether or not the current game management state (internal state) is in operation of the time reduction function or whether it is a big hit. If the time reduction function is not in operation other than the big hit (No), the main control CPU 72 executes the following steps S37 and S38. If the time reduction function is in operation or is a big hit (Yes), the main control CPU 72 skips steps S37 and S38 and proceeds to step S38a. The reason why this determination is made in the present embodiment is that the pre-reading effect is not performed during the big hit. In addition, when the operation memory of the first special symbol and the operation memory of the second special symbol both remain except during the big hit, the second special symbol is prioritized over the first special symbol (the second special symbol). This is because the operation of the variable start winning device 28 is performed frequently, especially during the operation of the time shortening function. In addition, while the time shortening function is activated, the special symbol variation time is shortened, and the normal symbol winning probability is high (for example, low probability is about 25/251 → about 249/251), and In addition, the fluctuation time of the normal symbol is shortened (for example, about 10 seconds when not in operation → about 1 second) and the opening time of the variable start winning device 28 is extended (for example, about 0.3 seconds when not in operation → 2 .5 seconds), and the number of times of release increases (for example, increases from 1 to 2 when not in operation), so that the game ball can be fired for a long time (all memory of normal symbols is interrupted and variable) As long as the change of the second special symbol is prioritized, the operation memory is less likely to be interrupted (so-called electric chew support) unless the start winning device 28 is interrupted for a period of time until the operation is stopped. However, the first special symbol and the second special symbol may be determined (fluctuated) in the order in which the prizes are generated, without providing a priority order. Note that step S36 may be divided into, for example, step S36a for determining “time reduction function in operation” and step S36b for determining “big hit”.

  Step S37: When the time shortening function is not activated (step S36: No), the main control CPU 72 executes an effect determination process at the time of acquisition for the first special symbol. This process determines the result of the internal lottery in advance (before the start of fluctuation) based on the jackpot determination random number and the jackpot symbol random number of the first special symbol respectively acquired in the previous steps S32 to S34, and thereby the production contents This is for determination (so-called “look ahead”). The specific processing contents will be described later with reference to another flowchart.

  Step S38: After returning from the at-acquisition effect determination process, the main control CPU 72 next sets the upper bytes (for example, “B8H”) of the special figure destination determination effect command for the first special symbol. This high-order byte data describes that the command type is “for special figure destination determination effect relating to the first special symbol”. Since the lower byte of the special figure destination determination effect command is set in the previous acquisition effect determination process (step S37), the upper byte is combined with the lower byte, for example. Will be generated.

  Step S38a: Next, the main control CPU 72 sets an effect command at the time of increasing the number of working memories regarding the first special symbol. Specifically, for the preceding value (for example, “BBH”) of the upper byte representing the type of command, a 1-word length in which the increased number of working memories (for example, “01H” to “04H”) is added to the lower byte. A production command is generated. At this time, for the lower byte, the second place is set to “0” by default to indicate that the value is “result (change information) due to increase in number of working memories”. That is, if the lower byte is “01H”, it indicates that the current working memory number has become “01H” as a result of increasing by one from the previous working memory number “00H”. Similarly, if the lower byte is “02H” to “04H”, it is increased by one from the previous working memory numbers “01H” to “03H”, so that the current working memory number is “02H” to “02H”. 04H ". The preceding value “BBH” is a value indicating that the current effect command is the working memory number command for the first special symbol.

  Step S39: The main control CPU 72 executes an effect command output setting process for the first special symbol. This process is for transmitting the special figure destination determination effect command generated in the previous step S38, the effect command for increasing the number of working memories generated in step S38a, and the start opening winning tone control command to the effect control device 124. (Memory number notification means).

  When the above procedure is finished or the first special symbol operation memory number has reached 4 (step S30: No), the main control CPU 72 returns to the switch input event process (FIG. 17).

[Second special symbol memory update process]
Next, FIG. 19 is a flowchart showing a procedure example of the second special symbol memory update process (step S16 in FIG. 17). Hereinafter, the procedure of the second special symbol memory update process will be described in order.

  Step S40: The main control CPU 72 refers to the value of the second special symbol working memory number counter to check whether or not the working memory number is less than the maximum value. Similarly to the above, the second special symbol actuated memory number counter represents the number (number of sets) of jackpot determination random numbers and jackpot symbol random numbers stored in the random number storage area of the RAM 76. At this time, if the value of the second special symbol operation memory number counter reaches the maximum value (for example, 4) (No), the main control CPU 72 returns to the switch input event process (FIG. 17). On the other hand, if the value of the second special symbol operation memory number counter is still less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S41 and thereafter.

  Step S41: The main control CPU 72 increments the second special symbol working memory number by one (increments the value of the second special symbol working memory number counter). Similarly to the previous step S31 (FIG. 18), the lighting state of the second special symbol operation memory lamp 35a is controlled by the display output management process (step S210 in FIG. 16) based on the counter value added here. Will be.

  Step S42: The main control CPU 72 acquires a jackpot determination random number value corresponding to the second special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of second lottery element, lottery element acquisition means). The technique for acquiring the random value is the same as that in step S32 (FIG. 18) described above.

  Step S43: Next, the main control CPU 72 acquires a jackpot symbol random number value corresponding to the second special symbol from the jackpot symbol random number counter area of the RAM 76. The method for acquiring the random value is the same as that in step S33 (FIG. 18) described above.

  Step S44: Also, the main control CPU 72 sequentially acquires a reach determination random number and a variation pattern determination random number regarding the variation condition of the second special symbol from the variation random number counter area of the RAM 76 (variation pattern determination element acquisition means). The acquisition of these random values is also performed in the same manner as step S34 (FIG. 18) described above.

  Step S45: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number, and variation pattern determination random number to the random number storage area corresponding to the second special symbol, and these random numbers in the empty section in the area Are stored as a set (storage means). The storage method is the same as step S35 (FIG. 18) described above.

  Step S45a: Next, the main control CPU 72 confirms whether or not the current game management state (internal state) is a big hit. If it is not a big hit (No), the main control CPU 72 executes the following steps S46 and S47. Conversely, if it is a big hit (Yes), the main control CPU 72 skips steps S46 and S47 and proceeds to step S48. The reason why this determination is made in the present embodiment is that the pre-reading effect is not performed during the big hit.

  Step S46: When it is other than big hit (step S45a: No), next, the main control CPU 72 executes an effect determination process at the time of acquisition for the second special symbol. This process determines the result of the internal lottery in advance (before the start of the change) based on the big hit determination random number and the big hit symbol random number of the second special symbol obtained in the previous steps S42 to S44, respectively, It is for judging. Here, it is determined only in the previous step S45a whether or not the big hit is made, and the operating state of the time reduction function is not determined. As described above, in the present embodiment, in the game other than the big hit, the first special In order to change the second special symbol over the symbol, the result of the internal lottery is determined in advance for the second special symbol, regardless of the operating state of the time reduction function, except during the big hit, and the result is pre-readed. This is because it can be used. The specific processing contents will be described later.

  Step S47: After returning from the effect determination process at the time of acquisition, the main control CPU 72 sets the upper byte (for example, “B9H”) of the special figure destination determination effect command. This high-order byte data describes that the command type is “for special figure destination determination effect relating to the second special symbol”. Similarly, since the lower byte of the special figure destination determination effect command is set in the previous effect determination processing at the time of acquisition (step S46), for example, one word is synthesized by combining the upper byte with the lower byte. A long command will be generated.

  Step S48: Next, the main control CPU 72 sets an effect command for increasing the number of working memories with respect to the second special symbol. Here, a one-word-length production command in which the increased number of working memories (for example, “01H” to “04H”) is added to the lower byte with respect to the preceding value (for example, “BCH”) representing the command type. Is generated. Similarly, for the second special symbol, the second place of the lower byte is set to “0” by default to indicate that the value is “a result of an increase in the number of working memories (change information)”. it can. The preceding value “BCH” is a value indicating that the current effect command is a working memory number command for the second special symbol.

  Step S49: The main control CPU 72 executes an effect command output setting process for the second special symbol. As a result, preparation for transmitting a special figure destination determination effect command, an effect command when increasing the number of operating memories, a start opening winning sound control command, and the like regarding the second special symbol to the effect control device 124 is performed (memory number notifying means). . When the above procedure is completed, the main control CPU 72 returns to the switch input event process (FIG. 17).

[Acquisition process during acquisition]
FIG. 20 is a flowchart illustrating an example of the procedure of the effect determination process at the time of acquisition. The main control CPU 72 executes this acquisition effect determination process in the first special symbol memory update process and the second special symbol memory update process (step S37 in FIG. 18 and step S46 in FIG. 19) (predetermined determination). Execution means). As described above, this process is executed for each of the first special symbol (when winning the upper start winning opening 26) and the second special symbol (when winning the variable start winning device 28). Therefore, the following description may correspond to a process related to the first special symbol and a process related to the second special symbol. Hereinafter, the contents of the processing will be described along each procedure.

  Step S50: The main control CPU 72 sets the lower byte (for example, “00H”) of the special figure destination determination effect command (point determination information). The byte data set here represents the standard value of the command (at the time of loss).

  Step S52: Next, the main control CPU 72 loads the jackpot determination random number as the first determination random value. The random numbers to be loaded here are those stored in the RAM 76 in the first special symbol memory update process (step S35 in FIG. 18) or the second special symbol memory update process (step S45 in FIG. 19). .

  Step S54: The main control CPU 72 determines whether or not the loaded random number is outside the range of the winning value (here, the lower limit value or less) (lottery result destination determination means, destination determination means). Specifically, the main control CPU 72 sets a comparison value (lower limit value) in the A register, and subtracts the loaded random number value from this comparison value. The comparison value (lower limit value) is defined in advance according to the winning probability of the internal lottery in the pachinko machine 1. Next, the main control CPU 72 determines whether or not the calculation result is 0 or a positive value from the value of the flag register, for example. As a result, if the loaded random number is outside the range of the winning value (Yes), the main control CPU 72 proceeds to step S80.

  Step S80: Next, the main control CPU 72 executes a variation pattern information preliminary determination process at the time of deviation (variation pattern destination determination means, destination determination means). In this process, the main control CPU 72 generates the variation pattern destination determination command described above for the variation time at the time of disconnection. In the variation pattern destination determination command generated here, prior determination information regarding the variation time (or variation pattern number) particularly when the “time reduction function” is activated is reflected. For example, if the current state is when the “time reduction function” is activated, the main control CPU 72 corresponds to the “out-of-reach fluctuation fluctuation (non-shortening fluctuation time)” based on the loaded reach determination random number. Judge whether there is. As a result, when the fluctuation time corresponds to “outlier reach fluctuation (non-shortening fluctuation time)”, the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to “short-time / non-shortening fluctuation time”. In the case of reach variation, it is also possible to determine a “reach group (type of reach)” from the reach mode random number and generate a variation pattern destination determination command from the result. On the other hand, when the fluctuation time does not correspond to the “outlier reach fluctuation (non-shortening fluctuation time)”, the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to the “short / mid-shortening fluctuation time”. Alternatively, if the current state is when the “time reduction function” is inactive (low probability state), the main control CPU 72 corresponds to the “normally out of reach reach fluctuation” based on the loaded reach determination random number. It is determined whether or not. As a result, when the fluctuation time corresponds to “normally deviation reach fluctuation”, the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to “normally deviation reach fluctuation time”. On the other hand, when the fluctuation time does not correspond to “normally deviation reach fluctuation”, the main control CPU 72 generates a fluctuation pattern destination determination command corresponding to “normal deviation fluctuation time”. Further, the variation pattern destination determination command generated here is set in the transmission buffer in the effect command output setting process (steps S39 and S49) as described above. In this process, the main control CPU 72 may generate a change pattern destination determination command for the change pattern at the time of the small hit, similarly to the process at the time of the above-described loss.

  When the above procedure is executed, the main control CPU 72 ends the acquisition-time effect determination process, and returns to the caller's first special symbol memory update process (FIG. 18) or the second special symbol memory update process (FIG. 19). On the other hand, if it is determined in the previous step S54 that the loaded random number is not outside the range of the winning value but within the range (step S54: No), the main control CPU 72 then proceeds to step S56.

  Step S56: The main control CPU 72 checks whether or not the probability state schedule flag based on the previous determination result is set. The probability state schedule flag based on the previous determination result is set when there is a winning value among the jackpot determination random numbers stored so far, although the fluctuation has not yet started. Specifically, if there is a winning value in the jackpot decision random number stored so far, if the jackpot symbol random number paired with this corresponds to “probability variation”, for example, the probability state schedule flag “A0H” is set. This value represents a flag value for setting as a schedule that a high probability state is to be set in advance determination (prefetching determination) of the jackpot determined random number acquired after the jackpot determined random number. On the other hand, if there is a winning value in the jackpot decision random number stored so far, and the jackpot symbol random number paired with this corresponds to "non-probable (normal) symbol", the probability state For example, “01H” is set in the schedule flag. This value represents a flag value for setting as a schedule that a normal (low) probability state is set in advance determination (prefetching determination) of the big hit determination random number acquired after this big hit determination random number. If the winning value does not exist in the big hit determination random numbers stored so far, the flag value is reset (00H). Further, the value of the probability state schedule flag is stored in the flag area of the RAM 76, for example. Here, an example is given in which the advance hit determination is strictly performed using the “probability state schedule flag”. However, when the advance hit determination is simply performed based on the current probability state, step S56 and the subsequent steps are performed. Step S58, step S60, step S62, step S76, etc. may be omitted.

  If the probability state schedule flag has not yet been set (step S56: No), the main control CPU 72 executes step S66.

  Step S66: In this case, the main control CPU 72 sets the comparison value for the next low probability (normal time) in the A register. The low probability comparison value is also defined in advance according to the winning probability at the low probability in the pachinko machine 1.

  Step S68: Next, the main control CPU 72 loads the “current probability state flag”. This probability state flag indicates whether or not the current internal state has a high probability (probably changing), and is stored in the flag area of the RAM 76. If the current probability state is a high probability (probably changing), the value “01H” is set as the state flag, and if the current probability state is low (normally), the value of the state flag is reset (“00H”). ").

  Step S70: Then, the main control CPU 72 checks whether or not the loaded current special symbol probability state flag does not represent a high probability (≠ 01H), and if the result indicates a high probability (No). Next, step S64 is executed.

  Step S64: The main control CPU 72 sets a comparative value for high probability. As a result, the low-probability comparison value set in the previous step S66 is rewritten. The high probability comparison value is defined in advance according to the winning probability at the high probability in the pachinko machine 1.

  As described above, when the probability state schedule flag based on the previous determination result is not yet set and the current internal state is high probability, the comparison value is rewritten for high probability and the next step S72 is performed. Will be executed. On the other hand, when it is confirmed in the previous step S70 that the current probability state flag does not represent a high probability (Yes), the main control CPU 72 skips step S64 and executes the next step S72.

  Step S72: The main control CPU 72 determines whether or not the random number loaded in the previous step S52 is outside the range of the winning value (lottery result destination determination means, destination determination means). That is, the main control CPU 72 subtracts the jackpot determination random number value from the comparison value set for each state. Similarly, the main control CPU 72 determines whether or not the calculation result is a negative value (<0) from the value of the flag register, and if the result is that the loaded random number is outside the range of the winning value (Yes). The main control CPU 72 executes the above-described deviation pattern information prior determination process (step S80). On the other hand, if the loaded random number is not outside the range of the winning value but is within the range (No), the main control CPU 72 then proceeds to step S74.

  Step S74: The main control CPU 72 executes a jackpot symbol type determination process. This process is for determining the big hit type (winning type) at that time based on the big hit symbol random number paired with the big hit decision random number. For example, the main control CPU 72 loads the jackpot symbol random number for each symbol stored in the first special symbol memory update process (step S35 in FIG. 18) or the second special symbol memory update process (step S45 in FIG. 19). Then, the calculation using the comparison value is executed in the same manner as in step S54 described above, and it is determined from the result whether the jackpot type corresponds to “non-probable variation (normal) symbol” or “probability variation symbol”. The main control CPU 72 stores the determination result at this time as a special symbol destination determination value, and proceeds to the next step S76.

  Step S76: The main control CPU 72 sets the value of the probability state schedule flag based on the previous determination result. Specifically, when the special symbol destination determination value stored in the previous step S74 represents “non-probable change (normal) symbol”, the main control CPU 72 sets the value “01H” in the probability state schedule flag. On the other hand, when the special symbol destination determination value represents “probability variation symbol”, the main control CPU 72 sets the value “A0H” in the probability state schedule flag. As a result, in the subsequent processing, it is determined that “flag set has been completed” in step S56.

  Step S78: The main control CPU 72 sets the special symbol destination determination value stored in the previous step S74 as the lower byte of the special symbol destination determination effect command. As the special symbol destination determination value, for example, “01H” is set when it corresponds to “non-probable (normal) symbol”, and “A0H” is set when it corresponds to “probable variation”. In any case, by setting the lower byte data here, the standard lower byte data “00H” set in the previous step S50 is rewritten.

  Step S79: Next, the main control CPU 72 executes a big hit hour variation pattern information prior determination process (variation pattern destination determination means). In this process, the main control CPU 72 generates the above-described variation pattern destination determination command for the variation time at the big hit. In the variation pattern destination determination command generated here, for example, prior determination information related to the reach variation time (or variation pattern number) at the time of big hit is reflected. Further, the variation pattern destination determination command generated here is set in the transmission buffer in the effect command output setting process (steps S39 and S49) as described above.

  The above is the procedure before the probability state schedule flag based on the previous determination result is set (before the internal first hit). On the other hand, when the probability state schedule flag is set through the previous step S76, the following procedure is executed. However, when the previous hit determination is performed only with the current probability state as described above, it is not necessary to execute the following step S56, step S58, step S60, step S62, and step S76.

  Step S56: When the main control CPU 72 confirms that a value has already been set in the probability state schedule flag (Yes), it next executes step S58.

  Step S58: The main control CPU 72 first sets a low probability (normal time) comparison value in the A register.

  Step S60: Next, the main control CPU 72 loads a “probability state schedule flag”. The probability state schedule flag is for setting a probability state in a subsequent determination based on the immediately preceding determination result as described above, and is stored in the flag area of the RAM 76. . If the probability state based on the immediately preceding destination determination result is scheduled to shift to a high probability (probability change), “A0H” is set as the value of the probability state schedule flag as described above. If the probability state based on is scheduled to return to a low probability (normal), “01H” is set as the value of the probability state schedule flag.

  Step S62: Then, the main control CPU 72 confirms whether or not the loaded probability state schedule flag does not represent a high-probability schedule (≠ 01H), and if the result indicates a high-probability schedule (No Then, step S64 is executed to set a comparative value for high probability.

  As described above, when the probability state schedule flag based on the previous determination result is already set and the value is a high probability, the next step S72 and subsequent steps after rewriting the comparison value for the high probability. Will be executed. On the other hand, when it is confirmed in the previous step S62 that the probability state schedule flag does not represent a schedule with a high probability but a schedule with a normal (low) probability (Yes), the main control CPU 72 performs a step. S64 is skipped and the subsequent step S72 and subsequent steps are executed. Thus, in the present embodiment, it is possible to make a prior jackpot determination in consideration of subsequent changes in internal state (normal probability state → high probability state, high probability state → normal probability state) based on the previous determination result. .

  When the above procedure is completed, the main control CPU 72 returns to the first special symbol memory update process (FIG. 18) or the second special symbol memory update process (FIG. 19).

[Special design game processing]
Next, the details of the special symbol game process executed in the interrupt management process (FIG. 16) will be described. FIG. 21 is a flowchart showing a configuration example of the special symbol game process. The special symbol game process includes an execution selection process (step S1000), a special symbol change pre-process (step S2000), a special symbol change process (step S3000), a special symbol stop display process (step S4000), and a variable winning device management process. This is a configuration including a subroutine (program module) group of (Step S5000). First, the basic flow of the special symbol game process will be described along each process.

  Step S1000: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any one of steps S2000 to S5000) from the “jump table”. For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and sets the end of the special symbol game process as the return address in the stack pointer.

  Which process is selected as the next jump destination differs depending on the progress of the process performed so far (special symbol game management status). For example, if the special symbol has not yet started changing display (special symbol game management status: 00H), the main control CPU 72 selects the special symbol variation pre-processing (step S2000) as the next jump destination. On the other hand, if the special symbol variation pre-processing has already been completed (special symbol game management status: 01H), the main control CPU 72 selects the special symbol variation processing (step S3000) as the next jump destination, and the special symbol variation is in progress. If the process has been completed (special symbol game management status: 02H), the special symbol stop displaying process (step S4000) is selected as the next jump destination. In this embodiment, the jump destination address is specified by the “jump table” and the process is selected. However, apart from such a selection method, a “process flag”, a “process selection flag”, or the like is used. There is also a known programming example in which the CPU selects a process to be executed next. In such a programming example, the CPU CALLs each process in a single way, and at the top step, the conditional branch (continuation / return) is performed by referring to the flag one by one. However, in the selection method of this embodiment, the main control There is no need for the CPU 72 to call each process one by one.

  Step S2000: In the special symbol variation pre-processing, the main control CPU 72 performs an operation to prepare conditions for starting the variation display of the special symbol. The specific processing content will be described later using another flowchart.

  Step S3000: In the special symbol variation processing, the main control CPU 72 performs drive control of the first special symbol display device 34 or the second special symbol display device 35 while counting the variation timer. Specifically, an ON or OFF drive signal (1 byte data) is output for each segment and dot (0th to 7th) of the 7-segment LED. The pattern of the drive signal changes with the passage of time, whereby a special symbol is displayed in a variable manner.

  Step S4000: In the special symbol stop display process, the main control CPU 72 controls the drive of the first special symbol display device 34 or the second special symbol display device 35. Similarly, an ON or OFF drive signal is output for each segment and dot of the 7-segment LED. However, the pattern of the drive signal is constant, whereby a special symbol is stopped and displayed.

  Step S5000: The variable winning device management process is selected when the special symbol is stopped and displayed in the winning mode (a mode other than non-winning) in the previous special symbol stop display process. For example, when a special symbol is stopped and displayed in a 16-round big hit mode, an opportunity to shift from a normal state until then to a big hit gaming state (a special gaming state advantageous to the player) occurs. During the big hit game, the jump destination is set in the variable winning device management process in the previous execution selection process (step S1000), and the special symbol variation display is not performed. In the variable winning device management process, a predetermined number of continuous operations is performed for a predetermined time (for example, until 29 seconds or 10 balls are counted or until 0.1 second is released). (For example, 4 times, 10 times, and 16 times), the first variable winning device 30 is opened and closed in a predetermined pattern (continuous operation of the first special electric accessory). In addition, the second variable winning device 31 is excited for a predetermined time (for example, 16 times) for a predetermined time (for example, 29 seconds or until 10 balls are counted) for the second large winning port solenoid 97. Thus, the second variable winning device 31 is opened and closed in a predetermined pattern (operation of the second special electric accessory). During this time, the game balls are concentrated on the first variable prize-winning device 30 and the second variable prize-winning device 31 to give the player an opportunity to collect a lot of prize balls (special). Game execution means). The opening / closing operation of the first variable winning device 30 and the second variable winning device 31 at the time of a big hit is called “round”, and if the total number of continuous operations is 16, this is called “16 round”. Sometimes referred to generically.

  In the present embodiment, not only 16 round big hits but also multiple types of 10 round big hits and 4 round big hits are provided as types of big hits. Further, for 16 round big hits, 10 round big hits, and 4 round big hits, a plurality of winning types (winning symbols) are provided therein. Then, the second variable winning device 31 operates in the case of a big hit of “16 round probability variation 7” included in the 16 round big hit, and the first variable winning device 30 operates in the case of other big wins.

  Further, when the main control CPU 72 sets the large winning opening opening pattern (number of rounds, number of opening / closing operations per round, opening time, etc.) in the variable winning device management process, the first variable winning device 30 and the first number for one round are set. 2 Each time the opening / closing operation of the variable winning device 31 is finished, the value of the round number counter is incremented by one. The value of the round number counter is stored in the count area of the RAM 76 with an initial value of 0, for example. Further, the main control CPU 72 generates a round number command representing the value of the round number counter. The round number command is transmitted to the effect control device 124 in the effect control output process (step S212 in FIG. 16). When the value of the round number counter reaches the set number of continuous operations, the main control CPU 72 ends the big hit game (big player) only for that round.

  When the big hit game ends, the main control CPU 72 changes the state after the big hit game (high probability state, time reduction state) based on the game state flag (probability variation function operation flag, time reduction function operation flag). In the “high probability state”, the probability variation function operates, and the winning probability in the internal lottery becomes, for example, about ten times higher than usual (specific game state transition means, high probability state transition means, high probability state setting means, probability State setting means). Further, in the “time reduction state”, the time reduction function is activated, and as described above, the normal symbol operation lottery has a high probability, the fluctuation time of the normal symbol is reduced, and the opening time of the variable start winning device 28 is extended. As a result, the number of times of opening increases (so-called electric Chu support is performed). Note that the “high probability state” and the “time reduction state” may be transferred to only one of them in terms of control, or may be transferred in accordance with both of them.

[Multiple winning types]
In the present embodiment, the following are prepared as a plurality of winning types.

The four round big hits are the following three types.
(1) “4 rounds are usually 1 big hit”
(2) “4 rounds are usually big hit 2”
(3) “4 rounds probable big hit”

The 10 rounds are the following 10 types.
(4) “10 rounds is usually a big hit 1”
(5) "10 rounds are usually big hit 2"
(6) “10 rounds is usually a big hit 3”
(7) "10 rounds probable big hit 1"
(8) "10 rounds probable big hit 2"
(9) “10 rounds probable big hit 3”
(10) “10 rounds probable big hit 4”
(11) “10 rounds probable big hit 5”
(12) “10 rounds probable big hit 6”
(13) “10 rounds probable big hit 7”

The 16 round hits are the following 7 types.
(14) “16 rounds probable big hit 1”
(15) “16 rounds probable big hit 2”
(16) “16 rounds probable big hit 3”
(17) “16 rounds probable big hit 4”
(18) "5 per 16 rounds probable big hit"
(19) “16 rounds probable big hit 6”
(20) "7 rounds probable big hit 7"

  The winning type corresponds to the type of the first special symbol or the second special symbol that is stopped and displayed at the time of winning. For example, “4 round normal jackpot 1” corresponds to “4 round normal symbol 1” jackpot, “4 round normal jackpot 2” corresponds to “4 round normal symbol 2” jackpot, and “4 round probability jackpot” Corresponds to the jackpot of “4-round probability variation”. Note that the same correspondences apply to the 10 round big hit and the 16 round big hit. Therefore, hereinafter, the “winning type” will be appropriately referred to as “winning symbol”.

[4 rounds of normal symbols 1 and 2]
In the previous special symbol stop display processing, if the special symbol is stopped and displayed in the form of “4 round normal symbol 1” or “4 round normal symbol 2”, the normal state until then is changed to a short-term big hit gaming state. An opportunity to migrate occurs. However, since the 4-round jackpot game ends in an extremely short time compared to the 10-round jackpot game and the 16-round jackpot game, there is almost no winning in the big prize opening. Therefore, the big hit game of “4 round normal symbol 1” or “4 round normal symbol 2” is finished within a short period without giving a substantial play (prize ball) to the player. If the winning type corresponds to “4-round normal symbol 1” or “4-round normal symbol 2”, the “time reduction function” is activated after the jackpot game ends, but the “probability variation function” Not activated. As a result, if the state before the big hit is the “high probability state”, the state is shifted to the “low probability state”, and if the state before the big hit is the “low probability state”, the “low probability state” is maintained. . For this reason, “4-round normal symbol 1” or “4-round normal symbol 2” has the significance of terminating the “high probability state”. The difference between “4-round normal symbol 1” and “4-round normal symbol 2” is that the number of times given is different (50 times or 100 times).

[4 rounds probable variation]
When the special symbol is stopped and displayed in the form of “4-round probability variation symbol” in the previous special symbol stop display process, an opportunity to shift from the normal state until then to a short-term big hit gaming state occurs. However, since the 4-round jackpot game ends in an extremely short time compared to the 10-round jackpot game and the 16-round jackpot game, there is almost no winning in the big prize opening. Therefore, the big hit game of “4-round probabilistic symbol” is completed within a short period of time without giving substantial play (prize ball) to the player. Instead, if the winning type corresponds to “4 rounds probabilistic design”, after the jackpot game is over, for example, by operating “probability variation function” and “time shortening function”, as a result, “high probability time shortening” A privilege to shift to “state” is given to the player. Such a “4-round probabilistic variation” is a jackpot that can maintain a high probability state by making it appear that it has shifted to a low probability state by executing a short-term jackpot game for four rounds.

[10 round normal symbols 1, 2, 3]
In the above special symbol stop display processing, if the special symbol is stopped and displayed in the form of “10 round normal symbol 1”, “10 round normal symbol 2” or “10 round normal symbol 3”, the normal state until then The opportunity to shift to the big hit gaming state occurs (special game execution means). In this case, the special winning opening is opened once each over a sufficiently long time (for example, a maximum opening time of 29.0 seconds) from the first round, and this continues until a predetermined round. Depending on the type of winning symbol, which round will be open for a long time. Specifically, in the case of “10 round normal symbol 1”, it continues to the fourth round, in the case of “10 round normal symbol 2”, it continues to the sixth round, and in the case of “10 round normal symbol 3”, it continues to the eighth round. Continue until round. The remaining rounds end in an extremely short opening time (fast opening). For this reason, the jackpot game of “10 round normal symbol 1”, “10 round normal symbol 2” or “10 round normal symbol 3” has 4 rounds, 6 rounds, or 8 rounds (prize ball), respectively. Is given to the player. When a predetermined number of times (for example, 10 times = 10 game balls) is generated within one round, the special winning opening is closed without waiting for the longest opening time to elapse. In this case, since the “probability changing function” is not activated, the privilege to shift to the “high probability state” is not given to the player. In addition, since the “time reduction function” is not activated at the time of winning from the non-time reduction state, a privilege for shifting to the “time reduction state” is not given to the player. However, the “time reduction function” is activated when winning from the time reduction state.

[10 round probability variation 1, 2, 3]
In the above special symbol stop display processing, if the special symbol is stopped and displayed in the form of “10 round probability variation 1”, “10 round probability variation symbol 2” or “10 round probability variation symbol 3”, the normal state until then The opportunity to shift to the big hit gaming state occurs (special game execution means). In this case, the special winning opening is opened once each over a sufficiently long time (for example, a maximum opening time of 29.0 seconds) from the first round, and this continues until a predetermined round. Depending on the type of winning symbol, which round will be open for a long time. Specifically, in the case of “10 round probability variation 1”, it continues until the fourth round, in the case of “10 round probability variation 2”, it continues until the 6th round, and in case of “10 round probability variation 3”, it is 8 Continue until round. The remaining rounds end in an extremely short opening time (fast opening). For this reason, the jackpot game of “10 round probability variation 1”, “10 round probability variation symbol 2” or “10 round probability variation symbol 3” has 4 rounds, 6 rounds or 8 rounds, respectively (prize ball) Is given to the player. When a predetermined number of times (for example, 10 times = 10 game balls) is generated within one round, the special winning opening is closed without waiting for the longest opening time to elapse. In this case, since the “probability changing function” is activated, a privilege to shift to the “high probability state” is given to the player. In addition, since the “time reduction function” is not activated when winning from the non-time reduction state, the player is not given the privilege of shifting to the “time reduction state”. Thereby, the gaming state becomes a so-called latent probability changing state. However, the “time reduction function” is activated when winning from the time reduction state.

[10-round probability variation 4, 5, 6, 7]
In the above special symbol stop display processing, the special symbol is stopped and displayed in the form of “10 round probability variation 4”, “10 round probability variation symbol 5”, “10 round probability variation symbol 6” or “10 round probability variation symbol 7”. Then, an opportunity to shift from the normal state until then to the big hit game state occurs (special game execution means). In this case, the special winning opening is opened once each over a sufficiently long time (for example, a maximum opening time of 29.0 seconds) from the first round, and this continues until a predetermined round. Depending on the type of winning symbol, which round will be open for a long time. Specifically, in the case of “10-round probability variation 4”, it continues until the fourth round, in the case of “10-round probability variation symbol 5”, it continues until the sixth round, and in the case of “10-round probability variation symbol 6”, it is 8 Continue until the 10th round, and in the case of “10th round probability variation 7”, continue until the final 10th round. The remaining rounds when the long-term opening is not continued until the 10th round are finished in an extremely short opening time (high-speed opening). Therefore, the big hit games of “10 round probability variation 4”, “10 round probability variation symbol 5”, “10 round probability variation symbol 6” or “10 round probability variation symbol 7” are 4 rounds, 6 rounds and 8 rounds, respectively. The player will be given a game ball (prize ball) for 10 minutes or 10 minutes. When a predetermined number of times (for example, 10 times = 10 game balls) is generated within one round, the special winning opening is closed without waiting for the longest opening time to elapse. In this case, since the “probability changing function” and the “time shortening function” are activated, a privilege to shift to the “high probability time shortening state” is given to the player.

[16-round probability variation 1, 3]
In the above special symbol stop display processing, when the special symbol is stopped and displayed in the form of “16 round probability variation symbol 1” or “16 round probability variation symbol 3”, an opportunity to shift from the normal state until then to the big hit gaming state Occurs (special game execution means). In this case, the special winning opening is opened once each over a sufficiently long time (for example, a maximum opening time of 29.0 seconds) from the first round, and this continues until a predetermined round. Depending on the type of winning symbol, which round will be open for a long time. Specifically, in the case of “16-round probability variation symbol 1”, it continues until the sixth round, and in the case of “16-round probability variation symbol 3”, it continues until the eighth round. The remaining rounds end in an extremely short opening time (fast opening). Therefore, the jackpot game of “16 round probability variation symbol 1” or “16 round probability variation symbol 3” gives 6 rounds or 8 rounds of winning balls (prize balls) to the player, respectively. When a predetermined number of times (for example, 10 times = 10 game balls) is generated within one round, the special winning opening is closed without waiting for the longest opening time to elapse. In this case, since the “probability changing function” is activated, a privilege to shift to the “high probability state” is given to the player. In addition, since the “time reduction function” is not activated when winning from the non-time reduction state, the player is not given the privilege of shifting to the “time reduction state”. Thereby, the gaming state becomes a so-called latent probability changing state. However, the “time reduction function” is activated when winning from the time reduction state.

[16 rounds probability variation 2, 4, 5, 6, 7]
In the special symbol stop display process, the special symbol is “16 round probability variation 2”, “16 round probability variation symbol 4”, “16 round probability variation symbol 5”, “16 round probability variation symbol 6” or “16 round probability variation symbol”. When the stop display is performed in the mode of “7”, an opportunity to shift from the normal state until then to the big hit gaming state occurs (special game executing means). In this case, the special winning opening is opened once each over a sufficiently long time (for example, a maximum opening time of 29.0 seconds) from the first round, and this continues until a predetermined round. Depending on the type of winning symbol, which round will be open for a long time. Specifically, in the case of “16 round probability variation 2”, it continues until the 6th round, in the case of “16 round probability variation 4”, it continues until the 8th round, and in case of “16 round probability variation 5”, it is 10 The process continues until the 16th round. In the case of “16-round probability variation 6”, it continues until the 10th round. Then, the remaining rounds in the case where the long-term opening is not continued until the 16th round are finished in an extremely short opening time (high-speed opening). For this reason, the big hit games of “16 round probability variation 2”, “16 round probability variation 4”, “16 round probability variation 5”, “16 round probability variation 6” or “16 round probability variation 7” are 8 rounds respectively. Minutes, 10 rounds, or 16 rounds of winning balls (prize balls) are given to the player. When a predetermined number of times (for example, 10 times = 10 game balls) is generated within one round, the special winning opening is closed without waiting for the longest opening time to elapse. In this case, since the “probability changing function” and the “time shortening function” are activated, a privilege to shift to the “high probability time shortening state” is given to the player. In the present embodiment, the second variable winning device 31 operates when it corresponds to “16 round probability variation 7”, and the first variable winning device 30 operates when it corresponds to other winning symbols.

  In any case, the winning symbol is any of the above-mentioned “4 round probability variation symbol”, “10 round probability variation symbol 1” to “10 round probability variation symbol 7”, “16 round probability variation symbol 1” to “16 round probability variation symbol 7”. If this is the case, the player is given a privilege to shift the internal state to the “high probability state” after the big hit game. Also, in the “high probability state”, an internal lottery is won, and the winning symbols at that time are “4 round probability variation symbol”, “10 round probability variation symbol 1” to “10 round probability variation symbol 7”, “16 round probability variation symbol 1”. When one of the “16-round probability variation symbols 7” is met, the “high probability state” is continued (resumed) even after the jackpot game ends. On the other hand, in the “high probability state”, the internal lottery is won and any of the above “4 round normal symbol 1”, “4 round normal symbol 2”, “10 round normal symbol 1” to “10 round normal symbol 3” is selected. If this is true, the internal state returns to the normal probability state (low probability state) after the big hit game ends. In addition, if the internal lottery is won in the normal probability state, and it falls under any of “4 round normal symbol 1”, “4 round normal symbol 2”, “10 round normal symbol 1” to “10 round normal symbol 3”, Even after the big hit game ends, the internal state is maintained in the normal probability state.

[Small hits]
Further, in the present embodiment, small wins are provided as winning types other than non-winning. When winning a small winning game, a small winning game is performed separately from the big winning game, and the first variable winning device 30 is opened and closed. That is, when the first special symbol or the second special symbol is stopped and displayed in the small hit state in the previous special symbol stop display processing, the game for the small hit (the first game in the normal probability state or the high probability state) A game in which the variable winning device 30 operates) is executed. In such a small winning game, the first variable winning device 30 opens and closes a predetermined number of times (for example, twice), but hardly wins a big winning opening. In addition, even if the small hit game ends, the “probability variation function” does not operate, and the “time reduction function” does not operate, so transition to the “high probability state” or “time reduction state” The privilege to do is not granted (it is not a prerequisite for that). Also, even if you win a small hit in the “high probability state”, the “high probability state” will not end after the game of that small hit, and even if you win a small hit in the “time reduction state” The “time reduction state” does not end after the end of the small hit game (except when the upper limit is reached). In the present embodiment, the game specification for setting a small hit is used, but it may be a game specification for not setting a small hit.

[Special symbol change pre-treatment]
FIG. 22 is a flowchart illustrating a procedure example of the special symbol variation pre-processing. Hereinafter, it demonstrates along each procedure.

  Step S2100: First, the main control CPU 72 checks whether or not the first special symbol working memory number or the second special symbol working memory number remains (greater than 0). This confirmation can be made with reference to the value of the working memory number counter stored in the RAM 76. When the number of working memories of both the first special symbol and the second special symbol is 0 (No), the main control CPU 72 executes a demonstration setting process in step S2500.

  Step S2500: In this process, the main control CPU 72 generates a demonstration effect command. The demonstration effect command is output to the effect control device 124 in the effect control output process (step S212 in FIG. 16). When the demo setting process is executed, the main control CPU 72 returns to the special symbol game process. At the time of return, it returns to the end address as described above (and so on).

  On the other hand, if the value of the working memory number counter of either the first special symbol or the second special symbol is greater than 0 (Yes), the main control CPU 72 next executes step S2200.

  Step S2200: The main control CPU 72 executes a special symbol storage area shift process. In this process, the main control CPU 72 preferentially reads out the lottery random numbers (big hit determination random number, big hit symbol random number) stored in the random number storage area of the RAM 76, which corresponds to the second special symbol. At this time, if random numbers are stored in two or more sections, the main control CPU 72 reads and erases (consumes) the random numbers in order from the first section, and then moves (shifts) the remaining random numbers one by one to the previous section. ) The read random number is stored, for example, in another temporary storage area. When the random number corresponding to the second special symbol is not stored, the main control CPU 72 reads the random number corresponding to the first special symbol and stores it in the temporary storage area. Each random number stored in the temporary storage area is used for internal lottery in the next jackpot determination process. As a result, in the present embodiment, the variable display of the second special symbol is preferentially performed over the first special symbol. In addition, the program which reads a random number in the order memorize | stored simply may be sufficient, without providing the priority order according to such special symbols. Further, in this processing, the main control CPU 72 subtracts one value from the working memory number counter (the one of the first special symbol or the second special symbol, which has been subjected to the random number shift) stored in the RAM 76, and subtracts it. The later value is set to “Number of working memories at start of change”. Thereby, the display mode of the number stored by the first special symbol operation memory lamp 34a or the second special symbol operation memory lamp 35a changes (decreases by 1) in the display output management process (step S210 in FIG. 16). . When the procedure so far is finished, the main control CPU 72 then executes step S2300.

  Step S2300: The main control CPU 72 executes a big hit determination process (internal lottery). In this process, the main control CPU 72 first sets a range of the big hit value and determines whether or not the read random number value is included in this range (lottery execution means). The range of the jackpot value set at this time is different between the normal probability state and the high probability state (when the probability variation function is activated). In the high probability state, the range of the jackpot value is expanded to about 10 times that of the normal probability state. The If the random value read at this time is included in the range of the big hit value, the main control CPU 72 sets the big hit flag (01H), and then proceeds to step S2400.

  When the above big hit flag is not set, the main control CPU 72 sets the range of the small hit value next in the same big hit determination process, and determines whether or not the read random number value is included in this range (lottery execution). means). The “small hit” here is other than non-winning (out of), but is different from “big hit”. In other words, “big hit” generates an opportunity (game milestone) to shift to the above “high probability state” or “time reduction state”, but “small hit” does not generate such an opportunity. However, “small hit” is positioned as satisfying the condition for operating the first variable winning device 30 as in “big hit”. The range of the small hit value set at this time may be different between the normal probability state and the high probability state (when the probability variation function is activated), or may be the same. In any case, if the read random number value is included in the range of the small hit value, the main control CPU 72 sets the small hit flag, and then proceeds to step S2400. As described above, in the present embodiment, as the hit range corresponding to other than the non-winning, the range of the big hit value and the small hit value is defined in advance in the program. Each of them may be written in the ROM 74, read out, and the big hit determination may be performed while comparing with the random value.

  Step S2400: The main control CPU 72 determines whether or not a value (01H) is set for the big hit flag in the previous big hit determination process. If the value (01H) is not set in the jackpot flag (No), the main control CPU 72 next executes step S2402.

  Step S2402: The main control CPU 72 determines whether or not a value (01H) is set in the small hit flag in the previous big hit determination process. If the value (01H) is not set in the small hit flag (No), the main control CPU 72 next executes step S2404. The main control CPU 72 may determine the big hit (for example, 01H is set) or the small hit (for example, 0AH is set) according to the value of the common hit flag without separately preparing the big hit flag and the small hit flag.

  Step S2404: The main control CPU 72 executes an off-time stop symbol determination process. In this process, the main control CPU 72 sets stop symbol number data at the time of disconnection by the first special symbol display device 34 or the second special symbol display device 35. Further, the main control CPU 72 generates a stop symbol command and a lottery result command (at the time of losing) to be transmitted to the effect control device 124. These commands are transmitted to the effect control device 124 in the effect control output process (step S212 in FIG. 16).

  In this embodiment, since the 7-segment LED is used for the first special symbol display device 34 and the second special symbol display device 35, for example, the display mode of the stop symbol at the time of disconnection is set to one segment (the central bar). It is possible to fix the stop symbol number data to one value (for example, 64H) by keeping only the “−”) lighting display. In this case, the storage capacity used in the program can be reduced, the processing load on the main control CPU 72 can be reduced, and the processing speed can be improved.

  Step S2405: Next, the main control CPU 72 executes a deviation variation pattern determination process. In this process, the main control CPU 72 determines the fluctuation pattern number at the time of deviation for the special symbol (fluctuation pattern selection means). The variation pattern number is used to distinguish the variation display type (pattern) of the special symbol or to correspond to the variation time required for the variation display. Since the fluctuation time at the time of loss differs depending on whether or not it is the above “time reduction state”, in this process, the main control CPU 72 loads the gaming state flag and the current state is “time reduction state”. Check if it exists. In the “time reduction state”, except for the case where reach fluctuation is basically performed, the fluctuation time at the time of disconnection is set to a shortened time (for example, about 2.0 seconds) (shortening fluctuation time determination means) ). In addition, even if not in the “time shortening state”, the fluctuation time at the time of losing is based on, for example, “the number of operating memories at the start of fluctuation display (0 to 3)” set in step S2200, except when the reach fluctuation is performed. (For example, the number of working memories at the start of variable display 0 to about 12.5 seconds, the number of operating memories at the start of variable display 1 to about 8 seconds, the number of operating memories at the start of variable display 2 to 5 → About 3 seconds, the number of working memories at the start of variable display is 3 → 2.5 seconds). Note that the symbol stop display time at the time of disconnection is constant (for example, about 0.5 seconds) regardless of the variation pattern. The main control CPU 72 sets the value of the determined fluctuation time (at the time of disconnection) in the fluctuation timer, and sets the value of the stop display time at the time of disconnection in the stop symbol display timer.

  In the present embodiment, when the result of the internal lottery is a non-winning result, for example, a “reach effect” is generated and the control is performed so that the “reach effect” is not generated. It is said. The “variation pattern selection table at the time of loss” preliminarily defines variation patterns corresponding to a plurality of types of effects such as “non-reach effect” and “reach effect”. One of the fluctuation patterns is selected from the inside. The reach production includes various reach production such as normal reach production, long reach production, super reach production, and the like.

[Example of variation pattern selection table for loss]
FIG. 23 is a diagram illustrating an example of a variation pattern selection table at the time of loss (low probability non-time shortened state).
This selection table is a table that is used at the time of losing in the low probability non-time shortened state (in the case of non-winning) (variation pattern defining means). In addition, this selection table has a structure in which, for example, “comparison value” and “variation pattern number” are stored as a set of 1 byte each in order from the head address. The “comparison value” includes, for example, eight different values “101”, “201”, “211”, “221”, “231”, “241”, “251”, “255 (FFH)”. “1” to “8” of “variation pattern number” are assigned to each “comparison value”.

  Fluctuation pattern numbers “1” to “5” correspond to fluctuation patterns that are out of reach without performing a reach effect, and fluctuation pattern numbers “6” to “8” are fluctuation patterns that are out of reach after reaching. It corresponds. The variation pattern selection table may have different table contents depending on the number of operation memories at the start of variation (the same applies hereinafter).

  Here, the length of the set fluctuation time is greatly different between the non-reach fluctuation pattern and the reach fluctuation pattern. That is, the “non-reach variation pattern” basically corresponds to a short variation time (for example, about 3.0 seconds to 12.0 seconds depending on the number of working memories), whereas the “reach variation pattern” This corresponds to a long fluctuation time (for example, about 30 seconds to 150 seconds) more than twice as long.

  Then, the main control CPU 72 sequentially compares the obtained variation pattern determination random value with the “comparison value” in the variation pattern selection table, and if the random value is equal to or less than the comparison value, The corresponding variation pattern number is selected (variation pattern determining means). For example, if the variation pattern determination random value at that time is “190”, the main control CPU 72 determines that the random value exceeds the comparison value when compared with the first comparison value “101”. 201 "is compared with the random value. In this case, since the random value is equal to or smaller than the comparison value, the main control CPU 72 selects “2” as the corresponding variation pattern number.

FIG. 24 is a diagram illustrating an example of a variation pattern selection table at the time of loss (high probability time reduction state).
This selection table is a table that is used at the time of losing in the high probability time shortened state (when it corresponds to non-winning) (variation pattern defining means). In addition, this selection table has a structure in which, for example, “comparison value” and “variation pattern number” are stored as a set of 1 byte each in order from the head address. The “comparison value” includes, for example, eight different values “101”, “201”, “211”, “221”, “231”, “241”, “251”, “255 (FFH)”. “21” to “28” of “variation pattern number” are assigned to each “comparison value”.

  All of the variation pattern numbers “21” to “28” correspond to variation patterns that are out of reach without a reach effect. However, since the variation pattern numbers “21” to “28” are non-reach variations due to time shortening variations, a shortened variation time (for example, about 2.0 seconds) is set as the variation time in the normal state. . In the case of a loss in the high probability time shortening state, a shift variation pattern may be set after reaching without reaching all the variation patterns as non-reach variation patterns.

  The main control CPU 72 sequentially compares the obtained variation pattern determination random value with the “comparison value” in the variation pattern selection table, and if the random value is equal to or less than the comparison value, the main control CPU 72 corresponds to the comparison value. A variation pattern number is selected (variation pattern determination means). For example, if the variation pattern determination random value at that time is “190”, the main control CPU 72 determines that the random value exceeds the comparison value when compared with the first comparison value “101”. 201 "is compared with the random value. In this case, since the random value is equal to or smaller than the comparison value, the main control CPU 72 selects “22” as the corresponding variation pattern number.

FIG. 25 is a diagram illustrating an example of a variation pattern selection table (high probability time shortening state / special section) during loss.
This selection table is a special section in a high probability time shortening state, and is a table used when a non-winning state is satisfied (fluctuation pattern defining means). The special section is a section in which the second special symbol changes four times after the big hit game in the case of “16 round probability variation symbol 7”.

  Here, the fluctuation pattern at the time of deviation in the special section of the high probability time shortening state is set to the same fluctuation pattern (the fluctuation time is about 2 seconds, for example) in order to realize high-speed fluctuation. In the table configuration, one predetermined variation pattern (non-reach variation pattern 29) is selected.

  Accordingly, the main control CPU 72 selects “29” as the variation pattern number regardless of the value of the obtained variation pattern determination random number value. The non-reach fluctuation pattern 29 is a fluctuation pattern in which the fluctuation time is fixed, and the fluctuation time is not shortened depending on the number of memories.

FIG. 26 is a diagram illustrating an example of a variation pattern selection table at the time of loss (low probability time reduction state).
This selection table is a table that is used at the time of losing in the low probability time shortened state (when it corresponds to non-winning) (fluctuation pattern defining means). In addition, this selection table has a structure in which, for example, “comparison value” and “variation pattern number” are stored as a set of 1 byte each in order from the head address. The “comparison value” includes, for example, eight different values “101”, “201”, “211”, “221”, “231”, “241”, “251”, “255 (FFH)”. “31” to “38” of “variation pattern number” are assigned to each “comparison value”.

  The variation pattern numbers “31” to “35” correspond to variation patterns that are out of reach without performing the reach effect, and the variation pattern numbers “36” to “38” are variation patterns that are out of reach after the reach effect. It corresponds to. However, since the variation pattern numbers “31” to “35” are non-reach variations due to time shortening variations, a shortened variation time (for example, about 2.0 seconds) is set as the variation time in the normal state. .

  The main control CPU 72 sequentially compares the obtained variation pattern determination random value with the “comparison value” in the variation pattern selection table, and if the random value is equal to or less than the comparison value, the main control CPU 72 corresponds to the comparison value. A variation pattern number is selected (variation pattern determination means). For example, if the variation pattern determination random value at that time is “190”, the main control CPU 72 determines that the random value exceeds the comparison value when compared with the first comparison value “101”. 201 "is compared with the random value. In this case, since the random value is equal to or smaller than the comparison value, the main control CPU 72 selects “32” as the corresponding variation pattern number.

[See Fig. 22: Special symbol change pre-processing]
The above steps S2404 and S2405 are control procedures when the big hit determination result is out of place (in the case other than non-winning), but the determination result is a big hit (step S2400: Yes) or a small hit (step S2402: Yes). The main control CPU 72 executes the following procedure. First, the case of jackpot will be described.

  Step S2410: The main control CPU 72 executes a big hit stop symbol determination process (winning type determination means). In this process, the main control CPU 72 determines the type of the winning symbol (stop symbol number at the time of jackpot) for each special symbol (first special symbol or second special symbol) based on the jackpot symbol random number. The relationship between the jackpot symbol random number value and the type of winning symbol is defined in advance in the special symbol determination data table (winning type defining means). For this reason, the main control CPU 72 can determine the type of winning symbol based on the big hit symbol random number from the stored contents by referring to the big hit symbol stop selection table in the big hit symbol stop determination process.

[Winning pattern at the time of big hit]
In this embodiment, there are roughly 20 types of winning symbols that are selectively determined at the time of a big hit. The 20 types are: “4 round normal symbol 1”, “4 round normal symbol 2”, “4 round probability variable symbol”, “10 round normal symbol 1” to “10 round normal symbol 3”, “10 round probability variable symbol”. 1 ”to“ 10 round probability variation symbol 7 ”and“ 16 round probability variation symbol 1 ”to“ 16 round probability variation symbol 7 ”. Each of the 20 types of winning symbols may further include a plurality of winning symbols. For example, “4 round normal symbol 1”, “4 round normal symbol 1a”, “4 round normal symbol 1b”, “4 round normal symbol 1c”, and so on.

  Moreover, in this embodiment, the selection ratio of the winning symbol selected at the time of the big winning of the internal lottery corresponding to the first special symbol and the second special symbol is different. For this reason, the main control CPU 72 distinguishes the winning symbol to be selected depending on whether the result of the big hit this time corresponds to the first special symbol or the second special symbol.

[First Special Symbol Big Stop Stop Symbol Selection Table]
FIG. 27 is a diagram showing a configuration column of the first special symbol big hit stop symbol selection table. When the result of the big hit this time corresponds to the first special symbol, the main control CPU 72 refers to the first special symbol big hit stop symbol selection table (winning type defining means) shown in FIG. decide.

  In the first special symbol big hit stop symbol selection table, the left column shows the distribution value for each winning symbol, and each distribution value “14”, “8”, “3”, etc. has a denominator of 100. It corresponds to the ratio in the case of. Further, in the second column from the left, “4 round normal symbol 1”, “4 round normal symbol 2”, “4 round probability variation symbol”, etc. corresponding to each distribution value are shown. That is, at the time of the big hit corresponding to the first special symbol, the ratio that “10 round normal symbol 1” is selected is 14/100 (= 14%), and the proportion that “10 round normal symbol 2” is selected is It is 8/100 (= 8%). The ratio at which “10 round normal symbol 3” is selected is 3/100 (= 3%), and the rate at which “10 round probability variation 1” is selected is 7/100 (= 7%). The rate at which “10 round probability variation 2” is selected is 6/100 (= 6%), and the rate at which “10 round probability variation 3” is selected is 3/100 (= 3%). The rate at which “10 round probability variation 4” is selected is 7/100 (= 7%), and the rate at which “10 round probability variation 5” is selected is 14/100 (= 14%). The rate at which “10 round probability variation 6” is selected is 12/100 (= 12%), and the rate at which “10 round probability variation 7” is selected is 3/100 (= 3%). The rate at which “16 round probability variation 1” is selected is 7/100 (= 7%), and the rate at which “16 round probability variation 2” is selected is 7/100 (= 7%). The rate at which “16 round probability variation 3” is selected is 2/100 (= 2%), and the rate at which “16 round probability variation 4” is selected is 4/100 (= 4%). The rate at which “16 round probability variation 5” is selected is 1/100 (= 1%), and the rate at which “16 round probability variation 6” is selected is 2/100 (= 2%). The size of each distribution value corresponds to the selection ratio for each winning symbol using a jackpot symbol random number. Therefore, the selection ratio of the probability variation symbol for the first special symbol as a whole is 75%. However, in the first special symbol big hit stop symbol selection table, the distribution values for “4 round normal symbol 1”, “4 round normal symbol 2”, “4 round probability variable symbol”, “16 round probability variable symbol 7”. Is not set.

  In any case, if the current jackpot result corresponds to the first special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number, and the selection ratio shown in the first special symbol jackpot stop symbol selection table To select the winning symbol selectively. Further, in the first special symbol big hit stop symbol selection table, for example, 2-byte command data is defined as a stop symbol command at the time of winning as shown in the third column from the left. The stop symbol command is described by, for example, a combination of MODE value-EVENT value, and among these, the MODE value “B1H” of the upper byte is selected when the winning symbol of this time is the big hit of the first special symbol. Represents. In addition, the EVENT values “04H” to “13H” in the lower bytes represent the types of winning symbols corresponding to each in the selection table. Therefore, for example, if the result of the big hit this time corresponds to the first special symbol and “10 round normal symbol 1” is selected as the winning symbol, the stop symbol command at the time of winning is described as “B1H04H”. Will be.

  As described above, when the selected symbol is selected from the first special symbol big hit stop symbol selection table, the main control CPU 72 generates a stop symbol command at that time. The generated stop symbol command is transmitted to the effect control device 124 in the effect control output process described above, for example. Further, the main control CPU 72 determines a big hit stop symbol number for the first special symbol based on the selected winning symbol.

[Time reduction]
In the right column of the first special symbol big hit stop symbol selection table, the value of the number of time reductions (limit number) given after the end of the big hit game is shown. Specific values for the number of time reductions are as follows.

  “10 round normal symbol 1” to “10 round normal symbol 3”, “10 round probable symbol 1” to “10 round probable symbol 3”, “ In the case of any of “16 round probability variation 1” and “16 round probability variation 3”, the number of time reductions is given 0 times. In addition, that the number of time reductions is given 0 means that the time reduction function is not activated.

  When the time reduction function is activated (high probability time reduction state or low probability time reduction state), if any of “10 round normal symbol 1” to “10 round normal symbol 3” corresponds, Is given 100 times.

  In the state where the time shortening function is activated (high probability time shortening state or low probability time shortening state), “10 round probability variation symbol 1” to “10 round probability variation symbol 3”, “16 round probability variation symbol 1”, “ In the case of any of “16 round probability variation 3”, the number of time reductions is given 10,000 times.

  Regardless of whether or not the time shortening function is activated, “10 round probability variation 4” to “10 round probability variation 7”, “16 round probability variation 2”, “16 round probability variation 4” to “16 round probability variation 6”. In any case, the number of time reductions is given 10,000 times.

[2nd special symbol big hit stop symbol selection table]
FIG. 28 is a diagram showing a configuration column of the second special symbol big hit stop symbol selection table. When the result of the big hit this time corresponds to the second special symbol, the main control CPU 72 refers to the second special symbol big hit stop symbol selection table (winning type defining means) shown in FIG. decide.

  Also in the second special symbol big hit stop symbol selection table, the left column shows the distribution value for each winning symbol, and each distribution value is “17”, “8”, “2”, “23”. , “50” corresponds to the ratio when the denominator is 100. Similarly, in the second column from the left, “4 round normal symbol 1”, “4 round normal symbol 2”, “4 round probability variable symbol”, “10 round probability variable symbol 7”, “ A 16-round probability variation 7 "is shown. That is, at the big hit corresponding to the second special symbol, the ratio of “4 round normal symbol 1” being selected is 17/100 (= 17%), and “4 round normal symbol 2” is selected. The ratio is 8/100 (= 8%). Further, the ratio of selecting “4-round probability variation symbol” is 2/100 (= 2%), and the proportion of selecting “10 round probability variation symbol 7” is 23/100 (= 23%). . Furthermore, the ratio at which “16 round probability variation 7” is selected is 50/100 (= 50%). Therefore, also for the second special symbol, the selection ratio of the probability variation symbol as a whole is 75%.

  When the result of this big hit corresponds to the second special symbol, the main control CPU 72 performs a selection lottery based on the big hit symbol random number, and selects the winning symbol with the selection ratio shown in the second special symbol big hit stop symbol selection table To decide. Similarly, in the second special symbol big hit stop symbol selection table, for example, 2-byte command data is defined as the stop symbol command at the time of winning as shown in the third column from the left. Again, the stop symbol command is described by the combination of the above MODE value-EVENT value. Among these, the MODE value “B2H” of the upper byte is the one selected when the winning symbol of the second special symbol is the current winning symbol. It represents that. Further, the EVENT values “01H”, “02H”, “03H”, “0DH”, and “14H” in the lower byte represent the types of winning symbols corresponding to each other in the selection table. Therefore, for example, if the result of the big hit this time corresponds to the second special symbol, and “16 round probability variation symbol 7” is selected as the winning symbol, the stop symbol command is described as “B2H14H”. Become. In the present embodiment, “16 round probability variation symbol 7” is the specific winning type.

  As described above, when the selected symbol is selected from the second special symbol big hit stop symbol selection table, the main control CPU 72 generates a stop symbol command at that time. The generated stop symbol command is transmitted to the effect control device 124 in the effect control output process described above, for example. Further, the main control CPU 72 determines a big hit stop symbol number for the second special symbol based on the selected winning symbol.

[Time reduction]
In the right column of the second special symbol big hit stop symbol selection table, the value of the number of time reductions given after the end of the big hit game is shown. Specific values for the number of time reductions are as follows.

In the state where the time reduction function is not operated (non-short time), or in the low probability time reduction state (short time), the time reduction number is given 100 times.
In the high probability time shortened state (high accuracy time short and medium), when it corresponds to “4 round normal symbol 1”, the number of time reduction is given 50 times.

  Regardless of whether or not the time shortening function is activated, the number of time reductions is given 100 times in the case of “4-round normal symbol 2”.

  Regardless of whether or not the time shortening function is activated, the number of time reductions is given 10,000 times in the case of any of “4 round probability variation symbol”, “10 round probability variation symbol 7”, and “16 round probability variation symbol 7”.

  Note that the selection ratio of the winning symbol differs between the first special symbol and the second special symbol as described above, for example, for the following reason. That is, when shifting to the “high probability state” or “time shortening state”, the variable start winning device 28 operates more frequently than in the normal time (when the time shortening function is not activated), so the second special symbol The working memory of is difficult to break. In this embodiment, since the memory for the second special symbol is preferentially consumed over the first special symbol, “7 rounds of probability variation big hit 7” or “16 rounds of positive probability big hit 7” for the second special symbol. If the selection ratio is increased, it will be easier to win “7 for 10 rounds probable big hit” or “7 for 16 rounds probable big hit” especially in the “high probability state” and “time shortened state”, thus increasing the player's profit accordingly. There is an advantage that you can.

[See Fig. 22: Special symbol change pre-processing]
Step S2412: Next, the main control CPU 72 executes a big hit hour variation pattern determination process. In this process, the main control CPU 72 determines the variation pattern (variation time and stop display time) of the first special symbol or the second special symbol based on the variation pattern determination random number shifted in the previous step S2200. The main control CPU 72 sets the value of the determined variation time in the variation timer, and sets the value of the stop display time in the stop symbol display timer. In general, in the case of big hit reach fluctuation, a fluctuation time longer than that at the time of loss is determined.

  In the present embodiment, when the result of the internal lottery corresponds to 16 round big hit or 10 round big hit, for example, the “reach production” is generated to control the big hit. The “Big Bonus Winning Variation Pattern Selection Table” defines variation patterns corresponding to multiple types of “reach production”, and if one hits 16 rounds or 10 rounds, one of them is selected. Will be selected. The reach production includes various reach production such as normal reach production, long reach production, super reach production, and the like. Also, when winning with the time shortening function activated, a variation pattern with a short variation time (a variation pattern without a reach effect) may be selected without selecting a variation pattern with a long variation time. Good. In this case, it is necessary to prepare a variation pattern selection table for each internal state and for each special symbol. The same applies to the variation pattern selection table at the time of loss.

[Example of big hit fluctuation pattern selection table]
FIG. 29 is a diagram showing an example of the big hit hour variation pattern selection table (low probability non-time reduced state).
This selection table is a table used when winning 16 rounds or 10 rounds in a low probability non-time shortened state (fluctuation pattern defining means). In addition, this selection table has a structure in which, for example, “comparison value” and “variation pattern number” are stored as a set of 1 byte each in order from the head address. The “comparison value” includes, for example, eight different values “101”, “201”, “211”, “221”, “231”, “241”, “251”, “255 (FFH)”. “13” to “20” of “variation pattern number” are assigned to each “comparison value”.

  The variation pattern numbers “13” to “20” all correspond to the variation pattern that is a hit when the reach effect is performed.

  The main control CPU 72 sequentially compares the obtained variation pattern determination random value with the “comparison value” in the variation pattern selection table, and if the random value is equal to or less than the comparison value, the main control CPU 72 corresponds to the comparison value. A variation pattern number is selected (variation pattern determination means). For example, if the variation pattern determination random value at that time is “190”, the main control CPU 72 determines that the random value exceeds the comparison value when compared with the first comparison value “101”. 201 "is compared with the random value. In this case, since the random value is equal to or smaller than the comparison value, the main control CPU 72 selects “14” as the corresponding variation pattern number.

FIG. 30 is a diagram illustrating an example of the big hit hour variation pattern selection table (high probability time reduction state).
This selection table is a table used when winning 16 round big hits, 10 round big hits, and 4 round big hits in a high probability time shortened state (variation pattern defining means). In addition, this selection table has a structure in which, for example, “comparison value” and “variation pattern number” are stored as a set of 1 byte each in order from the head address. The “comparison value” includes, for example, eight different values “101”, “201”, “211”, “221”, “231”, “241”, “251”, “255 (FFH)”. The “variation pattern numbers” “33” to “40” are assigned to the respective “comparison values”.

  The variation pattern numbers “33” to “40” all correspond to the variation pattern that is a hit when the reach effect is performed. That is, when the variation pattern numbers “33” to “40” are selected, a reach effect is performed, so that a big hit is obtained with a relatively long variation time (for example, 15 seconds or more).

  The main control CPU 72 sequentially compares the obtained variation pattern determination random value with the “comparison value” in the variation pattern selection table, and if the random value is equal to or less than the comparison value, the main control CPU 72 corresponds to the comparison value. A variation pattern number is selected (variation pattern determination means). For example, if the variation pattern determination random value at that time is “190”, the main control CPU 72 determines that the random value exceeds the comparison value when compared with the first comparison value “101”. 201 "is compared with the random value. In this case, since the random value is equal to or smaller than the comparison value, the main control CPU 72 selects “34” as the corresponding variation pattern number.

FIG. 31 is a diagram illustrating an example of a big hit hour variation pattern selection table (high probability time shortened state / special section).
This selection table is a table used when a big hit is won in a special section with a high probability time reduction state (fluctuation pattern defining means). The special section is a section until the second special symbol changes four times after the big hit game in the case of “16 round probability variation symbol 7” as described above.

  Here, the variation pattern at the time of winning in the special section of the high probability time shortening state is all the same variation pattern (the variation time is about 2.0 seconds, for example) in order to secure a dramatic measure for a big hit. This selection table has a table configuration for selecting one predetermined fluctuation pattern (non-reach fluctuation pattern 41).

  Therefore, the main control CPU 72 selects “41” as the variation pattern number regardless of the value of the obtained variation pattern determination random number value. The variation pattern 41 per non-reach is a variation pattern in which the variation time is fixed, and the variation time is not shortened depending on the number of memories.

FIG. 32 is a diagram illustrating an example of the big hit hour variation pattern selection table (low probability time reduction state).
This selection table is a table used when winning 16 round big hits, 10 round big hits, and 4 round big hits in a low probability time shortened state (variation pattern defining means). In addition, this selection table has a structure in which, for example, “comparison value” and “variation pattern number” are stored as a set of 1 byte each in order from the head address. The “comparison value” includes, for example, eight different values “101”, “201”, “211”, “221”, “231”, “241”, “251”, “255 (FFH)”. “53” to “60” of “variation pattern number” are assigned to each “comparison value”.

  The variation pattern numbers “53” to “60” all correspond to the variation pattern that is a hit when the reach effect is performed. That is, when the variation pattern numbers “53” to “60” are selected, a reach effect is performed, so that a big hit is obtained with a relatively long variation time (for example, 15 seconds or more).

  The main control CPU 72 sequentially compares the obtained variation pattern determination random value with the “comparison value” in the variation pattern selection table, and if the random value is equal to or less than the comparison value, the main control CPU 72 corresponds to the comparison value. A variation pattern number is selected (variation pattern determination means). For example, if the variation pattern determination random value at that time is “190”, the main control CPU 72 determines that the random value exceeds the comparison value when compared with the first comparison value “101”. 201 "is compared with the random value. In this case, since the random value is equal to or smaller than the comparison value, the main control CPU 72 selects “54” as the corresponding variation pattern number.

[See Fig. 22: Special symbol change pre-processing]
Step S2414: Next, the main control CPU 72 executes a big hit other setting process. In this process, the main control CPU 72 determines that the winning symbol type (stop symbol number at the time of big hit) determined in the previous step S2410 is “4 round probability variation symbol”, “10 round probability variation symbol 1” to “10 round probability variation symbol 7”, In the case of any one of “16 round probability variation 1” to “16 round probability variation 7”, the value (01H) of the probability variation function operation flag is set in the flag area of the RAM 76 as a gaming state flag (high probability state transition means , Probability variation function actuating means). Further, the main control CPU 72 determines that the type of winning symbol determined in the previous step S2410 is “4 round normal symbol 1”, “4 round normal symbol 2”, “10 round normal symbol 1” to “10 round normal symbol 3”. If it is any of the above, the value of the probability variation function operation flag is reset as the gaming state flag (low probability state setting means, low probability state transition means, probability state setting means).

  Also, the main control CPU 72 determines that the winning symbol type (hit stop symbol number) determined in the previous step S2410 is “4 round normal symbol 1”, “4 round normal symbol 2”, “4 round probability variable symbol”, “ 10 round normal symbol 1 ”to“ 10 round normal symbol 3 ”,“ 10 round probability variable symbol 1 ”to“ 10 round probability variable symbol 7 ”,“ 16 round probability variable symbol 1 ”to“ 16 round probability variable symbol 7 ” However, the main control CPU 72 sets the value (01H) of the time shortening function operation flag as a game state flag in the flag area of the RAM 76 (time shortening state transition means, time shortening function operation means). However, “10 round normal symbol 1” to “10 round normal symbol 3” and “10 round probability variable symbol 1” to “10 round probability variable symbol 3” are limited to the time of winning from the time reduction state.

  In the process of step S2414, the main control CPU 72 determines the display mode of the stop symbol (big hit symbol) by the first special symbol display device 34 or the second special symbol display device 35 based on the big hit time stop symbol number. At the same time, the main control CPU 72 generates a lottery result command (at the time of the big hit) together with the stop symbol command (at the time of the big hit). The stop symbol command and the lottery result command are also transmitted to the effect control device 124 in the effect control output process.

Next, processing for small hits will be described.
Step S2407: The main control CPU 72 executes a small hit stop symbol determination process. In this process, the main control CPU 72 determines the type of winning symbol at the time of small hit (stop symbol number at small hit) based on the big hit symbol random number. Similarly, the relationship between the big winning symbol random number value and the type of winning symbol at the time of small hitting is preliminarily defined in the special symbol selection table at small hitting (winning type defining means). In this embodiment, in order to reduce the load on the main control CPU 72, the winning symbol at the time of the small hit is determined using the big hit symbol random number, but a dedicated random number may be used separately.

[Winning pattern for small hits]
In the present embodiment, the winning symbol at the time of small hitting is only one type of “twice open small hitting symbol”. However, other types such as “one time opening small hit symbol” and “three times opening small hit symbol” may be prepared. As described above, “small hit” as a result of the internal lottery is not an opportunity for the subsequent state to change to “high probability state” or “time reduction state”, and thus is essential for this type of pachinko machine. A “one-time small hit symbol” can be provided without being bound by the definition of “two rounds (two times open) or more”.

  Step S2408: Next, the main control CPU 72 executes a small hit hour variation pattern determination process. In this process, the main control CPU 72 determines the variation pattern (variation time and stop display time) of the first special symbol or the second special symbol based on the variation pattern determination random number shifted in the previous step S2200 (variation pattern selection means). ). Further, the main control CPU 72 sets the determined variation time value in the variation timer, and sets the stop display time value in the stop symbol display timer. In the present embodiment, the reach variation pattern can be selected in the case of a small hit, or a variation pattern equivalent to that in the normal variation can be selected.

  Step S2409: Next, the main control CPU 72 executes a small hitting and other setting process. In this process, the main control CPU 72 determines the display mode of the stop symbol (small hit symbol) by the first special symbol display device 34 or the second special symbol display device 35 based on the stop symbol number at the time of small hit. In addition, the main control CPU 72 generates a stop symbol command and a lottery result command (at the time of a small hit) to be transmitted to the effect control device 124. The stop symbol command and the lottery result command are also transmitted to the effect control device 124 in the effect control output process.

  Step S2415: Next, the main control CPU 72 executes special symbol variation start processing. In this process, the main control CPU 72 selects the fluctuation pattern data based on the fluctuation pattern number (out of time / hit). At the same time, the main control CPU 72 sets a special symbol variation start flag in the flag area of the RAM 76. Then, the main control CPU 72 generates a change start command to be transmitted to the effect control device 124. This variation start command is also transmitted to the effect control device 124 in the effect control output process. When the above procedure is completed, the main control CPU 72 sets the special symbol changing process (step S3000) as the next jump destination and returns to the special symbol game process.

[Figure 21: Special symbol changing process, special symbol stop display process]
In the special symbol fluctuation processing, the main control CPU 72 loads the value of the fluctuation timer from the register to the timer counter as described above, and then the timer according to the passage of time (clock pulse count number or interrupt counter value). Decrement the counter value. The main control CPU 72 controls the special symbol variation display as described above until the value becomes 0 while referring to the value of the timer counter. When the value of the timer counter becomes 0, the main control CPU 72 sets the special symbol stop display in-progress process (step S4000) as the next jump destination.

  In the special symbol stop display process, the main control CPU 72 controls the special symbol stop display based on the stop symbol determined in the stop symbol determination process (steps S2404, S2407, and S2410 in FIG. 22). The main control CPU 72 generates a symbol stop command to be transmitted to the effect control device 124. The symbol stop command is transmitted to the effect control device 124 in the effect control output process. When the stop symbol is displayed for a predetermined time in the special symbol stop display process, the main control CPU 72 deletes the symbol changing flag.

[Special symbol memory area shift processing]
FIG. 33 is a flowchart showing a procedure example of the special symbol storage area shift process. When the value of the working memory counter corresponding to the first special symbol or the second special symbol is larger than “0” in the previous special symbol fluctuation pre-processing (step S2100: Yes in FIG. 22), the main control CPU 72 Executes this special symbol storage area shift process. Hereinafter, it demonstrates along each procedure.

  Step S2210: The main control CPU 72 checks whether or not the value of the operation memory counter corresponding to the second special symbol that is preferentially consumed is “0”. At this time, if the value of the operation memory counter corresponding to the second special symbol is “1” or more (No), the main control CPU 72 then proceeds to step S2212.

  Step S2212: The main control CPU 72 designates the second special symbol as a special symbol for shifting the storage area. This designation is performed, for example, by setting “02H” as the target symbol designation value.

  Step S2214: On the other hand, when the value of the working memory counter corresponding to the second special symbol is “0” (step S2210: Yes), the main control CPU 72 uses the first special symbol as a special symbol to be shifted in the storage area. Is specified. The designation in this case is performed, for example, by setting “01H” as the target symbol designation value.

  Step S2216: The main control CPU 72 shifts the random number storage area of the RAM 76 for the target special symbol designated in either step S2212 or step S2214. The details of the specific processing are as already described in the previous special symbol change pre-processing.

  Step S2218: Next, the main control CPU 72 subtracts the value of the operation memory counter for the target special symbol. For example, if the target to shift the current storage area is the second special symbol, the main control CPU 72 subtracts (-1) the value of the working memory counter corresponding to the second special symbol.

  Step S2220: Then, the main control CPU 72 sets “the number of operation memories at the start of fluctuation” from the value of the operation memory counter after the subtraction. Here, for both the first special symbol and the second special symbol, the value of the operation memory counter may be added and the “number of operation memories at the start of change” may be set.

Step S2222: Further, the main control CPU 72 checks whether or not the special symbol to be shifted in the current storage area is the second special symbol.
Step S2224: When the target is the second special symbol (step S2222: Yes), the main control CPU 72 sets the working command when the number of working memories is reduced for the second special symbol. The effect command set here is also generated as a one-word-length command, but its structure is in contrast to the above-described “effect command when increasing the number of working memories”. That is, the production command at the time when the number of working memories decreases is lower than the value of lower bytes (for example, “00H” to “03H” that represents the number of working memories after reduction with respect to the preceding value (for example, “BCH”) of the upper bytes representing the command type. )) And an additional value (for example, “10H”) meaning “decrease in the number of working memories accompanying consumption” is further added (logical sum) to the lower byte value. Therefore, for the lower byte, the second value becomes “1” by ORing the added value “10H”, and this value represents “the result (change information) due to the decrease in the number of working memories”. It will be a thing. In other words, if the lower byte of the command is “13H”, it means that the number of working memories up to the previous time “4” (command notation is “14H”) is reduced by one, so that the number of working memories this time is “3” (command The notation is “13H”). Similarly, if the lower byte is “12H” to “10H”, it means that the number of working memories “3” to “1” up to the previous time (command notation is “13H” to “11H”) is decreased by one respectively. This indicates that the current operation memory number is “2” to “0” (command notation is “12H” to “10H”). The preceding value “BCH” is a value indicating that the current effect command is the working memory number command for the second special symbol.

  Step S2226: If the current target is the first special symbol (Step S2222: No), the main control CPU 72 sets an effect command for reducing the number of working memories regarding the first special symbol. The command in this case is the same as the above except that the preceding value is a value (for example, “BBH”) indicating that the previous value is the working memory number command for the first special symbol.

Step S2228: Then, the main control CPU 72 executes an effect command output process. This process is for transmitting the production command for reducing the number of working memories set in the previous step S2224 or step S2226 to the production control device 124 (memory number notification means).
When the above procedure is completed, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 22).

[Special symbol stop display processing]
Next, FIG. 34 is a flowchart showing a procedure example of the special symbol stop display process. Hereinafter, it demonstrates along each procedure.

  Step S4100: The main control CPU 72 subtracts the value of the stop symbol display timer (decrements by the interrupt period).

  Step S4200: The main control CPU 72 determines whether or not the stop display time has ended based on the value of the stop symbol display timer subtracted this time. Specifically, if the value of the stop symbol display timer is not 0 or less, the main control CPU 72 determines that the stop display time has not yet ended (No). In this case, the main control CPU 72 returns to the special symbol game process, jumps from the execution selection process (step S1000 in FIG. 21) and repeatedly executes the special symbol stop display process in the next interrupt cycle.

  On the other hand, if the value of the stop symbol display timer is 0 or less, the main control CPU 72 determines that the stop display time has ended (Yes). In this case, the main control CPU 72 next executes step S4250.

  Step S4250: The main control CPU 72 generates a symbol stop command and a stop display time end command. The symbol stop command and the stop display time end command are transmitted to the effect control device 124 in the effect control output process. In addition, the main control CPU 72 erases the symbol changing flag here. The “stop display time end command” is a command indicating that the stop display time of the special symbol has ended (elapsed).

  Step S4300: Here, the main control CPU 72 confirms whether or not the value of the big hit flag (01H) is set. When the value of the big hit flag (01H) is set (Yes), the main control CPU 72 next executes step S4350.

[When winning]
Step S4350: The main control CPU 72 sets the jump destination of the jump table to “variable winning device management process”. The main control CPU 72 executes processing for setting various functions to non-operation in this processing. Specifically, the probability variation function is deactivated and the time reduction function is deactivated. Thereby, before the special game (big player) is started, the state is shifted to the low probability non-time shortening state.
Step S4400: The main control CPU 72 sets “start of big role (during big hit game)” as an internal state flag for control. Further, the main control CPU 72 sets the value of the continuous operation number status according to the type of jackpot symbol. For example, when the type of jackpot symbol is “16 rounds jackpot”, a value corresponding to “16 rounds” is set in the continuous operation count status. Further, when the type of the big hit symbol is “10 round big hit”, a value representing “10 rounds” is set in the continuous operation count status. Furthermore, when the type of jackpot symbol is “4 rounds jackpot”, a value representing “4 rounds” is set in the continuous operation count status. Further, the main control CPU 72 generates a status command indicating that the big hit. The state command representing the big hit is transmitted to the effect control device 124 in the effect control output process.

  Step S4500: The main control CPU 72 generates a continuous operation number command. The continuous operation number command can be generated based on the type of big hit symbol (stop symbol number) determined in the previous big hit time stop symbol determination process (step S2410 in FIG. 22). For example, if the type of jackpot symbol is “16 round symbols”, the continuous operation number command is generated as a value representing “16 rounds”. In the case of “10 round symbols”, the continuous operation number command is generated as a value representing “10 rounds”. Further, in the case of “4 round symbols”, the continuous operation number command is generated as a value representing “4 rounds”. The generated continuous operation number command is transmitted to the effect control device 124 in the effect control output process.

  When the above procedure is completed at the time of the big hit, the main control CPU 72 returns to the special symbol game process.

[When not winning]
On the other hand, the following procedure is executed in cases other than the big hit.
That is, if the main control CPU 72 determines in step S4300 that the value of the big hit flag (01H) is not set (No), it next executes step S4600.

  Step S4600: The main control CPU 72 next checks whether or not the value of the small hit flag (01H) is set. If the value of the small hit flag (01H) is not set and is simply a deviation (No), the main control CPU 72 next executes step S4602.

  Step S4602: The main control CPU 72 sets the special symbol variation pre-processing address as the jump destination address of the jump table.

  Step S4605: On the other hand, if the value (01H) of the small hit flag is set (step S4600: Yes), the main control CPU 72 sets the address of the variable winning device management process as the jump destination address of the jump table.

  Step S4606: Then, the main control CPU 72 sets “small hit start (medium hit)” as an internal state flag for control. At the same time, the main control CPU 72 generates a status command indicating that a small hit is being made. The state command representing the small hit is transmitted to the effect control device 124 in the effect control output process.

  Step S4610: Next, the main control CPU 72 loads the value of the number cut counter. In the “counting counter”, the counter values are set in the probability variation count area and the time reduction count area of the RAM 76 in the “high probability state” and the “time reduction state”. In this case, “number of times cut” is used, but the value of the number of times counter in the “high probability state” can be set to an extremely large value (for example, 10,000 times or more). By setting such an enormous value, it is possible to probabilistically guarantee that the “high probability state” will continue until the next winning is substantially obtained. In the case where there is only a single “time reduction state” instead of the “high probability state”, the count-off counter is set to a standard numerical value (for example, 50 times or 100 times).

  Step S4620: The main control CPU 72 checks whether or not the loaded counter value is zero. At this time, if the count cut counter value is already 0 (Yes), the main control CPU 72 returns to the special symbol game process. On the other hand, when the count cut counter value is not 0 (No), after generating the count cut counter value command, the main control CPU 72 next executes step S4630.

Step S4630: The main control CPU 72 decrements (subtracts 1) the count-down counter value.
Step S4640: Then, the main control CPU 72 determines whether or not the subtraction result is not zero. As a result of the subtraction, when the value of the number cut counter is not 0 (Yes), the main control CPU 72 returns to the special symbol game process. On the other hand, if the value of the number cut counter becomes 0 (No), the main control CPU 72 proceeds to step S4650.

  Step S4650: Here, the main control CPU 72 resets a flag at the time of turning off the number of times function. The probability variable function operation flag or the time shortening function operation flag is reset, but since the value of the count counter is not zero in the “high probability state” as described above, it is practical. It is the time reduction function activation flag that is reset above. As a result, the time reduction state ends after the special symbol stop display. When the above procedure is completed, the process returns to the special symbol game process.

[Display output management processing]
Next, FIG. 35 is a flowchart showing a configuration example of the display output management process (step S210 in FIG. 16) executed in the interrupt management process. The display output management process includes a special symbol display setting process (step S1200), a normal symbol display setting process (step S1210), a state display setting process (step S1220), an operation memory display setting process (step S1230), and a continuous operation number display setting. This is a configuration including a subroutine group of processing (step S1240).

  Among these, the special symbol display setting process (step S1200), the normal symbol display setting process (step S1210), and the operation memory display setting process (step S1230) are the first special symbol display device 34, the second, as already described. Generates drive signals to be applied to the LEDs of the special symbol display device 35, the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol operation memory lamp 34a, and the second special symbol operation memory number display lamp 35a. And output processing.

  The state display setting process (step S1220) and the continuous operation number display setting process (step S1240) are processes for generating and outputting a drive signal to be applied to each LED of the gaming state display device 38. First, in the state display setting process, the main control CPU 72 controls the lighting of the probability variation state display lamp 38c and the time reduction state display lamp 38d, respectively, according to the value of the probability variation function activation flag or the time reduction function activation flag. For example, if the value (01H) is set in the probability variation function operation flag when the pachinko machine 1 is turned on, the main control CPU 72 outputs a lighting signal to the LED corresponding to the probability variation state display lamp 38c. The probability variation state display lamp 38c continues to be lit until the jackpot game related to the special symbol is started or until the probability variation function is turned off after the special symbol variation display is performed a predetermined number of times. The display can be switched (off). On the other hand, if the value (01H) is set in the time reduction function operation flag, the main control CPU 72 turns on the lighting signal for the LED corresponding to the time reduction state display lamp 38d regardless of whether or not the power is turned on. Is output.

  The main control CPU 72 controls lighting of the big hit type display lamps 38c, 38d, and 38e in the continuous operation number display setting process. Specifically, the main control CPU 72 outputs a lighting signal for any one of the big hit type display lamps 38c, 38d, and 38e based on the value of the above-mentioned continuous operation number command. At this time, one of the display lamps 38c, 38d, and 38e corresponding to the big hit symbol designated by the continuous operation number command is the target of outputting the lighting signal. For example, if the value of the continuous operation number status designates “16 rounds”, the main control CPU 72 outputs a lighting signal to the lamp 38 c representing “16 rounds (16R)”. Further, if the value of the continuous operation number status specifies “10 rounds”, the main control CPU 72 outputs a lighting signal to the lamp 38d representing “10 rounds (10R)”. Further, if the value of the continuous operation number status specifies “4 rounds”, the main control CPU 72 outputs a lighting signal to the lamp 38e representing “4 rounds (4R)”.

  In the state display setting process (step S1220), the main control CPU 72 also controls the firing position designation display lamp 38e of the gaming state display device 38. For example, the main control CPU 72 outputs a lighting signal to the LED corresponding to the launch position designation display lamp 38e during execution of the special game in the case of “16 round probability change 7”.

[Variable winning device management process]
Next, details of the variable winning device management process will be described. FIG. 36 is a flowchart illustrating a configuration example of the variable winning device management process. The variable winning device management process includes a gaming process selection process (step S5100), a special winning opening opening pattern setting process (step S5200), a special winning opening / closing operation process (step S5300), a special winning opening closing process (step S5400), and an end. This is a configuration including a subroutine group of processing (step S5500).

  Step S5100: In the game process selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any one of steps S5200 to S5500). That is, the main control CPU 72 selects the program address of the process to be executed next from the jump table as the jump destination address, and sets the end of the variable winning device management process in the stack pointer as the return address. Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the operation (opening / closing operation) of the first variable winning device 30 or the second variable winning device 31 has not yet started, the main control CPU 72 sets the big winning opening opening pattern setting process (step) S5200) is selected. On the other hand, if the winning opening opening pattern setting process has already been completed, the main control CPU 72 selects the winning opening opening / closing operation process (step S5300) as the next jump destination, and has completed the winning opening opening / closing operation process. Then, the special winning opening closing process (step S5400) is selected as the next jump destination. When the big prize opening / closing operation process and the big prize opening closing process are repeatedly executed over the set number of continuous operations (number of rounds), the main control CPU 72 selects an end process (step S5500) as the next jump destination. . Hereinafter, each process will be described in more detail.

[Big prize opening pattern setting process]
FIG. 37 is a flowchart illustrating a procedure example of the special winning opening opening pattern setting process. This process is for setting conditions such as the number of times of opening and closing the first variable winning device 30 and the second variable winning device 31 and the time of each opening at the time of big hit or small hit. Hereinafter, it demonstrates along each procedure.

  Step S5202: The main control CPU 72 checks whether or not the current gaming state is a big game, that is, whether or not the big hit flag value (01H) is set in the flag area of the RAM 76. If the value of the big hit flag is set (Yes), the main control CPU 72 then proceeds to step S5204. On the other hand, if the value of the big hit flag is not set (No), the main control CPU 72 proceeds to step S5212. Note that this procedure may be rewritten to refer to the value of the small hit flag (however, the logic of Yes / No is reversed).

[Procedure for jackpot]
First, the procedure for the big hit is as follows.
Step S5204: The main control CPU 72 executes a design-specific release pattern setting process. In this process, the main control CPU 72 determines the winning pattern opening pattern (number of times of opening for each round and the time of each opening), the interval time between rounds, and the number of counts in one round (maximum) according to the current winning symbol. Set the number of winnings). The opening pattern for each winning symbol is the same as described in the item “plural winning types” in the special symbol game process (FIG. 21). The interval time between rounds is set to about several seconds (for example, 1 to 2.5 seconds) for “4 round symbols”, “10 round symbols”, and “16 round symbols”, for example. The number of counts in one round (maximum number of winnings) is, for example, 10 for all winning symbols, but winnings rarely occur during an extremely short time (about 0.1 seconds). Not impossible but extremely difficult).

  Step S5206: The main control CPU 72 sets the number of execution rounds in the current jackpot game based on the jackpot winning symbol selected in the previous jackpot stop symbol determination process (step S2410 in FIG. 22). Specifically, if the large category “16 round symbol” is selected as the winning symbol, the main control CPU 72 sets the number of execution rounds to 16 times. If “10 round symbols” is selected as the winning symbol, the main control CPU 72 sets the number of execution rounds to ten. Further, if “4 round symbol” is selected as the winning symbol, the main control CPU 72 sets the number of execution rounds to four. The number of execution rounds set here is stored in the buffer area of the RAM 76, for example, as a corresponding value on the program (“3” for 4 times, “9” for 10 times, “15” for 16 times).

  Step S5208: Next, the main control CPU 72 sets a big hit opening timer based on the big winning opening opening pattern set in the previous step S5204. The timer value set here is an opening time per operation when the first variable winning device 30 or the second variable winning device 31 is operated. If a value of about 29.0 seconds is set as the value of the big hit release timer, the release time is a sufficient time (for example, a launch control board) that the big winning opening is easily generated during one release. The set 174 is a time during which 10 or more game balls are fired, preferably 6 seconds or more. On the other hand, if the value of the big hit release timer is set to 0.1 seconds, the release time is short (becomes difficult) even if it is not possible to win a big prize opening during one opening. This is a time (for example, a time shorter than 1 second, preferably a time shorter than a game ball firing interval by the firing control board set 174).

  Step S5210: Then, the main control CPU 72 sets a big hit interval timer based on the big winning opening opening pattern set in the previous step S5204. The timer value set here is the waiting time between rounds of big hits.

  Step S5220: When the above procedure is completed, the main control CPU 72 sets the next jump destination to the big winning opening / closing operation processing, and returns to the variable winning device management processing.

[Procedure for small hits]
Step S5212: On the other hand, in the case of a small hit (step S5202: No), the main control CPU 72 sets a “small hit opening pattern”. In the case of the present embodiment, for the “small hit opening pattern”, for example, an opening pattern of “0.1 second opening” is set for the first time and the second time. Since “small hit” has no concept of “round”, “open pattern” is also expressed as “first open” and “second open”.

  Step S5214: The main control CPU 72 sets the number of times that the special winning opening is opened based on the large winning opening opening pattern set in the previous step S5212, for example, two times. The number of releases set here is stored in a buffer area of the RAM 76, for example.

  Step S5216: Next, the main control CPU 72 sets a small hitting release timer. The timer value set here is the opening time per operation when the first variable winning device 30 is operated. In the present embodiment, as described above, 0.1 seconds is set as the value of the small hit release timer, and in such an open time, most of the winnings at the big prize opening occur during one open. No (becomes difficult) short time (for example, a time shorter than one second, preferably a time shorter than the interval between game balls fired by the launcher unit).

  Step S5218: The main control CPU 72 sets a small hitting interval timer. The timer value set here is a waiting time for each time when the first variable prize-winning apparatus 30 is opened and closed a plurality of times at the time of a small hit, and this timer value is set to about 2 seconds, for example.

  Step S5220: When the above procedure is completed at the time of the small hit, the main control CPU 72 sets the next jump destination to the large winning opening / closing operation processing, and returns to the variable winning device management processing. Then, the main control CPU 72 executes a special winning opening / closing operation process.

[Big prize opening / closing operation processing]
FIG. 38 is a flowchart illustrating a procedure example of the special winning opening / closing operation process. This process is mainly for controlling the opening / closing operation of the first variable winning device 30 and the second variable winning device 31. Hereinafter, it demonstrates along a procedure.

  Step S5302: The main control CPU 72 opens the big winning opening of the first variable winning device 30 or the second variable winning device 31. Specifically, when the first variable winning device 30 is operated, a drive signal applied to the first large winning port solenoid 90 is output, and when the second variable winning device 31 is operated, the second large winning port is output. A drive signal to be applied to the solenoid 97 is output. Thereby, the 1st variable winning device 30 or the 2nd variable winning device 31 operates, and it shifts from a closed state to an open state.

  Step S5304: Next, the main control CPU 72 executes an open timer countdown process. In this process, the countdown of the release timer set in the previous special winning opening release pattern setting process (step S5208 or step S5216 in FIG. 37) is executed.

  Step S5306: Subsequently, the main control CPU 72 confirms whether or not the opening time has expired. Specifically, it is confirmed whether or not the value of the release timer after the countdown process is 0 or less. If the value of the release timer is not yet 0 or less (No), the main control CPU 72 next executes step S5308. Execute.

  Step S5308: The main control CPU 72 executes a winning ball count process. In this process, the number of game balls won in the first variable winning device 30 or the second variable winning device 31 (open winning opening) during the opening time is counted. Specifically, the main control CPU 72 increments the count value based on the winning detection signal input from the first count switch 84 or the second count switch 85 within the opening time.

  Step S5310: Next, the main control CPU 72 checks whether or not the current count number is less than a predetermined number (10). This predetermined number defines the upper limit of the number of winning balls (upper limit of the number of winning balls) allowed per opening (one round in the big hit, one in the small hit) as described above. If the count has not yet reached the predetermined number (Yes), the main control CPU 72 returns to the variable winning device management process. Then, when the variable winning device management process is executed next, since the jump destination is set to the large winning opening / closing operation process at the present stage, the main control CPU 72 repeatedly executes the procedure of the above steps S5302 to S5310.

  If it is determined in step S5306 that the opening time has expired (Yes), or if it is confirmed in step S5310 that the count has reached a predetermined number (No), the main control CPU 72 then executes step S5312. Note that the release at the time of the small hit is that the value of the release timer is set to a short time, and therefore, the main control CPU 72 normally confirms that the count number has reached the predetermined number in step S5310 before step S5306. In most cases, it is determined that the opening time has ended.

  Step S5312: The main control CPU 72 closes the special winning opening. Specifically, the output of the drive signal applied to the first big prize opening solenoid 90 or the second big prize opening solenoid 97 is stopped. As a result, the first variable winning device 30 or the second variable winning device 31 returns from the open state to the closed state.

  Step S5314: Next, the main control CPU 72 executes interval standby processing. In this process, the main control CPU 72 executes the countdown of the interval timer set in the above-described special winning opening opening pattern setting process (step S5210 or step S5218 in FIG. 37). When the value of the interval timer becomes 0 or less, the main control CPU 72 proceeds to step S5316. Although not specifically shown here, until the interval time elapses (until the interval timer value becomes 0), the main control CPU 72 manages the variable winning device management that is the caller from step S5314 for each interrupt. Return to the end address of the process (FIG. 37). When the special winning opening opening / closing operation process is executed at the next call, step S5314 is executed directly, not from the top step S5302.

  Step S5316: The main control CPU 72 checks whether or not it is in a big role (during big hit game). If the current game is a big game (Yes), the main control CPU 72 then executes step S5318. On the other hand, if the current game is a small hit (No), the main control CPU 72 then proceeds to step S5322.

  Step S5318: The main control CPU 72 increments the value of the opening number counter. Note that the value of the number-of-releases counter is stored in the count area of the RAM 76 with an initial value of 0, for example.

  Step S5320: The main control CPU 72 checks whether or not the value of the incremented number-of-releases counter has reached the number set within the current round. Here, “the number of times set in the current round” is determined, for example, “the first variable winning device 30 or the second variable winning device 31 is opened a plurality of times within one round of big hit” This is to cope with the open pattern. In the present embodiment, since such an open pattern is not particularly employed, the “number of times set in the current round” is set once for each round. Accordingly, since the counter value reaches the set number of times in one opening / closing operation (Yes), the main control CPU 72 next proceeds to step S5322.

  If a pattern in which a plurality of opening / closing operations are repeated in one round as described above is employed, the counter value has not yet reached the set number of times at the end of one opening (No). In this case, when the main control CPU 72 returns to the variable winning device management process, the jump destination is set to the big winning opening / closing operation process at the present stage, and thus the procedure from step S5302 to step S5320 is repeatedly executed. As a result, the increment of the number-of-releases counter proceeds in step S5318, and when the counter value reaches the set number of times (Yes), the main control CPU 72 proceeds to step S5322.

  Step S5322: The main control CPU 72 sets the next jump destination to the big winning opening closing process, and returns to the variable winning device management process. Then, when the variable winning device management process is executed next, the main control CPU 72 executes a special winning opening closing process.

[Large prize closing process]
FIG. 39 is a flowchart showing an example of a procedure for a special winning opening closing process. This large winning opening closing process is for continuing the operation of the first variable winning device 30 or the second variable winning device 31 or terminating the operation. Hereinafter, it demonstrates along a procedure.

  Step S5401: First, the main control CPU 72 confirms whether or not the current game is a big game (big hit game), and if it is a big game (Yes), the main control CPU 72 next executes step S5402.

  Step S5402: The main control CPU 72 increments the round number counter. Thereby, for example, the value of the round number counter is “1” at the stage where the first round ends and the second round is reached.

  Step S5404: The main control CPU 72 checks whether or not the incremented round number counter value has reached the set number of execution rounds. Specifically, the main control CPU 72 refers to the value (1 to 15) of the round number counter after increment, and if the value is less than the set number of execution rounds (1 to 15 after 1 subtraction) (No) Next, step S5405 is executed.

  Step S5405: The main control CPU 72 generates a round number command from the current round number counter value. This command is transmitted to the effect control device 124 in the effect control output process as described above. The effect control device 124 can confirm the current number of rounds based on the received round number command.

  Step S5406: The main control CPU 72 sets the next jump destination in the big prize opening / closing operation process.

  Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process.

  When the main control CPU 72 next executes the variable winning device management process, the main control CPU 72 executes a big prize opening opening / closing operation process as the next jump destination in the game process selection process (step S5100 in FIG. 36). Then, after execution of the special prize opening / closing operation process, through the execution of the special prize opening closing process, the main control CPU 72 executes the special prize opening closing process again, and repeatedly executes the above steps S5402 to S5408. Thereby, the opening / closing operation of the first variable winning device 30 or the second variable winning device 31 is continuously executed until the actual round number reaches the set execution round number (4 times, 10 times or 16 times). Is done.

  When the actual number of rounds reaches the set number of execution rounds (step S5404: YES), the main control CPU 72 next executes step S5410.

  Step S5410, Step S5412: In this case, when the main control CPU 72 resets the round number counter (= 0), it sets the next jump destination to the end process.

  Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process. As a result, when the main control CPU 72 next executes the variable winning device management process, the end process is selected this time.

[Small hit]
On the other hand, in the case of a small hit, the procedure is as follows (special operation execution means).
Step S5411: When the main control CPU 72 confirms that the current game is not playing a major role (step S5401: No), the main control CPU 72 increments the value of the number-of-releases counter.

  Step S5413: Next, the main control CPU 72 checks whether or not the value of the incremented number-of-releases counter has reached the set number of times of release. The number of times of opening is set in the previous winning opening opening pattern setting process (step S5214 in FIG. 37). If the value of the opening number counter has not yet reached the set opening number (No), the main control CPU 72 executes step S5416.

Step S5416: The main control CPU 72 sets the next jump destination in the special winning opening / closing operation process.
Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process.

  When the main control CPU 72 next executes the variable winning device management process, the main control CPU 72 executes a big prize opening opening / closing operation process as the next jump destination in the game process selection process (step S5100 in FIG. 36). Then, after the execution of the special prize opening / closing operation process, the main control CPU 72 executes the special prize opening closing process again through the execution of the special prize opening closing process, and goes through the above steps S5401 to S5413 (No) to step S5416. Step S5408 is repeatedly executed. Thus, the opening / closing operation of the first variable winning device 30 is repeatedly executed until the actual number of times of opening reaches the set number of times of opening (twice).

  When the actual number of times of opening at the small hit reaches the set number of times of opening (step S5413: Yes), the main control CPU 72 next executes step S5414.

  Step S5414, Step S5412: In this case, the main control CPU 72 sets the next jump destination to the end process when the release counter is reset (= 0).

  Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process. As a result, when the main control CPU 72 next executes the variable winning device management process, the end process is selected this time.

〔End processing〕
FIG. 40 is a flowchart illustrating a procedure example of the end process. This end process is for preparing conditions for ending the operations of the first variable winning device 30 and the second variable winning device 31. Hereinafter, it demonstrates along the example of a procedure.

  Step S5502: The main control CPU 72 confirms whether or not the value of the big hit flag (01H) is set, and if the value of the big hit flag is set (Yes), the main control CPU 72 next executes step S5503. To do.

  Step S5503, Step S5504: In this case, the main control CPU 72 resets the big hit flag (00H). As a result, the big hit gaming state ends on the control processing of the main control CPU 72. In addition, the main control CPU 72 deletes “big hit” from the internal state flag and declares the end of the major role as the internal state in the control processing. The main control CPU 72 resets the value of the continuous operation number status.

  Step S5506: Next, the main control CPU 72 checks whether or not the value (01H) of the probability variation function operation flag is set. This flag is set in the big hit other setting process (step S2414 in FIG. 22) during the previous special symbol fluctuation pre-process.

  Step S5508: When the value of the probability variation function operation flag is set (step S5506: Yes), the main control CPU 72 sets the probability variation number (for example, about 10,000 times). The set value of the probability variation number is stored, for example, in the probability variation counter area of the RAM 76 and becomes the above-described number cut counter value. The probability variation number set here is the upper limit number of times that the variation of the special symbol (internal lottery) is performed in a high probability state in the subsequent games. However, if a huge number of times such as 10,000 is set as described above, there is almost no chance that the non-winning will continue so far (the winning probability at the time of high probability is, for example, 1/39 to 1/39) The degree of probability) will continue until the next winning. On the other hand, when a substantial upper limit is set in the high probability state, the probability variation number is set to a realistic number (for example, about 70 times) (so-called number cut probability change). If the value of the probability variation function activation flag is not set (step S5506: No), the main control CPU 72 does not execute step S5508.

  Step S5510: Next, the main control CPU 72 checks whether or not the value of the time reduction function operation flag (01H) is set. This flag is also set in the big hit other setting process (step S2414 in FIG. 22) during the previous special symbol fluctuation pre-processing.

  Step S5512: If the value of the time reduction function operation flag is set (step S5510: Yes), the main control CPU 72 sets the number of time reductions (for example, 50 times, 100 times, or 10,000 times). The value of the set time reduction count is stored in the time count area of the RAM 76 as described above. The number of times of time reduction set here is the upper limit number of times to shorten the variation time of the special symbol in subsequent games. If the value of the time shortening function activation flag is not set (step S5510: No), the main control CPU 72 does not execute step S5512.

  Step S5514: The main control CPU 72 generates a state designation command based on various flags. Specifically, a state designation command representing “normal” is generated as the gaming state when the big hit flag is reset or the big game ends. If the high-probability state function activation flag is set, a state designation command indicating “high probability” is generated as the internal state, and if the time reduction function activation flag is set, the internal state is “reduced time”. A state designation command representing “medium” is generated. These state designation commands are transmitted to the effect control device 124 in the effect control output process.

  The procedure so far is a big hit, but in the case of a big hit (step S5502: No), the following procedure is executed.

  Steps S5520 and S5522: In the case of a small hit, the main control CPU 72 resets the value of the small hit flag (00H) and deletes “small hit” from the internal state flag. It should be noted that in the case of a small hit, the internal condition device does not operate in particular, so such a procedure is merely for the purpose of erasing the flag.

  Step S5516: In any case, after the above procedure, the main control CPU 72 sets the next jump destination in the special winning opening opening pattern setting process.

  Step S5518: The main control CPU 72 sets the jump destination in the execution selection process (step S1000 in FIG. 21) in the special symbol game process as the special symbol variation pre-process. When the above procedure is completed, the main control CPU 72 returns to the variable winning device management process.

[Game Flow]
FIG. 41 is a diagram for explaining a game flow developed in the pachinko machine 1.
When a game is started with the pachinko machine 1, the game is started from [F1] normal mode. In “normal mode”, the winning probability of the special symbol is “low probability state” and “non-time shortened state”. [F1] Since the normal mode is a non-time shortening state, the first special symbol starts to change and the game progresses when a game ball enters the upper start winning opening 26.

  [F1] In normal mode, when [F2] “16 round probability variation 6” big win is won, [F3] 16 rounds real 10 round big hit game (special bonus) is executed, [F4] shifts to fireworks mode The [F4] The “fireworks mode” is a mode that continues for a predetermined maximum number of times (10,000 fluctuations), and the next big hit is probabilistically guaranteed.

  Also, in [F1] normal mode, when [F5] “10 round normal symbols 1, 2, 3”, “10 round probability variation 1-7”, “16 round probability variation 1-5” is won, F6] A 10-round real 4-round jackpot game, a 16-round real 8-round jackpot game, etc. (launch challenge bonus) are executed.

  Here, when it is a big hit of “10 round probability variation symbols 4-7” and “16 round probability variation symbols 2, 4, 5”, [F6] the successful presentation is executed with the launch challenge bonus. F4] Shift to the fireworks mode.

  On the other hand, if it is a big hit of “10 round normal symbols 1, 2, 3”, “10 round probability variation symbols 1-3”, “16 round probability variation symbols 1, 3”, [F6] Launch Challenge Bonus Since the failure effect is executed, the process shifts to [F7] festival mode. The festival mode is a low probability non-time shortened state or a high probability non-time shortened state.

  [F7] When transitioning to the festival mode, if the winning probability of the special symbol is in a high probability state, the person continues to stay in the festival mode. On the other hand, when the winning probability of the special symbol is in a low probability state, [F8] Transition to the normal mode [F1] when a predetermined mode transition condition is satisfied. Note that the predetermined mode transition condition can be a condition that a specific effect has been executed, or a condition that a predetermined number of fluctuations has elapsed.

  [F4] In the fireworks mode, when [F9] “16-round probability variation symbol 7” is won, [F10] 16-round bonus game (Japanese-style bonus) is executed, and the mode is shifted to [F4] fireworks mode again.

  [F4] In the fireworks mode, when [F11] “10 rounds probable variation 7” is won, [F12] 10 rounds jackpot game (festival bonus) is executed, and the mode is shifted to [F4] fireworks mode again.

  [F4] In the fireworks mode, when [F13] “Four Round Normal Symbols 1, 2” and “Four Round Probability Symbols” are won, the four round big hit game is executed and [F14] the mode is shifted to the coast mode. . The coast mode is a low probability time shortening state or a high probability time shortening state.

In the low probability time shortening state, if the winning result is not obtained and [F15] the special symbol fluctuates 50 times or 100 times, [F1] shifts to the normal mode.
In the high probability time shortening state, if the winning result is not obtained [F15] and the special symbol fluctuates 100 times, the mode shifts to [F4] fireworks mode.
Note that the above game flow shows an example of a typical game flow, and does not cover all of the game flow.

[Game flow at Renrenso in memory]
FIG. 42 is a diagram for explaining the game flow developed during the storage in the memory.
[F40] In the fireworks mode in which the high probability time is shortened, when [F41] “16-round probability variation 7” is won, [F42] 16-round jackpot game (Japanese-style bonus) is executed.

  In this state, when the big win of “16 round probability variation symbol 7” is won again and [F43] Renren in memory is generated, [F44] 16 round big hit game (dog bonus) is executed. The dog bonus is executed across the [F42] 16 round jackpot game and the [F44] 16 round jackpot game.

  In this state, when the big win of “16 round probability variation symbol 7” is won again and [F45] Renren in memory is generated, [F46] 16 round big hit game (dog dog bonus) is executed. The dog / dog bonus is executed across [F44] 16 round jackpot game and [F46] 16 round jackpot game.

  In this state, when the big win of “16 round probability variation 7” is won again and [F47] Renren in memory is generated, [F48] 16 round big hit game (dog dog bonus) is executed. The dog / dog bonus is executed across [F46] 16 round jackpot game and [F48] 16 round jackpot game.

  In this state, when the big win of “16 round probability variation symbol 7” is won again and [F49] Renren in memory is generated, [F50] 16 round big hit game (frog bonus) is executed. The frog bonus is executed across the [F48] 16 round jackpot game and the [F50] 16 round jackpot game. Further, when there are more in-memory reeds, the frog bonus continues.

[Game Flow in Fireworks Mode]
FIG. 43 is a diagram illustrating a game flow developed in the fireworks mode.
[F60] In the fireworks mode in which the high probability time is shortened, a battle effect (battle reach effect) is executed as an effect at the time of a big hit. Then, when the victory effect is executed in the battle effect, it becomes a 10 round jackpot or 16 round jackpot, and after the jackpot game ends, the fireworks mode is entered again. On the other hand, when the defeat effect is executed in the battle effect, a 4-round big hit is made, and after the big hit game is over, the beach mode is entered. The coast mode is basically a low probability time shortening state, but when it goes through a 4-round probability variation big hit, it becomes a high probability time shortening state.

  [F62] In the first to eighth battles in the fireworks mode, the first enemy character (panda character), the second enemy character (lantern ghost), and the third enemy character (umbrella ghost) appear at random. These characters are characters that appear again even if the victory effect is executed once until the 8th game. In this embodiment, the first enemy character is a strong character with a low expectation of victory, the second enemy character is a medium character with a medium expectation of victory, and the third enemy character is a weak character with a high expectation of victory. It is a character. Which enemy character appears is determined by lottery according to the expected degree of continuation of the fireworks mode.

  [F64] In the ninth battle of fireworks mode, the 4th enemy character (monster ghost) appears. This character will only appear in the 9th game.

  [F66] In the 10th and 11th battles in the fireworks mode, the fifth enemy character (a female character wearing karate clothes) appears. This character will appear again in the 11th game even if the victory effect is executed in the 10th game.

  [F68] In the fireworks mode from the 12th game to the 14th game, the 6th enemy character (pumpkin ghost) appears. This character will appear again in the 13th game even if the victory effect is executed in the 12th game, and will appear again in the 14th game even if the victory effect is executed in the 13th game. If the victory effect is executed in the 14th game, the ending effect is executed during the big hit game.

[Example of production image]
Next, the effect image actually displayed on the liquid crystal display 42 in the pachinko machine 1 will be described with some examples. As described above, when the big hit internal lottery is performed in the pachinko machine 1, the variation pattern (variation time) is determined under the control of the main control CPU 72, and the variation display by the first special symbol and the second special symbol is performed. (Design display means). However, as described above, the first special symbol and the second special symbol itself are lighted and blinked by 7-segment LEDs, so that they have poor appeal. Therefore, in the pachinko machine 1, the variable display effect using the effect symbol is performed as described above.

  The effect designs include, for example, a left effect symbol, a middle effect symbol, and a right effect symbol, which are displayed side by side on the left, middle, and right on the screen of the liquid crystal display 42 (see FIG. 1). ). Each effect design is a design of a picture card with a character attached together with the numbers “1” to “9”, for example. Here, the left effect symbol, the middle effect symbol, and the right effect symbol all constitute a symbol row in which the numbers are arranged in descending order of “9” to “1”. Such a symbol sequence is variably displayed so as to flow (scroll) in the vertical direction in the left region, middle region, and right region on the screen.

  FIG. 44 is a continuous diagram showing an example of the effect image corresponding to the change display and stop display of the special symbol. Note that, here, an example of a change display effect and a stop display effect (result display effect) performed using the effect symbol is shown for the variation of the special symbol at the time of non-winning (losing). This variable display effect is performed between the start of the variable display of the special symbol (here, the first special symbol, but may be the second special symbol) and the stop display (including the fixed stop). It corresponds to a series of productions. Further, the stop display effect is an effect that represents that the special symbol is stopped and displayed and the result of the internal lottery at that time is a combination of the effect symbols. Here, before explaining the specific contents of the control processing, the basic flow of the change display effect and stop display effect for each change employed in the present embodiment will be described.

[Before change display]
44A: For example, in a state before the first special symbol starts to change (a state where the demonstration effect is not being performed), a row of three effect symbols is displayed large on the screen of the liquid crystal display 42. ing. At this time, in accordance with the stop display of the first special symbol or the second special symbol, the effect symbol is also stopped.

  In addition, on the lower part of the screen of the liquid crystal display 42, markers indicating the number of working memories of the first special symbol and the second special symbol (reference numerals M1 and M2 are attached in the figure) are displayed. . These markers M1 and M2 indicate the number of operating memories of the first special symbol and the second special symbol corresponding to the respective display numbers (the number of displays of the first special symbol operating memory lamp 34a and the second special symbol operating memory lamp 35a). The number of displays is increased or decreased in conjunction with the change in the number of working memories during the game. In addition, for the markers M1 and M2, the marker M1 corresponding to the first special symbol is displayed as, for example, a circle (◯) in order to facilitate visual discrimination, and the marker M2 corresponding to the second special symbol is, for example, a heart It is displayed with the shape. In the example of (A) in FIG. 44, all four markers M1 are lit and displayed, indicating that the number of working memories of the first special symbol is four, and all the markers M2 are not displayed (in broken lines). This indicates that the number of working memories of the second special symbol is 0 (stored number display effect execution means).

  Further, during the variation display of the effect symbols, for example, the fourth symbol (reference numerals Z1 and Z2 are added in the diagram) is displayed at the lower part of the screen of the liquid crystal display 42. The fourth symbols Z1 and Z2 are “fourth effect symbols” following the left, middle, and right effect symbols, and are displayed in a synchronized manner during the change display of the effect symbols. Note that the fourth symbols Z1 and Z2 are simple marks (for example, “□” figure) with colors, and for example, changing the display color can express a variable display. The fourth symbol Z1 corresponds to the first special symbol, and the fourth symbol Z2 corresponds to the second special symbol.

  Further, the fourth symbols Z1, Z2 are stopped and displayed in a mode (for example, white display color) corresponding to the dislocation. This is to objectively clarify that the stop display effect is correctly performed and the pachinko machine 1 is operating normally. Therefore, if the result of the internal lottery is actually “10 round big hit” or “16 round big hit” instead of “out of”, the 4th pattern is displayed in a manner corresponding to them (for example, blue display color or red display color). Z1 and Z2 are stopped and displayed.

[Variable display production start]
44 (B): For example, in synchronization with the start of the change of the first special symbol, the change display effect is started by the scroll change of the three symbol rows on the display screen of the liquid crystal display 42 (the symbol effect). Execution means). In other words, in synchronization with the start of fluctuation of the first special symbol, the display of the left effect symbol, the middle effect symbol, and the right effect symbol is scrolled (flowed) in the vertical direction on the display screen of the liquid crystal display 42 so as to change the display. Production begins. In the figure, the effect symbol variation display is simply indicated by a downward arrow. Also, during the variable display, each effect symbol is displayed in a transparent state (transparent display), and at this time, an image (background image) that is the background of the effect symbol is displayed on the display screen in an easily visible state. Has been.

  The background image in this case represents, for example, a landscape in which a female character wearing a yukata is sitting on a chaise lounge and relaxing as if the evening is cool. Such a background image expresses that the stay mode in the production is, for example, “normal mode”. In the present embodiment, the “normal mode” corresponds to a normal state in which the fluctuation time shortening function is inactive and the probability fluctuation function is inactive. In addition to this, various modes are provided for effects, and background images with different landscapes and scenes are prepared for each mode (status display effect execution means). The difference between these modes may correspond to an internal “time reduction state” or a “high probability state”. The mode corresponding to each internal state will be further described later. Although not specifically illustrated here, a mode in which a notice effect is performed by displaying an image of a character, an item, or the like on the display screen after that is also possible.

  Further, during the variation display of the effect symbols, the fourth symbol Z1 is variably displayed at the lower part of the screen of the liquid crystal display 42, and the fourth symbol Z1 expresses the variation display by changing its display color.

[Left design stop]
44 (C): For example, when a certain amount of time (about half of the fluctuation time) has elapsed, the left effect design stops changing first. In this example, the effect symbol representing the number “8” is stopped at the middle position of the screen. Here, illustration of the background image is omitted (the same applies to the following).

[Example of production when the number of working memories decreases]
Here, as shown in (B) of FIG. 44, since the number of working memories of the first special symbol decreases by one as the change starts, the number of markers M1 displayed is linked accordingly. It is reduced by one. For example, if there are four working memories so far, only the oldest (older) memory number display is hidden in the marker M1, and an effect consumed by the internal lottery is also performed. Thereby, it is possible to tell the player that the number of working memories for the first special symbol has decreased.

  In the example of (C) in FIG. 44, the first operation memory in the storage order is consumed and the remaining number becomes three, so that three markers M1 remaining on the screen are each one by one. An effect of shifting in the direction (here left direction) is performed. As a result, the context of the change in the number of working memories can be accurately expressed in the production, and the player can be intuitively and easily informed that the working memory has been consumed and decreased by one. it can.

[Right production symbol stop]
In FIG. 44 (D): Following the left effect symbol, the right effect symbol thereafter stops changing. In this example, the effect symbol representing the number “3” is stopped at the middle position of the screen. Since it has already been determined that the reach state does not occur at this point, it is almost clear on the appearance that the current fluctuation is a non-reach (normal) fluctuation. Here, reach fluctuations due to slip patterns and the like are excluded. “Slip pattern” means, for example, that once the design symbol representing the number “7” stops, the design symbol slips by one symbol and the design symbol representing the number “8” stops, thereby developing reach It is to do. Alternatively, once the design symbol representing the number “9” stops, the design symbol that represents the number “8” stops as the design sequence slips by one symbol in the opposite direction. is there. In addition, for example, when a production symbol representing a completely different number such as “5” is temporarily stopped and a character appears on the screen and the right production symbol row is changed again, the number “8” is represented. There is also a pattern in which the production design stops and develops to reach.

[Stop display effect]
(E) in FIG. 44: The last medium effect symbol stops in synchronization with the stop display of the first special symbol. If the result of the current internal lottery is non-winning and the first special symbol is stopped and displayed in a non-winning (out-of-game) manner, the staging display effect is also performed in a non-winning (out-of-game) manner. Is called. That is, in the illustrated example, the effect symbol representing the number “1” is stopped at the middle position of the screen. In this case, the combination of the effect symbols is “8”-“1”-“3”. Since this is a gap, it is expressed in the production that the current variation corresponds to the normal “out of range”. At this time, the fourth symbol Z1 is stopped and displayed in a mode (for example, white display color) corresponding to the dislocation.

  The above is an example of the change display effect and the stop display effect (during non-winning) performed using the effect symbol for each change. Through such an effect, the player can have a sense of expectation for winning, and finally the result of the internal lottery can be clearly taught in the effect.

  In addition, the above example is for the case of non-winning, but at the time of big win (winning), after the reach effect is executed during the variable display effect, the effect symbol is stopped and displayed in a big win mode in the stop display effect. At this time, the stop display mode of the effect symbol basically corresponds to the winning symbol (stop display mode of the first special symbol display device 34 or the second special symbol display device 35) selected internally by the main control CPU 72. Selected.

[Production example at the time of big hit]
FIG. 45 shows a case where the winning symbol is “10 round normal symbols 1, 2, 3”, “10 round probability variation 1-7”, or “16 round probability variation 1-5” in the non-time shortened state. It is a continuous figure which shows the flow of the reach production performed at the time of big hit (winning). Here, in addition to the reach effect, a variable display effect, a stop display effect, and a notice effect are included. In addition, an example of the notice effect (the notice effect before the occurrence of reach, the notice effect after the occurrence of reach) executed during the variable display effect will be described.

  The following reach effects are, for example, after the first special symbol display device 34 performs a variation display based on the variation pattern at the time of the big hit, the first special symbol is “10 round normal symbols 1, 2, 3”, “10 round probability variation” Any one of the patterns 1 to 7 and 16 round probability variations 1 to 5 (for example, “self”, “yo”, “mouth”, “」 ”,“ F ”,“ E ”,“ L ”,“ Γ ”, etc.) until it is stopped and displayed (reach effect execution means). In addition, in FIG. 45, each production | presentation symbol is simplified and shown only as the number. The markers M1 and M2 and the fourth symbols Z1 and Z2 are not shown here. Hereinafter, it demonstrates along the flow of production.

[Variable display effects]
45 (A): For example, substantially in synchronism with the start of fluctuation of the first special symbol, the columns of the left effect symbol, the middle effect symbol, and the right effect symbol are arranged in the vertical direction (for example, from the top). The variable display effect is started by scrolling down.

[Preliminary production before reach (first stage)]
In FIG. 45 (B): Next, in a relatively early stage of the variable display effect, the first stage pre-reach notice effect using the character's picture image (picture card) is performed. This pre-reach pre-announcement effect is a pre-announcement effect in which the change of the mode progresses in stages from one stage to a plurality of stages (for example, 2 to 5 stages) according to a predetermined order. The pattern image used in the pre-reach notice effect is located in front of the effect pattern that is displayed on the screen in a variable manner, for example, so as to appear suddenly from the left edge of the screen (other appearance modes) May be.) Note that the “pre-reach notice” means that a reach or a big hit is announced before any effect symbol is stopped and displayed. By executing such a “pre-reach announcement effect”, an effect of giving the player a sense of expectation that “it may develop into a reach = the possibility of a big hit increases” is obtained.

[Advance notice before the reach occurs (second stage)]
In FIG. 45C, after the first stage aspect of the pre-reach notice effect is executed, the change of the pre-reach notice effect proceeds to the second stage. Here, an effect using a character pattern image different from the previous one is performed as the notice effect before the occurrence of reach in the second stage. Specifically, another pattern image additionally appears from the right end of the screen, and is displayed so as to overlap the front of the previously displayed pattern image. The picture image displayed at this time is larger in size than the picture image displayed previously. And the effect by the sound output that the character expressed by the picture image emits a dialogue (for example, “I will reach” etc.) is also performed.

  Such a pre-reach notice announcement effect (second stage) using the second pattern image is one step further than the pre-reach notice effect (first stage) performed in FIG. 45 (B). It is a development type. In general, it may be expressed as “step-up notice” or the like, referring to the “pre-reach notice notice effect” that develops in this way. Here, an example is given in which the second-stage pattern image appears in the pre-reach notice effect, but the third-stage, fourth-stage, and fifth-stage pattern images appear and appear one after another. There may be. Further, for example, the size may be enlarged each time the third, fourth, and fifth-stage pattern images appear and appear one after another. Even at this stage, the variation display of the effect symbols is continued. In any case, it is possible to indicate to the player that there is a high possibility (expectation) that this change will be a big hit by making the change in the aspect of the pre-reach notice effect to more stages. (For example, the maximum expectation is suggested when progressing to the fifth stage).

[Stop of left design]
In FIG. 45 (D): The middle stage of the variable display effect is approached, and then the variable display of the left effect symbol is stopped. At this point, the effect symbol representing the number “5” is stopped at the left position of the screen.

[Occurrence of reach condition]
45 (E): Then, following the left effect design, for example, the change display of the right effect design is stopped. At this point, the effect symbol representing the number “5” is stopped at the right position of the screen, so that a reach state of “5”-“being changed”-“5” has occurred. On the screen, an image that emphasizes one line that is in a reach state is also displayed. In addition, an effect of outputting a voice such as “Reach!” Is performed. In addition, in this case, if the number “5” is aligned, the expected degree of probability variation jackpot will be high (not the probability variation is confirmed). Can give players various tensions.

  After the reach state occurs, the reach production at the time of winning is executed (however, at this point in time, the winning result has not yet been expressed). In the reach effect, only the effect symbol corresponding to the tempered number (here, “5”) is displayed on the screen, and the others are not displayed. At this time, the effect symbols may be displayed in a reduced state at the four corners of the screen.

[Preliminary notice after reach occurs (first time)]
In FIG. 45 (F): After a reach state has occurred, for example, a notice effect after the occurrence of reach (first time) is performed in which images representing “heart” figures form a group and pass diagonally on the screen. . In this case, the image of the “heart group” is suddenly displayed on the screen so that the visual appeal to the player can be enhanced. By executing such a notice presentation effect after the visually lively reach notice occurrence, an effect of giving the player a greater expectation can be obtained.

[Progress of reach production]
In FIG. 45 (G): Following the notice effect after the first reach, for example, images representing the numbers “2” to “6” are displayed in a three-dimensional column on the screen. There is an effect in which numerical images are erased from the screen in the order of “2”, “3”, “4”. Such an effect is also performed for the purpose of suggesting (impliciting) or reminding the player that the number “5” is left as it is without being erased. If the number “4” is erased and “5” remains in front of the screen, it means “big hit”, and if the number “5” is also erased, it means “out of place”. In the case of a loss, for example, the number “6” is displayed on the screen after the number “5” is deleted. Therefore, during this time, as the images are erased in order of the numbers “2”, “3”, and “4”, the player's tension and expectation also increase. Then, if the production progresses with the number “4” actually being erased on the screen and the number “5” remaining on the screen, the possibility of a “hit” increases, so the player feels nervous. Also increases at a stretch.

[Preliminary notice after the occurrence of reach (second time)]
In FIG. 45 (H): When the reach production is approaching the final stage, the image of the character is suddenly displayed on the screen as if it was split into a large image, and the content that the character emits some dialogue (or silently) (The content may be that of smiling). At this time, for example, the content of the reach effect is a development that “if the number“ 5 ”remains without being erased, the possibility of a big hit of“ 5 ”-“ 5 ”-“ 5 ”increases” as it is ”. Therefore, by causing a character image to appear greatly at this timing, an effect of giving the player a sense of expectation that “may be a big hit” is obtained.

[Stop display effect]
In FIG. 45 (I): For example, the last medium effect symbol stops substantially in synchronization with the stop display of the first special symbol. In this example, the winning symbol internally corresponds to one of “10 round normal symbols 1, 2, 3”, “10 round probability variation 1-7”, and “16 round probability variation 1-5”. By not displaying the type of winning symbol and disclosing, for example, an effect symbol representing “5” in the middle of the screen, this time, either “normal big hit or probability variable big hit (this is not a big hit that is not definitely variable decision). ) "Is being taught to the player.

  In FIG. 45 (J): Then, for example, a confirmed stop display is also performed for the stop display effect as the effect symbol substantially in synchronization with the confirmed stop display of the first special symbol. The stop display effect of the effect symbol is performed, for example, in a state where the left, middle and right effect symbols are restored to their initial sizes. By performing such a stop display effect, the player can be informed that the final winning type has been determined on the effect. Conversely, by performing an unclear stop display effect on the effect, “whether it is a promising big hit or a normal (non-probable big hit)” can be made undisclosed to the player. .

  In the case of “10 Round Normal Symbols 1, 2, 3”, “10 Round Probability Variations 1-7”, “16 Round Probability Variations 1-5”, the winning type will not be disclosed after the end of the big hit game. In the case of “16 round probability variation symbol 6”, the following production method can be adopted. In other words, when “16 round probability variation 6” internally corresponds, an even number of effect symbols are stopped and displayed, and “3” effect symbols are stopped and displayed due to re-variation (for example, a re-lottery effect). There is an effect of promoting to “probable change”, or in the stop display effect, even-numbered effect symbols are stopped and displayed and promoted to “probability” in the effect during the big hit game.

  Further, if the result of the internal lottery is not won, the first special symbol that is the current variation target is stopped and displayed as the off symbol, so that the staging display effect is similarly performed in a manner of deviation. In this case, by displaying the numbers “4” and “6” other than “5” in the center of the screen, unfortunately, an effect is provided informing that the current change did not result in a big hit. Such an effect is executed as an “out of reach reach effect”.

[Director during big role]
46 to 49 are executed during the big hit game in the case of any of “10 round normal symbols 1, 2, 3”, “10 round probability variation 1-7”, and “16 round probability variation 1-5”. It is a continuation figure which shows the example of the big-game performance produced partially.

[At the start of one round]
In FIG. 46, (A): When the first round of the big hit game is started, for example, the text information of “big hit round” is displayed on the screen and the character information such as “launch challenge bonus” is displayed. A unique effect image (for example, a female character) corresponding to the launch challenge bonus is displayed in the center area of the screen. In addition, an effect symbol (here, the number “5”) corresponding to the current winning symbol is displayed at the lower right corner of the screen. Thus, by continuously displaying the winning symbol (so-called “remaining eye”) even during the big hit game, it is possible to continuously instruct the player of the information “winning with the five effect symbols”.

[Temporary final round]
(B) in FIG. 46: After that, the big hit game proceeds smoothly and shifts to the tentative final round. Here, the provisional final round corresponds to the last round that can substantially win the ball. For example, if the big round of 10 rounds is substantially 4 rounds, the provisional final round is 4 rounds. If it is a big hit of 16 rounds and 10 rounds, the provisional final round is 10 rounds. In addition, the remaining round digestion (fast opening) is performed during execution of the following launch challenge effects.

  In addition, the text information “Final” is displayed in the screen, and an effect image unique to the big hit game is displayed. Thus, by displaying the character information of “Final”, it is possible to notify the player that the temporary final round has been reached. In addition, the above-mentioned effect pattern (number “5”) as the “remaining eye” is continuously displayed at the lower right corner position of the screen.

[Launch Challenge Production]
(C) in FIG. 46: After the provisional final round is finished, a launch challenge effect is executed thereafter. The launch challenge effect is an effect for determining whether to shift to the fireworks mode with a high probability time reduction state or to the festival mode with a non-time reduction state. In the example shown in the figure, an effect is produced in which the female character displayed in the center utters the line “When fireworks are successfully launched”.

  In FIG. 47 (D): An effect is produced in which the female character displayed on the right side of the screen emits the line “I will enter fireworks mode”. By performing such an effect, it is possible to give the player a sense of expectation that “if the fireworks are successfully launched, they will enter the fireworks mode”.

  (E) in FIG. 47: Following such an explanation effect, a launch tube for firing fireworks is displayed large on the screen. Around the launch tube, a female character that executes fireworks and an ignition button connected to the launch tube are displayed.

  (F) in FIG. 47: Next, the ignition button connected to the launch tube is displayed large, and an effect is performed in which the female character presses the ignition button.

  In FIG. 48 (G): Then, fireworks are ignited, and an effect is produced in which fireworks balls are vigorously fired from the launch tube.

  In FIG. 48 (H): The firework balls emitted from the launch tube proceed toward the sky while leaving a locus below.

  (I) in FIG. 48: Then, the entire background image is displayed in a small size, so that a scene of the city appears at the bottom of the screen, and an effect that fireworks balls rise high in the night sky is executed.

  In FIG. 49 (J): When the firework ball rises to the top, an image of the “effect switching button” is suddenly displayed in the center of the screen. In this way, by displaying the image of the “effect switching button” in the center portion of the screen, it is possible to attract the player's attention and further improve the player's sense of tension.

[Successful production]
In FIG. 49 (K): When it is a big hit of “10-round probability variation symbols 4-7” and “16-round probability variation symbols 2, 4, 5”, a successful effect is executed. Specifically, when the effect switch button 45 is pressed, the fireworks released in the night sky are safely burned, and the effect of successfully launching the fireworks is executed. In addition, character information “Congratulation” congratulating the success of the launch is displayed at the bottom of the screen.

[At the end of a major role]
In FIG. 49 (L): At the timing when the big hit game is ended, the big end effect of the content teaching the internal state to be transferred thereafter is executed. In the example shown in the figure, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the fireworks mode, which is a highly probable time reduction state, as a privilege after the big hit game ends.

[Failure production]
In FIG. 49 (M): On the other hand, if it is a big hit of “10-round normal symbol 1, 2, 3”, “10-round probability variation symbol 1-3”, “16-round probability variation symbol 1, 3”, failure Production is performed. Specifically, even if the player executes the press of the effect switching button 45, the fireworks released in the night sky are not burned, and the effect of failing to launch the fireworks is executed. In addition, character information “failure...” Is displayed at the bottom of the screen in response to the launch failure.

[At the end of a major role]
In FIG. 49 (N): At the timing when the big hit game is finished, the big end effect of the content teaching the internal state to be transferred thereafter is executed. In the example shown in the figure, character information “Festival mode entry!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the festival mode, which is a low probability or high probability non-time shortening state, as a privilege after the big hit game ends.

[Example of fireworks mode]
FIG. 50 is a continuous diagram showing an example of effects in the fireworks mode. This fireworks mode is a mode that is shifted to after a big game when, for example, it is a big hit of "10 round probability variation symbols 4-7" and "16 round probability variation symbols 2, 4, 5" in a non-time shortened state, Corresponds to “high probability state” and “time reduction state”. Hereinafter, the flow of production will be described in order.

  In FIG. 50 (A): For example, by performing the first variation display after the end of the big hit game, the variation display of the effect symbol is performed in the “fireworks mode” state. The background image of the fireworks mode is a background image that expresses "a scene where fireworks are launched in the night sky" and "a female character watching fireworks" in order to deeply impress the player with the motif of fireworks It has become. Further, the fourth symbol Z1 is variably displayed at the lower part of the screen of the liquid crystal display 42.

  In FIG. 50 (B): Since the first fluctuation after the end of the big hit game (during non-winning) has ended, all effect symbols are stopped and displayed ("3"-"1"-"7 "). Further, the fourth symbol Z1 is stopped and displayed in a non-winning manner (for example, white display color).

  (C) in FIG. 50: When the next fluctuation is started, the second fluctuation display is performed after the big hit game ends. And this “fireworks mode” is continued until the next big hit is won (actually, it is only 10,000 fluctuations, but the probability that the fireworks mode will continue further is a very low probability) . In the illustrated example, the variation display of the effect symbol accompanying the variation display of the first special symbol is shown. However, in the time shortening state, the variable start winning device 28 is frequently operated, so Unless the launch is stopped, the variation display of the second and subsequent times after the end of the big hit game is often the variation display of the effect symbol accompanying the variation display of the second special symbol.

[Example of festival mode]
FIG. 51 is a continuous diagram showing an example of the performance in the festival mode. The festival mode is a big hit when, for example, “10 round normal symbols 1, 2, 3”, “10 round probability variation symbols 1-3”, “16 round probability variation symbols 1, 3” in a non-time-reduced state. This mode is shifted to after the game. If it falls into the festival mode corresponding to “10 round normal symbol 1, 2, 3”, it becomes a low probability non-time shortened state, “10 round probability variation 1 to 3”, “16 round probability variation 1, 3” When the state is shifted to the festival mode, a high probability non-time shortened state (so-called latent probability variation state) is obtained. Hereinafter, the flow of production will be described in order.

  In FIG. 51 (A): For example, the first variation display after the end of the big hit game is performed, so that the variation display of the effect symbol is performed in the “festival mode” state. The background image of the festival mode is a display of drums and fan images to deeply impress the festival scene. Further, the fourth symbol Z1 is variably displayed at the lower part of the screen of the liquid crystal display 42.

  In FIG. 51 (B): Since the first change (when not winning) after the end of the big hit game, all effect symbols are stopped and displayed ("1"-"8"-"4"). "). Further, the fourth symbol Z1 is stopped and displayed in a non-winning manner (for example, white display color).

  In FIG. 51 (C): When the next fluctuation is started, the second fluctuation display is performed after the end of the big hit game. This festival mode is a mode that continues until a predetermined mode transition condition is satisfied. The predetermined mode transition condition can be a condition that a specific effect has been executed, or a condition that a predetermined number of fluctuations has elapsed. When the festival mode ends, the mode shifts to the “normal mode”.

[Director during big role]
FIG. 52 is a continuous diagram partially showing an example of the big-game effect executed during the big hit game in the case of “16 round probability variation 6”. This big role production is executed when the production symbols are stopped and displayed in a combination of three of “3”-“3”-“3” through the above reach production in the non-time shortened state. The jackpot of “16-round probability variation 6” corresponds to the jackpot of 16 rounds and 10 rounds.

[1 round]
In FIG. 52 (A): When the first round of the jackpot game is started, the big-game effect of the content corresponding to the progress of the game, “Big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen. In addition, an effect symbol corresponding to the current winning symbol (here, the numeral “3”) is displayed at the lower right corner of the screen. Thus, by continuously displaying the winning symbol (so-called “remaining eye”) even during the big hit game, it is possible to continuously instruct the player of the information “winning with the three effect symbols”. In the lower left area of the display screen, the characters “Special Bonus” are displayed. Therefore, the player can be informed that the current big hit is a special big hit different from the normal big hit.

[10 rounds]
In FIG. 52 (B): After that, when the big hit game progresses smoothly and shifts to the final 10 rounds, the character information corresponding to the number of rounds of “ROUND10” is displayed on the screen, and the big hit game is being played. A unique effect image is displayed. Further, the effect symbol (the number “3”) as the “remaining eye” is continuously displayed at the lower right corner position of the screen.

[At the end of a major role]
In FIG. 52 (C): At the timing when the big hit game is finished, the big end ending effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the fireworks mode, which is a highly probable time reduction state, as a privilege after the big hit game ends.

  As described above, in the case of the “16 round probability variation 6” in the non-time shortened state, the player cannot enjoy the tension due to the “launch challenge effect” being executed, but the “launch challenge effect” The fact that is not executed means that the game mode is shifted to the fireworks mode, which is a high probability time shortening state, so that the player can aim for the next big hit at ease at that time.

FIG. 53 to FIG. 56 are continuous diagrams showing examples of effects when winning in the fireworks mode.
The following production example corresponds to a big hit of 10 rounds (“10 round probability variation 7”) when it corresponds to a big round of 4 rounds (“4 round normal symbol 1, 2” or “4 round probability variation symbol”). In this case, it is an effect example in the case of 16 rounds big hit (“16 rounds probable variation 7”). Hereinafter, the flow of production will be described in order.

  In FIG. 53 (A): the effect symbol is displayed in the “fireworks mode” state. In the example shown in the drawing, a background image expressing “a scene where a female character is watching fireworks” is displayed together with “a scene where fireworks are launched in the night sky”. In addition, a fourth symbol Z1 corresponding to the first special symbol and a fourth symbol Z2 corresponding to the second special symbol are displayed on the upper right of the screen of the liquid crystal display 42. Here, the fourth symbol Z2 varies. It is displayed.

  In FIG. 53 (B): For example, an effect is produced in which a female character utters the line “Game! By executing such an effect, it is possible to give the player an impression that “something will begin in the future”. In addition, from this point of time, in order to display the effect of making the ally character and the enemy character play against each other on the screen, the effect display effect is executed in a state where the effect symbol is reduced at the upper left corner position of the screen (“2”). -"Fluctuating"-"Fluctuating").

  53 (C): For example, a panda character (enemy character) appears on the left side of the screen, a female character (friend character) appears on the right side of the screen, and an image of the character “VS” appears in the center of the screen. Production to be performed. Thereby, it can be taught to the player that a battle reach effect will be started. It should be noted that a reach state has occurred in the effect symbol that is variably displayed at the upper left of the screen ("2"-"fluctuating"-"2").

  In FIG. 54 (D): After that, the battle reach production proceeds in detail. In the example shown in the figure, an effect is performed in which the panda character moves toward the female character. Then, there will be a performance in which the female character runs away with surprise and disappears to the right side of the screen.

  (E) in FIG. 54: This time, a female character takes out a drum (weapon), and an effect in which a flame (aura) appears from the drum is performed. In this effect example, an effect of fighting an enemy character using a drum is executed, but an effect of fighting an enemy character using a fan, for example, can also be executed. Thus, the expectation degree of jackpot can be changed by changing the weapon used for a battle.

  In FIG. 54 (F): An effect is performed in which the female character turns the drum toward the panda character.

  (G) in FIG. 55: Following this, an effect in which a wave is emitted from the drum is executed. If you can defeat the panda character in this state, you win.

[At the time of winning four rounds of big hit]
In FIG. 55 (H): When the variation of the special symbol this time corresponds to a 4-round big hit (“4 round normal symbol 1, 2” or “4 round probability variation”), the panda character is fired from the drum. An effect to dodge the undulating waves is performed.

  In FIG. 55 (I): When the panda character is displayed large and the female character is displayed small together with the characters “defeated ...”, the big hit of 4 rounds (“4 round normal symbols 1 and 2” or “4 rounds”) The probability variation symbol)) is transmitted to the player. Then, at the upper left corner position of the screen, the effect symbol is stopped and displayed in a state where the effect symbol is reduced ("2"-"3"-"2").

  In FIG. 55 (J): In this case, a stop display effect as an effect symbol is performed in synchronization with the special symbol stop display. The stop display effect of the effect symbol is performed, for example, in a state where the left, middle and right effect symbols are restored to their initial sizes. The fourth symbol Z2 is actually stopped and displayed in a mode (for example, light blue display color or pink display color) corresponding to the big hit of 4 rounds (“4 round normal symbol 1 or 2” or “4 round probability variation symbol”). Is done.

[Fireworks mode end effect]
Then, at the bottom of the screen, the text information of “End of fireworks mode ..” is displayed, and the player is notified that the firework mode is ended. Then, four rounds of high-speed opening are executed during the fireworks mode end effect. After the end of the fireworks mode end effect, the player enters the coast mode, which is a low probability or high probability time shortening state.

[When winning 10 rounds or 16 rounds]
In FIG. 55 (K): On the other hand, if the change in the special symbol corresponds to 10 rounds or 16 rounds, the panda character will be struck by waves, causing an explosion and causing the panda character to move far away. A production that is skipped is executed.

  In FIG. 55 (L): When the female character is displayed large together with the characters “Victory!” And the panda character is displayed small, it is transmitted to the player that it is a big hit (winning). At the upper left corner of the screen, the stop display effect is executed with the effect symbol reduced (“2”-“2”-“2”). However, all of the three production symbols are displayed swinging from side to side, and the variation of the production symbols is not completely stopped.

  In FIG. 55 (M): The effect symbols are returned to the state where the left, middle, and right effect symbols are restored to their initial sizes. However, all of the three production symbols are displayed swinging from side to side, and the variation of the production symbols is not completely stopped. At this time, the special symbol is in a changing state, and the fourth symbol Z2 is also in a changing state.

[Promotion opportunity promotion]
In FIG. 56 (N): When three production symbols are arranged, it is determined that the big hit is there, but it determines the size of the profit (out) that is obtained in the big hit game (determines the number of rounds) Promotion chance production is executed.
In the example shown in the drawing, the character information “promotion chance” is displayed on the upper part of the screen. As a result, the player can be given a sense of expectation that the promotion chance effect will be started from now, and the player may be promoted from “2 effect design” to “7 effect design”.

  In FIG. 56, (O): The effect pattern in which the three lined effect symbols are gradually displayed in a small size, and the effect in which the three lined effect symbols are sucked into the back side of the screen while rotating is executed.

  56 (P): The three effect symbols become so small that they cannot be visually recognized. At that time, the image of the effect switch button 45 is displayed at the bottom of the display screen, and the player presses the press of the effect switch button 45. An effect is urged.

[Promotion chance failure production]
56 (Q): When the promotion chance effect fails, that is, when it corresponds to 10 round big hit ("10 round probability variation symbol 7"), the promotion chance failure effect is executed. In this case, when the effect switching button 45 is pressed, an effect that the effect symbol pops out from the back side to the near side is executed, and the effect symbol is enlarged and displayed so that not all of the three effect symbols can be displayed. In this case, however, the number of the production symbol is not changed (it remains “2”).

  In FIG. 56 (R): The stop display effect is also performed for the effect symbol substantially in synchronization with the stop display of the special symbol. The stop display effect of the effect symbol is performed in a state where the effect symbol is completely stopped without shaking. Further, the fourth symbol Z2 is actually stopped and displayed in a mode (for example, green display color) corresponding to the 10 round big hit (“10 round probability variation symbol 7”). After that, a festival bonus that is a big hit of 10 rounds is entered, and a big-game production is performed on the screen.

[Promotion of successful promotion]
56 (S): On the other hand, if the promotion chance effect is successful, that is, if it corresponds to 16 rounds big hit (“16 round probability variation 7”), the promotion chance success effect is executed. In this case, when the effect switching button 45 is pressed, an effect that the effect symbol pops out from the back side to the near side is executed, and the effect symbol is enlarged and displayed so that not all of the three effect symbols can be displayed. The number of the production symbol is changed from “2” to “7”.

  In FIG. 56 (T): The stop display effect is also performed for the effect symbol substantially in synchronization with the stop display of the special symbol. The stop display effect of the effect symbol is performed in a state where the effect symbol is completely stopped without shaking. Further, the fourth symbol Z2 is actually stopped and displayed in a mode (for example, orange display color) corresponding to 16 round big hit (“16 round probability variation symbol 7”). After that, a Japanese-style bonus, which is a big hit of 16 rounds, is entered, and a big-game effect is performed on the screen.

[Director during big role]
FIG. 57 is a continuous diagram partially showing an example of the big role effect executed during the big hit game when the “10 round probability variation symbol 7” corresponds to the time shortening state. This big role production is executed, for example, when a failure production is executed in the above promotion chance production.

[1 round]
In FIG. 57 (A): When the first round of the big hit game is started, the big role effect of the content corresponding to the progress of the game, “big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen. In addition, an effect symbol corresponding to the current winning symbol (here, the number “2”) is displayed at the lower right corner of the screen. In this way, by continuously displaying the winning symbol (so-called “remaining eye”) even during the big hit game, it is possible to continuously instruct the player of the information “winning with the two effect symbols”. In the lower left area of the display screen, characters “Festival Bonus” are displayed, and images related to the festival such as “Uchiwa” and “Taiko” are displayed around the screen. With such an effect, it is possible to convey to the player that the big hit this time is a big hit that can ensure a certain amount of balls, although a failed effect was executed in the promotion chance effect.

[10 rounds]
In FIG. 57 (B): After that, when the big hit game progresses smoothly and shifts to the final 10 rounds, the character information corresponding to the number of rounds of “ROUND10” is displayed on the screen, and the big hit game is being played. A unique effect image is displayed. In addition, the effect symbol (number “2”) as the “remaining eye” is continuously displayed at the lower right corner position of the screen.

[At the end of a major role]
(C) in FIG. 57: At the timing when the big hit game is finished, the big end finish effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

[Director during big role]
FIG. 58 is a continuous diagram partially showing an example of a big-bill effect performed during a big hit game when “16 round probability variation symbol 7” corresponds to the time shortening state. This big role production is executed, for example, when a success production is executed in the above promotion chance production.

[1 round]
FIG. 58 (A): When the first round of the big hit game is started, the big role effect of the content corresponding to the progress status of the game “big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen. In addition, an effect symbol corresponding to the current winning symbol (here, the number “7”) is displayed at the lower right corner of the screen. Thus, by continuously displaying the winning symbol (so-called “remaining eye”) even during the big hit game, it is possible to continuously instruct the player of the information “winning with the seven effect symbols”. In addition, in the lower left area of the display screen, the word “Japanese-style bonus” is displayed, and the image of “Cherry blossoms”, “Hanglets”, and “One wheel” is displayed around the screen to emphasize the Japanese motif. Is done. With such an effect, it is possible to convey to the player that the current big hit is a big hit that can secure the maximum number of balls.

  In addition, an arrow symbol indicating the right portion in the game area 8a is displayed in the upper right portion of the screen of the liquid crystal display 42 together with the character information “right-handed”. In the present embodiment, in the non-time shortening state or the time shortening state, the left-handed game is executed to advance the game. However, in the case of “16 round probability variable symbol 7”, the second variable winning device 31 operates. Therefore, such a launch position designation effect is executed. Then, by executing such an effect, it is possible to prompt the player to “right-hand” and to be aware that a winning accompanying the opening operation of the second variable winning device 31 occurs.

[16 rounds]
In FIG. 58 (B): After this, the jackpot game proceeds smoothly, and when the final 16 rounds are reached, the character information corresponding to the number of rounds of “ROUND16” is displayed on the screen and the jackpot game is being played. A unique effect image is displayed. Further, the effect symbol (the number “7”) as the “remaining eye” is continuously displayed at the lower right corner position of the screen.

[At the end of a major role]
In FIG. 58 (C): At the timing when the big hit game is ended, the big end effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

[Next-party opponent introduction effect (first effect example)]
59 and 60 are continuous diagrams partially showing a first effect example of the next opponent introduction effect.
This first effect example is an effect that is executed during the big hit game after the winning effect is executed eight times in a battle effect that is executed in a time shortening state such as the fireworks mode or the coast mode. Here, “continuous” means that the defeat effect is once executed and the win effect is continuously executed even when the win effect is executed in the subsequent coast mode (the same applies hereinafter). Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 59, (A): When the first round of the 16-round big hit game is started, the big role effect of the content corresponding to the progress status of the game is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen.

[14 rounds]
In FIG. 59 (B): After that, when the big hit game progresses smoothly and shifts to the 14th round, the character information corresponding to the number of rounds of “ROUND14” is displayed on the screen, and the next opponent introduction effect. Is executed. Specifically, character information “next opponent” is displayed in the center of the screen.

[15 rounds]
(C) in FIG. 59: After that, when the big hit game proceeds smoothly and shifts to the 15th round, the character information corresponding to the number of rounds of “ROUND15” is displayed on the screen, and the next opponent introduction effect Is executed continuously. Specifically, an effect in which the fourth enemy character (monster ghost) appears in the center of the screen is executed.

[16 rounds]
In FIG. 60 (D): After that, when the big hit game proceeds smoothly and moves to the final 16 rounds, the character information corresponding to the number of rounds of “ROUND16” is displayed on the screen and the next opponent Introductory production is continuously executed. Specifically, an effect is produced in which the fourth enemy character (a monster's ghost) utters the line “Let me say hello”. Then, through such a next opponent introduction effect, it can be communicated to the player that the next opponent will be the fourth enemy character (monster ghost). If the jackpot after the winning effects are executed eight times in succession is the 10-round jackpot, the next opponent introduction effect is executed between the 8th and 10th rounds.

[At the end of a major role]
In FIG. 60, (E): At the timing when the big hit game is finished, the big end effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

  In FIG. 60 (F): After the effect of introducing the 4th enemy character (monster ghost) is executed, the next opponent in the fireworks mode will be the 4th enemy character, so the winning variation of the special symbol Occasionally, an effect is played in which the fourth enemy character and the ally character battle each other.

[Next Opponent Introducing Direction (Second Example)]
61 and 62 are continuous diagrams partially showing a second effect example of the next opponent introduction effect.
This second effect example is an effect that is executed during a jackpot game after a winning effect is executed 9 times or 10 times continuously in a battle effect executed in a time-saving state such as a fireworks mode or a coast mode. It becomes. Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 61, (A): When the first round of the 16-round jackpot game is started, the big-game effect of the content corresponding to the progress status of the game, “Big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen.

[14 rounds]
In FIG. 61 (B): After that, when the big hit game proceeds smoothly and shifts to the 14th round, the character information corresponding to the number of rounds of “ROUND14” is displayed on the screen, and the next opponent introduction effect. Is executed. Specifically, character information “next opponent” is displayed in the center of the screen.

[15 rounds]
In FIG. 61 (C): After that, when the big hit game progresses smoothly and shifts to the 15th round, the character information corresponding to the number of rounds of “ROUND15” is displayed on the screen, and the next opponent introduction effect. Is executed continuously. Specifically, an effect is performed in which the fifth enemy character (a female character wearing karate clothes) appears in the center of the screen.

[16 rounds]
In FIG. 62 (D): After that, when the big hit game progresses smoothly and moves to the final 16 rounds, the character information corresponding to the number of rounds of “ROUND16” is displayed on the screen and the next opponent Introductory production is continuously executed. Specifically, an effect is produced in which the fifth enemy character (a female character wearing karate clothes) utters the line “Ayer”. And through such next time opponent introduction effect, it can be communicated to the player that the next opponent will be the fifth enemy character (female character wearing karate clothes). In addition, when the big hit after the winning effect is executed 9 times or 10 times continuously is the 10th round big hit, the next opponent introduction effect is executed between the 8th and 10th rounds.

[At the end of a major role]
In FIG. 62 (E): At the timing when the big hit game is ended, the big end effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

  In FIG. 62 (F): After the introduction of the fifth enemy character (female character wearing karate clothes) is executed, the next opponent in fireworks mode will be the fifth enemy character. When the symbol wins and fluctuates, an effect is played in which the fifth enemy character and the ally character battle each other.

[Next Opponent Introductory Production (Third Production Example)]
63 and 64 are continuous views partially showing a third example of the next opponent introduction effect.
This third effect example is an effect that is executed during the jackpot game after the win effect is executed 11 times continuously in the battle effect that is executed in the time reduction state such as the fireworks mode or the coast mode. Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 63, (A): When the first round of the 16-round jackpot game is started, the big-game effect of the content corresponding to the progress of the game, “Big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen.

[11 rounds]
In FIG. 63 (B): After that, when the big hit game proceeds smoothly and shifts to the 11th round, the character information corresponding to the number of rounds of “ROUND11” is displayed on the screen, and the next opponent introduction effect Is executed. Specifically, character information “next opponent” is displayed in the center of the screen.

  Here, regarding the third production example, since the sixth enemy character (pumpkin ghost) that will be the final opponent appears for the first time, the sixth enemy character is introduced to the player with a longer production scale. Therefore, the next opponent introduction effect is executed from the 11th round, which is earlier than the first effect example and the second effect example.

  The 6th enemy character that will be the final opponent will also appear in the 13th and 14th battles, but the next opponent introduction effect that is executed before that is already completed for the first time. Therefore, similarly to the first effect example and the second effect example, the next opponent introduction effect is executed from the 14th round.

[12 rounds]
In FIG. 63 (C): After that, when the big hit game proceeds smoothly and shifts to the 12th round, the character information corresponding to the number of rounds of “ROUND12” is displayed on the screen, and the next opponent introduction effect. Is executed continuously. Specifically, an effect in which the sixth enemy character (pumpkin ghost) appears in the center of the screen is executed.

[16 rounds]
In FIG. 64 (D): After that, when the big hit game progresses smoothly and moves to the final 16 rounds, the character information corresponding to the number of rounds of “ROUND16” is displayed on the screen and the next opponent Introductory production is continuously executed. Specifically, an effect is produced in which the sixth enemy character (pumpkin ghost) utters the line “Can I win?”. Then, through such next-time opponent introduction effect, it can be communicated to the player that the next opponent will be the sixth enemy character (pumpkin ghost). In addition, when the jackpot after the winning effect is executed 11 times continuously is the 10th round jackpot, the next opponent introduction effect is executed between 5 and 10 rounds. Further, when the big hit after the victory effect is executed 12 times or 13 times continuously is the 10th round big hit, the next opponent introduction effect is executed between the 8th and 10th rounds.

[At the end of a major role]
(E) in FIG. 64: At the timing when the big hit game is finished, the big end ending effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

  In FIG. 64 (F): After the introduction of the 6th enemy character (pumpkin ghost) is executed, the next opponent in fireworks mode will be the 6th enemy character, so the special symbol wins change Sometimes the 6th enemy character and teammate character play against each other.

[Last match production]
FIG. 65 to FIG. 67 are continuous diagrams showing examples of effects of the final battle effect executed in the time shortening state.
This final battle effect is executed as a variable display effect at the time of winning the 14th game after the win effect is executed 13 times continuously in the battle effect executed in the time reduction state such as the fireworks mode and the coast mode. It becomes a battle production. Hereinafter, the flow of production will be described in order.

  In FIG. 65, (A): In the state of “fireworks mode”, the effect symbols are displayed in a variable manner. In the example shown in the drawing, a background image expressing “a scene where a female character is watching fireworks” is displayed together with “a scene where fireworks are launched in the night sky”. In addition, a fourth symbol Z1 corresponding to the first special symbol and a fourth symbol Z2 corresponding to the second special symbol are displayed on the upper right of the screen of the liquid crystal display 42. Here, the fourth symbol Z2 varies. It is displayed.

  In FIG. 65 (B): For example, an effect in which a female character utters the line “Last game!” Is executed. By executing such an effect, it is possible to give the player the impression that “the final battle effect will start from now on”. In addition, from this point of time, in order to display the effect of making the ally character and the enemy character play against each other on the screen, the effect display effect is executed in a state where the effect symbol is reduced at the upper left corner position of the screen (“1”). -"Fluctuating"-"Fluctuating").

  65 (C): A pumpkin ghost character (6th enemy character) appears on the left side of the screen, a female character (ally character) appears on the right side of the screen, and the character “VS” appears in the center of the screen. An effect in which an image appears is performed. Thereby, it can be taught to the player that a battle reach effect will be started. It should be noted that a reach state has occurred in the effect symbol that is variably displayed on the upper left of the screen ("1"-"fluctuating"-"1").

  In FIG. 66 (D): After that, the battle reach effect is specifically advanced. In the example shown in the figure, an effect is given in which the ghost of pumpkin goes toward the female character while sticking out his tongue. Then, there will be a performance in which the female character runs away with surprise and disappears to the right side of the screen.

  In FIG. 66, (E): This time, the female character performs a deadly stance, and an effect in which a flame (aura) appears from the female character's body is performed. At this point, the expectation of the big hit can be raised or lowered by changing the color or size of the flame.

  In FIG. 66 (F): The female character and the ghost of the pumpkin face each other, and an effect that the female character arranges the posture is executed.

[Attack production]
In FIG. 67 (G): Subsequently, an effect in which a shock wave is emitted from the palm of the female character is executed. If you can defeat the pumpkin ghost in this state, you win.

[At the time of winning four rounds of big hit]
In FIG. 67 (H): If the fluctuation of the special symbol corresponds to the big hit of 4 rounds (“4 round normal symbol 1, 2” or “4 round probability variation symbol”), the pumpkin ghost will avoid the shock wave Production is performed.

  In FIG. 67 (I): When the pumpkin ghost is displayed with the characters “defeated ...” and the female character is displayed with a small size, 4 rounds big hit (“4 rounds normal symbols 1 and 2” or “4 rounds” The probability variation symbol)) is transmitted to the player. Then, at the upper left corner position of the screen, the effect symbol is stopped and displayed in a state where the effect symbol is reduced ("1"-"2"-"1").

  67 (J): In this case, a stop display effect as an effect symbol is performed in synchronization with the special symbol stop display. The stop display effect of the effect symbol is performed, for example, in a state where the left, middle and right effect symbols are restored to their initial sizes. The fourth symbol Z2 is actually stopped and displayed in a mode (for example, light blue display color or pink display color) corresponding to the big hit of 4 rounds (“4 round normal symbol 1 or 2” or “4 round probability variation symbol”). Is done.

[Fireworks mode end effect]
Then, at the bottom of the screen, the text information of “End of fireworks mode ..” is displayed, and the player is notified that the firework mode is ended. Then, four rounds of high-speed opening are executed during the fireworks mode end effect. After the end of the fireworks mode end effect, the player enters the coast mode, which is a low probability or high probability time shortening state.

[When winning 10 rounds or 16 rounds]
In FIG. 67 (K): On the other hand, if the change in the special symbol corresponds to 10 or 16 round big hits, a shock wave will hit the pumpkin ghost, which will cause an explosion and make the pumpkin ghost far away. A production that is skipped is executed.

  In FIG. 67 (L): When the female character is displayed large together with the characters “Victory!” And the pumpkin ghost is displayed small, it is transmitted to the player that it is a big hit (winning). At the upper left corner of the screen, the stop display effect is executed with the effect symbol reduced (“1”-“1”-“1”). However, all of the three production symbols are displayed swinging from side to side, and the variation of the production symbols is not completely stopped.

[Key spout production]
Here, the pumpkin ghost that becomes the final opponent will be a continuous battle in the 12th, 13th, and 14th battles, but it will not spit out the “key” during the 12th and 13th battles. . On the other hand, a key spout effect that spouts “keys” is executed at the time of a win effect in the 14th game. This “key” will be an item used in the next ending effect.

  67 (M): The effect symbols are returned to the state where the left, middle, and right effect symbols are restored to their initial sizes. However, all of the three production symbols are displayed swinging from side to side, and the variation of the production symbols is not completely stopped. At this time, the special symbol is in a changing state, and the fourth symbol Z2 is also in a changing state.

  After that, the promotion chance effect described above is executed, and either a big hit of 10 rounds or a big hit of 16 rounds is won, and then an ending bonus effect is executed.

[Ending bonus production]
68 to 71 are continuous diagrams partially showing examples of effects of the ending bonus effect.
This ending bonus effect is an effect that is executed during a big hit game after 14 consecutive victory effects are executed in a battle effect that is executed in a time-saving state such as the fireworks mode or the coast mode. Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 68, (A): When the first round of the 16-round big hit game is started, the big role effect of the content corresponding to the progress status of the game is being executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen. In addition, characters “ENDING BONUS” are displayed in the lower area of the display screen, and an image of “CASTLE” is displayed in the center of the display screen.

[2 rounds]
In FIG. 68 (B): Thereafter, when the big hit game proceeds smoothly and shifts to two rounds, character information corresponding to the number of rounds of “ROUND2” is displayed on the screen. In the example shown in the figure, the appearance of the castle is displayed, and an effect is performed in which a female character walks along the road following the castle.

[3 rounds]
In FIG. 68 (C): Thereafter, when the jackpot game proceeds smoothly and the game proceeds to 3 rounds, character information corresponding to the number of rounds of “ROUND3” is displayed on the screen. In the illustrated example, the closed door moves to the back side of the display screen, and an effect is performed in which the door at the entrance of the castle is greatly opened.

[4 rounds]
In FIG. 69 (D): Thereafter, when the big hit game proceeds smoothly and shifts to four rounds, character information corresponding to the number of rounds of “ROUND4” is displayed in the screen. In the example shown in the figure, an effect is performed in which a female character's pet dog is trapped in a locked jail.

[5 rounds]
In FIG. 69 (E): Thereafter, when the big hit game proceeds smoothly and shifts to 5 rounds, character information corresponding to the number of rounds of “ROUND5” is displayed in the screen. In the illustrated example, an effect is performed in which a female character recalls that a pumpkin ghost spit out a “key”.

[6 rounds]
In FIG. 69 (F): Thereafter, when the big hit game proceeds smoothly and shifts to 6 rounds, character information corresponding to the number of rounds of “ROUND6” is displayed in the screen. In the example shown in the figure, an effect is performed in which a female character takes out a “key” acquired from a pumpkin ghost.

[7 rounds]
In FIG. 70 (G): Thereafter, when the big hit game proceeds smoothly and shifts to 7 rounds, character information corresponding to the number of rounds of “ROUND7” is displayed in the screen. In the example shown in the figure, the female character unlocks the prison using the `` key '' acquired from the pumpkin ghost, and the female character's pet dog jumps out while shaking its tail. .

[8 rounds]
In FIG. 70 (H): Thereafter, when the jackpot game proceeds smoothly and shifts to 8 rounds, character information corresponding to the number of rounds of “ROUND8” is displayed on the screen. In the illustrated example, the female character and the female dog of the female character are displayed side by side, and character information of “Congratulation” congratulating the rescue of the domestic dog is displayed at the bottom of the screen. Then, the ending effect ends at the 8th round. Even in the case of a big hit of 10 rounds, an ending bonus effect is executed between 1 round and 8 rounds.

[9 rounds]
In FIG. 70 (I): Thereafter, when the jackpot game proceeds smoothly and shifts to 9 rounds, character information corresponding to the number of rounds of “ROUND9” is displayed on the screen. Since the above ending effect ends in the eighth round, a normal Japanese-style bonus effect is executed after the ninth round.

[10 rounds]
In FIG. 71 (J): Thereafter, when the jackpot game proceeds smoothly and shifts to 10 rounds, character information corresponding to the number of rounds of “ROUND10” is displayed in the screen. Also here, a normal Japanese-style bonus effect is executed.

[16 rounds]
In FIG. 71 (K): Thereafter, when the jackpot game proceeds smoothly and shifts to 16 rounds, character information corresponding to the number of rounds of “ROUND16” is displayed on the screen. Also here, a normal Japanese-style bonus effect is executed.

[At the end of a major role]
In FIG. 71 (L): At the timing when the big hit game is finished, the big end ending effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

[Directed by Renso in Memory]
72 to 75 are continuous diagrams partially showing an example of the effect of the in-memory recreational performance.
In the present embodiment, the in-memory rendezvous effect corresponds to “16-round probability variation symbol 7”, and there is a lottery element corresponding to the big hit of “16-round probability variation symbol 7” in the memory of the second special symbol at that time. It is an effect that can be executed when Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 72 (A): When the first round of the 16th round big hit game is started, the big role effect of the content corresponding to the game progress status of “big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, since the first round of the 16 round jackpot game has just started, the count display is “00”.

[3 rounds]
In FIG. 72 (B): After that, when the big hit game progresses smoothly and shifts to three rounds, the character information corresponding to the number of rounds of “ROUND3” is displayed on the screen, and it is unique to the big hit game. The effect image is displayed.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, since the third round of the 16-round big hit game has been reached, the count display is “09”, so that nine game balls have entered the normal winning opening 24 so far. It is expressed.

[5 rounds]
In FIG. 72 (C): After that, when the big hit game progresses smoothly and shifts to 5 rounds, the character information corresponding to the number of rounds of “ROUND5” is displayed on the screen, and it is unique to the big hit game. The effect image is displayed.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, since the fifth round of the 16-round big hit game has been reached, the count display is “11”, and 11 game balls have entered the normal winning opening 24 so far. It is expressed.

[1st chance lamp lighting effect]
Then, the first chance lamp lighting effect is executed when the count display reaches “11” which is the number of times of execution. The first chance lamp lighting effect is executed by lighting an LED built in the first chance lamp 300. Here, the fact that the first chance lamp 300 is lit means that the in-memory ranger in the “10-round probability variation symbol 7” or “16-round probability variation symbol 7” is determined.

[Blackout production]
In FIG. 73 (D): And, when the in-memory ranger in “16 round probability variation symbol 7” is confirmed, when a predetermined time (about 10 seconds) elapses after the first chance lamp 300 is turned on, A blackout effect is performed as if the power of the liquid crystal screen has been turned off. In addition, after the blackout effect is executed, the display of the character information corresponding to the number of rounds is deleted.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, the count display is “13”, which represents that 13 game balls have been entered into the normal winning opening 24 so far.

[Dog bonus production]
In FIG. 73 (E): The character information “Dog Bonus” is displayed on the screen, and the player is informed that the in-memory villa in “16 round probability variation 7” has been confirmed. .

[Second chance lamp lighting effect]
At this time, the second chance lamp lighting effect is executed. The second chance lamp lighting effect is executed by lighting an LED built in the second chance lamp 400. Here, the fact that the second chance lamp 400 is turned on means that the in-memory extended villa is determined at “16 round probability variation symbol 7”.

[Start of special continuous production]
(F) in FIG. 73: From this point of time, the special continuous performance is executed until the 16th round big hit game at the second “16 round probability variation 7” is completed. In the illustrated example, a female character unique to the dog bonus appears, and an effect is displayed in which a dog image is displayed around the female character. Specifically, with the scene of praying with both hands together, there is a performance where a dog is taking a walk around it. When the special continuous effect is started, the first chance lamp 300 and the second chance lamp 400 are turned off.

  In FIG. 74 (G): the special continuous effect is continuously executed.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, the count display is “50”, which represents that 50 game balls have been entered into the normal winning opening 24 so far. At this point, the first 16 round big hit has been completed. However, the big hit end effect is not executed, and the special continuous effect is continuously executed.

  In Fig. 74 (H): If the first big hit corresponds to "16 round probability variation 7", the first non-winning fluctuation after the big hit game is set to an extremely short fluctuation time, all Is immediately stopped and displayed ("1"-"2"-"4").

  In addition, the special continuous production continues to be executed. Furthermore, the character information of “right-handed” that has been displayed on the upper right of the screen until now is deleted because the big hit game has ended.

In Fig. 74 (I): If the first big hit corresponds to "16 round probability variation 7", the second non-winning change after the big hit game is set to an extremely short change time. The effect design is immediately stopped and displayed ("2"-"5"-"6").
In addition, the special continuous production continues to be executed.

In FIG. 75 (J): Here, it is assumed that the third hit after the jackpot game ends corresponds to the jackpot of “16 round probability variation 7” again. In this case, the change this time is a change in the win, but the 3rd win change after the big hit game when the big hit of “16 round probability variation symbol 7” is passed is set to an extremely short change time. Is immediately stopped and displayed ("7"-"7"-"7").
In addition, the special continuous production continues to be executed.

  In FIG. 75 (K): From here, the second 16-round jackpot game is started. In addition, the special continuous production continues to be executed. Also, the display of the “right-handed” character information is resumed at the upper right of the screen.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, the count display is “54”, which represents that 54 game balls have entered the normal winning opening 24 so far.

[16 rounds]
In FIG. 75 (L): After that, when the jackpot game is proceeding smoothly, and the final 16 rounds of the second 16 round jackpot game are entered, the character information of “last round” is displayed on the screen. An effect is performed in which a female character who has closed her eyes until now opens her eyes. As a result, the player can know that the second 16-round jackpot game has ended.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, the count display is “87”, which represents that 87 game balls have entered the normal winning opening 24 through two 16-round big hit games.

  In this way, in this effect example, since it is a premise for executing the dog bonus effect that the count number in the effect display device 200 reaches the number of execution triggers, A goal of increasing the number of counts on the display device 200 can be given, and a new game can be exhibited during the big hit game.

[Directed by Renso in Memory]
FIG.76 and FIG.77 is a continuous diagram partially showing an example of the effect when forcibly starting the in-memory extended resort effect. Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 76, (A): When the first round of the 16th round big hit game is started, the big role effect of the content corresponding to the progress status of the game “during big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, since the first round of the 16 round jackpot game has just started, the count display is “00”.

[11 rounds]
In FIG. 76 (B): After that, when the big hit game progresses smoothly and shifts to the 11th round, the character information corresponding to the number of rounds of “ROUND11” is displayed on the screen and is unique to the big hit game. The effect image is displayed.

[Counting production]
In addition, in the effect display device 200, a count effect is performed in which the number of game balls that have entered the normal winning opening 24 during the big hit game is counted. In the example shown in the figure, since the 11th round of the 16-round big hit game has been reached, the count display is “34”, and 34 game balls have entered the normal winning opening 24 so far. It is expressed.

  Here, in this production example, it is assumed that the number of times of execution of the in-store rendezvous production is set to “44” by lottery. In this case, the number of game balls that have entered the normal winning opening 24 has not reached the number of execution triggers, so the in-memory reaming effect is not executed in rounds 1 to 11.

[12 rounds]
In FIG. 76 (C): After that, when the big hit game proceeds smoothly and shifts to the 12th round, the character information corresponding to the number of rounds of “ROUND12” is displayed on the screen and is unique to the big hit game. The effect image is displayed.

[1st chance lamp lighting effect]
And even if the count display has not reached the number of execution triggers, if the conditions of the in-memory game are fulfilled, the first chance lamp lighting effect is triggered by reaching the 12th round of the 16-round big hit game Is executed. The first chance lamp lighting effect is executed by lighting an LED built in the first chance lamp 300. Here, the fact that the first chance lamp 300 is lit means that the in-memory ranger in the “10-round probability variation symbol 7” or “16-round probability variation symbol 7” is determined.

[Blackout production]
In FIG. 77 (D): And, when the in-memory ranger in “16-round probability variation 7” has been confirmed, when a predetermined time (about 10 seconds) elapses after the first chance lamp 300 is turned on, A blackout effect is performed as if the power of the liquid crystal screen has been turned off. In addition, after the blackout effect is executed, the display of the character information corresponding to the number of rounds is deleted.

[Dog bonus production]
In FIG. 77 (E): Then, the character information “Dog Bonus” is displayed on the screen, and the player is informed that the in-memory villa in “16 round probability variation 7” has been confirmed. .

[Second chance lamp lighting effect]
At this time, the second chance lamp lighting effect is executed. The second chance lamp lighting effect is executed by lighting an LED built in the second chance lamp 400. Here, the fact that the second chance lamp 400 is turned on means that the in-memory extended villa is determined at “16 round probability variation symbol 7”.

[Start of special continuous production]
In FIG. 77 (F): From this point of time, the special continuous effect is executed until the 16th round big hit game in the second “16 round probability variation 7” is completed. In the illustrated example, a female character unique to the dog bonus appears, and an effect is displayed in which a dog image is displayed around the female character. Specifically, with the scene of praying with both hands together, there is a performance where a dog is taking a walk around it. When the special continuous effect is started, the first chance lamp 300 and the second chance lamp 400 are turned off. Thereafter, the above-described dog bonus effect is executed.

[Directed by Renso in Memory]
78 to 81 are continuous diagrams partially showing other examples of effects in the in-memory extension.
The previously described in-memory recreational production has been described as an example in which a count-up production is executed by the production display device 200 and a dog bonus production is executed when the numerical value of the count reaches a specific value. The effect example is an effect example in which a pseudo lottery is performed on the effect display device 200, and a dog bonus effect is executed when winning in the lottery. Hereinafter, the flow of production will be described in order.

[1 round]
In FIG. 78, (A): When the first round of the 16th round big hit game is started, the big role effect of the content corresponding to the progress status of the game “big hit” is executed. In the role-playing effect, for example, character information corresponding to the number of rounds “ROUND1” is displayed on the screen.

[Variable display effects]
In addition, in the display device for effect 200, a variable display effect for effects is executed every time a game ball enters the normal winning opening 24 during the big hit game. In the example shown in the drawing, the first round of the 16-round big hit game has just started, so no game balls have entered the normal winning opening 24. For this reason, the design for presentation is stopped and displayed in a display mode (lighting display of the central bar “−”) indicating the dislocation.

[3 rounds]
In FIG. 78 (B): After this, the jackpot game has progressed smoothly, and when it shifts to 3 rounds, the character information corresponding to the number of rounds of “ROUND3” is displayed on the screen, and it is unique to the jackpot game. The effect image is displayed. Here, it is assumed that a game ball has entered the normal winning opening 24.

[Variable display effects]
In FIG. 78 (C): When a game ball enters the normal winning opening 24, a variable display effect for the effect is performed. In the illustrated example, an effect of moving a small circle up and down by the 7-segment LED of the effect display device 200 is executed.

[Continuation of variable display effects]
In FIG. 79 (D): The variable display effect is continued for a predetermined variable time (for example, about 5 seconds).

[End of variable display effect]
(E) in FIG. 79: When the predetermined fluctuation time ends, the fluctuation display effect ends. In the example shown in the figure, the effect design is stopped and displayed in a display mode (lighting display of the central bar “-”) indicating a loss.

[5 rounds]
In FIG. 79 (F): After that, when the big hit game progresses smoothly and shifts to 5 rounds, the character information corresponding to the number of rounds of “ROUND5” is displayed on the screen and is unique to the big hit game. The effect image is displayed. Here, it is assumed that a game ball has entered the normal winning opening 24.

[Variable display effects]
In FIG. 80 (G): When the game ball enters the normal winning opening 24, a variable display effect for the effect is performed. In the illustrated example, an effect of moving a small circle up and down by the 7-segment LED of the effect display device 200 is executed.

[Continuation of variable display effects]
In FIG. 80 (H): The variable display effect is continued for a predetermined variable time (for example, about 5 seconds). Then, it is assumed that the change in the design symbol for the production corresponds to the winning.

[1st chance lamp lighting effect]
If it does so, the 1st chance lamp lighting effect will be performed during the change of the symbol for effects. The first chance lamp lighting effect is executed by lighting an LED built in the first chance lamp 300. Here, the fact that the first chance lamp 300 is lit means that the in-memory ranger in the “10-round probability variation symbol 7” or “16-round probability variation symbol 7” is determined.

[End of variable display effect]
In FIG. 80 (I): When the predetermined fluctuation time ends, the fluctuation display effect ends. In the example shown in the figure, the effect design is stopped and displayed in a display mode (“77”) indicating winning).

[Second chance lamp lighting effect]
At this time, the second chance lamp lighting effect is executed. The second chance lamp lighting effect is executed by lighting an LED built in the second chance lamp 400. Here, the fact that the second chance lamp 400 is turned on means that the in-memory extended villa is determined at “16 round probability variation symbol 7”.

[Blackout production]
In FIG. 81 (J): And when the in-memory ranger in “16-round probability variation symbol 7” is confirmed, when a predetermined time (about 10 seconds) elapses after the second chance lamp 400 is turned on, A blackout effect is performed as if the power of the liquid crystal screen has been turned off. In addition, after the blackout effect is executed, the display of the character information corresponding to the number of rounds is deleted.

[Dog bonus production]
In FIG. 81 (K): The character information “Dog bonus” is displayed on the screen, and the player is informed that the in-memory villa in “16 round probability variation 7” has been confirmed. .

[Start of special continuous production]
In FIG. 81 (L): From this point of time, the special continuous effect is executed until the 16th round big hit game at the second “16 round probability variation 7” is completed. In the illustrated example, a female character unique to the dog bonus appears, and an effect is displayed in which a dog image is displayed around the female character. Specifically, with the scene of praying with both hands together, there is a performance where a dog is taking a walk around it. When the special continuous effect is started, the first chance lamp 300 and the second chance lamp 400 are turned off. Thereafter, the above-described dog bonus effect is executed.

  In this way, according to the present effect example, the effect display device 200 can display the effect symbols in a variable manner, thereby executing a pseudo lottery effect during the big hit game. For this reason, it is possible to give the player a feeling as if a recreational area in the memory has occurred in the pseudo lottery effect.

  Moreover, in this production example, every time a game ball is detected, the design for display is variably displayed on the display device 200 for production. A feeling as if it is coming can be given, and the willingness to enter the game ball into the normal winning opening 24 can be improved.

[Introducing next opponent while directing in memory Renso]
FIG. 82 and FIG. 83 are continuous views partially showing an example of the effect when the next opponent introduction effect is executed during the in-memory recreational effect. When the next opponent introduction effect is executed during the execution of the in-memory rendezvous effect, the following effect example is obtained.

[12 rounds for the second round of 16 rounds]
82 (A): In the 12th round of the second 16-round jackpot game, the in-memory Renso effect (special continuous effect) is executed. However, character information corresponding to the number of rounds is not displayed in the screen.

[13 rounds for the second round of 16 rounds]
82 (B): In the 13th round of the second 16-round jackpot game, the in-memory reaming effect is continuously executed.

[14 rounds for the second round of 16 rounds]
82 (C): The next opponent introduction effect is executed in the 14th round of the second 16-round jackpot game. Specifically, character information “next opponent” is displayed in the center of the screen.

[15 rounds for the second round of 16 rounds]
83 (D): The next opponent introduction effect is continuously executed in the 15th round of the second 16-round jackpot game. Specifically, an effect in which the fourth enemy character (monster ghost) appears in the center of the screen is executed.

[16 rounds for the second round of 16 rounds]
In FIG. 83 (E): In the 16th round of the second 16-round jackpot game, the next opponent introduction effect is continuously executed. Specifically, an effect is produced in which the fourth enemy character (a monster's ghost) utters the line “Let me say hello”.

[At the end of a major role]
In FIG. 83 (F): At the timing when the big hit game is ended, the big end effect of the content teaching the internal state to be transferred thereafter is executed. In this example, for example, character information “Fireworks mode has entered!” Is displayed on the screen. By executing such a big game end effect, the player can be instructed to shift to the “fireworks mode” as a privilege after the big hit game ends.

[Example of coast mode production]
FIG. 84 is a continuous diagram illustrating an example of the coast mode effect. The coast mode is a mode that is shifted when a defeat effect is executed in the fireworks mode, for example, and is in a low probability time shortened state or a high probability time shortened state. Hereinafter, the flow of production will be described in order.

  In FIG. 84 (A): For example, after the end of the 4-round big hit game, the first variation display is performed, so that the variation display of the effect symbol is performed in the “coast mode” state. The background image of the coast mode is a background image with motifs of images such as “sand beach”, “sea”, and “mountain” in order to express the healing impression that is the concept of the coast mode. Further, the fourth symbol Z2 is variably displayed at the lower part of the screen of the liquid crystal display 42.

  In FIG. 84 (B): Since the current change (during non-winning) has ended, all the effect symbols are stopped and displayed ("1"-"1"-"5"). Further, the fourth symbol Z2 is stopped and displayed in a non-winning manner (for example, white display color).

  (C) in FIG. 84: The next fluctuation is started. When the coast mode is in a low probability time shortening state, the winning result is not obtained and the special symbol changes 50 times or 100 times, and then the coast mode is ended and the mode is changed to the normal mode. On the other hand, in the high probability time shortening state, if the special symbol fluctuates 100 times without obtaining the winning result, the coast mode ends and the mode shifts to the fireworks mode.

  Next, an example of a control method for specifically realizing the above effects will be described. The above-described variable display effect, reach effect, pre-reach notice effect, memory number display effect, big-time effect, etc. are all controlled through the following control process.

[Production control processing]
FIG. 85 is a flowchart showing an example of the procedure of the effect control process executed by the effect control CPU 126. This effect control process is executed, for example, in a timer interrupt process (interrupt management process) separately from a reset start (main) process (not shown). The effect control CPU 126 generates a timer interrupt at a predetermined interrupt cycle (for example, a period of several tens of μs to several ms) during execution of the reset start process, and executes the timer interrupt process.

  The effect control process includes command reception process (step S400), working memory effect management process (step S401), effect symbol management process (step S402), display output process (step S404), lamp driving process (step S406), and acoustic driving. This includes a subroutine group of processing (step S408), effect random number update processing (step S410), and other processing (step S412). Hereinafter, the basic flow of the effect control process will be described along each process.

  Step S400: In the command receiving process, the effect control CPU 126 receives an effect command transmitted from the main control CPU 72. The effect control CPU 126 analyzes the received commands and stores them in the command buffer area of the RAM 130 according to type. The command for the effect transmitted from the main control CPU 72 includes, for example, a special figure destination determination effect command, a (special symbol) effect command when the operating memory number increases, a (special symbol) effect command when the operating memory number decreases, a start port Winning sound control command, demonstration effect command, lottery result command, variation pattern command, variation start command, stop symbol command, symbol stop command, state designation command, round number command, error notification command, jackpot end effect command, number cut There are a counter value command, a change pattern destination determination command, a stop display time end command, a right normal winning entry game command, and the like.

  Step S401: In the operation memory effect management process, the effect control CPU 126 controls the execution of the above-described stored number display effect and the pre-reading notice effect using the markers M1 and M2. The contents of the working memory effect management process will be further described later with reference to another drawing.

  Step S402: In the effect symbol management process, the effect control CPU 126 controls the contents of the variable display effect and the stop display effect using the effect symbol, or at the time of the opening / closing operation of the first variable winning device 30 or the second variable winning device 31. Control the contents of the production. In this process, the effect control CPU 126 selects effect patterns of various notice effects (notice effect before reach occurrence, notice effect after reach, etc.). The contents of the effect symbol management process will be further described later with reference to another drawing.

  Step S404: In the display output process, the effect control CPU 126 controls the effect display control device 144 (display control CPU 146) with basic control information of the effect contents (for example, the number of working memories of each of the first special symbol and the second special symbol). , An operation memory effect pattern number, a prefetch notice effect pattern number, a change effect pattern number, a change notice effect number, a background pattern number, etc.). Thereby, the effect display control device 144 (the display control CPU 146 and the VDP 152) controls the display operation by the liquid crystal display 42 based on the instructed effect content (effect executing means).

  Step S406: In the lamp driving process, the effect control CPU 126 outputs a control signal to the lamp driving circuit 132. In response to this, the lamp driving circuit 132 drives (turns on or off, blinks, changes in luminance gradation, etc.) the various lamps 46 to 52 and the panel lamp 53 based on the control signal.

  Step S408: In the next sound drive process, the effect control CPU 126 sends the effect contents (for example, BGM, sound data, etc. during the variable display effect, during the reach effect, during the mode transition effect, during the jackpot effect) to the sound drive circuit 134. Instruct. Thereby, the sound according to the production content is output from the speakers 54, 55, and 56.

  Step S410: In the effect random number update process, the effect control CPU 126 updates various effect random numbers in the counter area of the RAM 130. The effect random number includes, for example, a random number used for selecting a notice and a random number used for a normal background change lottery (effect lottery).

  Step S412: In other processing, for example, the effect control CPU 126 outputs a control signal to the driving IC of the movable body 40g. The movable body 40g operates using the movable body motor 57 as a drive source, and produces an effect in synchronization with the display of an image by the liquid crystal display 42 or independently.

  Through the above-described effect control process, the effect control CPU 126 can comprehensively control the effect contents in the pachinko machine 1. Next, the contents of the action memory effect management process executed in the effect control process will be described.

[Working memory production management process]
FIG. 86 is a flowchart showing an example of the procedure of the working memory effect management process. Hereinafter, the contents will be described along a procedure example.

  Step S700: First, the effect control CPU 126 confirms whether or not the effect command at the time of increasing the number of working memories has been received from the main control CPU 72. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130, and confirms whether or not the effect command at the time when the number of working memories increases is stored. When it is confirmed that the production command when the number of working memories increases is saved (step S700: Yes), the production control CPU 126 executes step S702. When it is not possible to confirm that the production command when the number of working memories increases is saved (step S700: No), the production control CPU 126 does not execute step S702.

  Step S702: The effect control CPU 126 executes an effect selection process when the number of working memories increases. In this process, the effect control CPU 126 selects an effect for displaying the markers M1 and M2 corresponding to the first special symbol and the second special symbol.

  Step S704: The effect control CPU 126 confirms whether or not the effect command at the time when the number of working memories decreases is received from the main control CPU 72. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130 and confirms whether or not the effect command when the number of working memories is reduced is stored. When it is confirmed that the production command when the number of working memories decreases is saved (step S704: Yes), the production control CPU 126 executes step S706. If it is not possible to confirm that the effect command when the number of working memories is reduced is stored (step S704: No), the effect control CPU 126 does not execute step S706.

Step S706: The effect control CPU 126 executes effect selection processing when the number of working memories decreases. In this process, the effect control CPU 126 selects an effect of sliding the markers M1 and M2 corresponding to the first special symbol and the second special symbol.
When the above procedure is completed, the effect control CPU 126 returns to the effect control process (FIG. 85).

[Direction design management processing]
FIG. 87 is a flowchart showing an example of the procedure of effect symbol management processing. The effect symbol management process includes an execution selection process (step S500), an effect symbol change pre-process (step S502), an effect symbol change process (step S504), an effect symbol stop display process (step S506), and a variable winning device operation. This is a configuration including a subroutine group of processing (step S508). Hereinafter, the basic flow of the effect symbol management process will be described along each process.

  Step S500: In the execution selection process, the effect control CPU 126 selects the jump destination of the process to be executed next (any one of steps S502 to S508). For example, the effect control CPU 126 sets the program address of the process to be executed next as the jump destination address, and sets the end of the effect symbol management process in the “jump table” as the return address. Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the situation has not yet started the variation display effect, the effect control CPU 126 selects the effect symbol variation pre-processing (step S502) as the next jump destination. On the other hand, if the effect symbol variation pre-processing has already been completed, the effect control CPU 126 selects the effect symbol variation processing (step S504) as the next jump destination, and if the effect symbol variation in-process has been completed, As a jump destination, the effect symbol stop display in-progress process (step S506) is selected. Further, the variable winning device operating process (step S508) is selected as a jump destination only when the variable winning device management process (step S5000 in FIG. 21) is selected in the main control CPU 72. In this case, steps S502 to S506 are not executed.

  Step S502: In the effect symbol variation pre-processing, the effect control CPU 126 performs an operation of preparing conditions for starting the variable display effect using the effect symbol. In this process, the effect control CPU 126 selects the content of the reach effect according to various conditions (lottery result, winning type, variation pattern, etc.), or the effect pattern for the notice effect (the reach other than the pre-reading notice effect pattern). Pre-occurrence notice pattern, reach notice notice pattern, etc.). In addition, the production control CPU 126 also performs demonstration production control when the pachinko machine 1 is in a so-called customer waiting state. The specific processing content will be described later using another flowchart.

  Step S504: In the effect symbol changing process, the effect control CPU 126 generates control information instructing the effect display control device 144 (display control CPU 146) as necessary. For example, when performing an effect using the effect switching button 45 during execution of the variable display effect using the effect symbol, the effect control CPU 126 monitors whether or not the player has operated the effect button, and an effect corresponding to the result is displayed. The control information on the contents (button effect) is instructed to the display control CPU 146.

  Step S506: In the effect symbol stop display processing, the effect control CPU 126 controls the contents of the stop display effect using the effect symbols and moving images in a manner corresponding to the result of the internal lottery. That is, the effect control CPU 126 instructs the effect display control device 144 (display control CPU 146) to end the variable display effect and execute the stop display effect. In response to this, the effect display control device 144 (display control CPU 146) ends the variable display effect that has been actually executed in the display screen of the liquid crystal display 42, and executes the stop display effect. Thereby, the stop display effect is executed substantially in synchronization with the stop display of the special symbol, and the result of the internal lottery can be effectively taught (disclosure, notification, notification, etc.) to the player (design effect execution). means). However, in the present embodiment, at the time of a small hit, the stop display effect is executed in a manner similar to or approximated to a loss.

  Step S508: In the variable winning device operation process, the effect control CPU 126 controls the contents of the effect during the small hit or the big hit. In this processing, the effect control CPU 126 selects the contents of the prominent effect according to various conditions (for example, winning type). For example, in the case of 16 round big hits, the effect control CPU 126 selects a 16-round big role effect pattern as the effect contents to be displayed on the liquid crystal display 42, and instructs this to the effect display control device 144 (display control CPU 146). . As a result, the image of the prominent effect is displayed on the display screen of the liquid crystal display 42, and the effect contents change as the round progresses. The specific processing content will be described later using another flowchart.

[Preliminary design change processing]
FIG. 88 is a flowchart showing an example of the procedure of the effect symbol variation pre-processing. Hereinafter, it demonstrates along the example of a procedure.

  Step S600: The effect control CPU 126 confirms whether or not a demonstration effect command is received from the main control CPU 72. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130 and confirms whether or not a demonstration effect command is stored. As a result, when it is confirmed that the command for demonstration effect is stored (Yes), the effect control CPU 126 executes step S602.

  Step S602: The effect control CPU 126 executes a demo selection process. In this process, the effect control CPU 126 selects a demonstration effect pattern. The demonstration effect pattern defines the contents of the effect indicating that the pachinko machine 1 is in a so-called customer waiting state.

  When the above procedure is completed, the effect control CPU 126 returns to the last address of the effect symbol management process. Then, the effect control CPU 126 returns to the effect control process as it is, and controls the contents of the demonstration effect based on the demonstration effect pattern in the subsequent display output process (step S404 in FIG. 85) and lamp driving process (step S406 in FIG. 85). To do.

  On the other hand, if it is confirmed in step S600 that the demonstration effect command is not stored (No), the effect control CPU 126 next executes step S604.

  Step S604: The effect control CPU 126 confirms whether or not the current fluctuation is out of place (non-winning). Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130 and confirms whether or not a lottery result command at the time of non-winning is stored. As a result, when it is confirmed that the lottery result command at the time of non-winning is saved (Yes), the effect control CPU 126 executes step S612. On the other hand, when it is confirmed that the lottery result command at the time of non-winning is not saved (No), the effect control CPU 126 executes step S606. Note that whether or not the current variation is off can be confirmed based on a variation pattern command or a stop symbol command in addition to the lottery result command. In other words, if the current variation pattern command corresponds to the outlier normal variation or outlier reach variation, it can be determined that the current variation is outlier. Alternatively, if the current stop symbol command specifies a non-winning symbol, it can be determined that the current variation is out of sync.

  Step S606: If the lottery result command is other than non-winning (missing) (step S604: No), the effect control CPU 126 confirms whether or not the current fluctuation is a big hit. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130 and confirms whether or not the lottery result command at the time of the big hit is stored. As a result, when it is confirmed that the lottery result command at the time of big hit is stored (Yes), the effect control CPU 126 executes step S610. On the contrary, when it is confirmed that the lottery result command at the time of big hit is not stored (No), since only the lottery result command at the time of small hit is left, in this case, the effect control CPU 126 executes step S608. Whether or not the current variation is a big hit can also be confirmed based on a variation pattern command or a stop symbol command. That is, if the current variation pattern command corresponds to the big hit variation, it can be determined that the current variation is a big hit. If the current stop symbol command corresponds to the jackpot symbol, it can be determined that the current variation is a jackpot.

  Step S608: The effect control CPU 126 executes a small hit hour variation effect pattern selection process. In this process, the effect control CPU 126 determines the effect pattern number at that time based on the variation pattern command received from the main control CPU 72 (for example, “C0H00H” to “D0H7FH”). The effect pattern number is prepared in advance corresponding to the variation pattern command, and the effect control CPU 126 can select an effect pattern number corresponding to the variation pattern command at that time by referring to an effect pattern selection table (not shown). it can. The production pattern numbers may be prepared in pairs with the variation pattern commands, or a plurality of production pattern numbers may be prepared for one variation pattern command.

  When the effect pattern number is selected, the effect control CPU 126 refers to an effect table (not shown), changes the effect schedule (change time, reach type, and reach occurrence timing) corresponding to the change effect pattern number at that time, and stops. The display mode and the like are determined. Note that the types of effect symbols determined here correspond to the “combination of symbols at the time of a small hit”.

  The above procedure corresponds to the case of “small hit”, but when it corresponds to 10 round big hit or 16 round big hit, the production control CPU 126 confirms that it is “big hit” in step S606 (Yes). In this case, the effect control CPU 126 executes step S610.

  Step S610: The effect control CPU 126 executes a big hit hour fluctuation effect pattern selection process. In this process, the effect control CPU 126 determines the effect pattern number at that time based on the variation pattern command (for example, “E0H00H” to “F0H7FH”) received from the main control CPU 72. Note that, in the big hit effect pattern selection process, the process may be further branched for each big hit stop symbol. The specific processing contents will be further described later using another flowchart.

  In the case of non-winning, the following procedure is executed. In other words, when the effect control CPU 126 confirms that there is a shift in step S604 (Yes), it next executes step S612.

  Step S612: The effect control CPU 126 executes a deviation effect pattern selection process. In this process, the effect control CPU 126 determines the effect pattern number at the time of deviation based on the variation pattern command (for example, “A0H00H” to “A6H7FH”) received from the main control CPU 72. The effect pattern numbers at the time of losing are classified into “ordinary deviation fluctuation”, “short-time deviation fluctuation”, “outlier reach fluctuation”, and the like, and a fine reach fluctuation pattern is defined in “outlier reach fluctuation”. Note that which effect pattern number is selected by the effect control CPU 126 is determined by the variation pattern command transmitted from the main control CPU 72.

  When the effect pattern number at the time of detachment is selected, the effect control CPU 126 refers to an effect table (not shown), and the effect symbol change schedule corresponding to the change effect pattern number at that time (change time, presence / absence of reach, occurrence of reach) , Reach type and reach occurrence timing) and stop display mode (for example, “7”-“2”-“4”, etc.). The specific processing content will be further described later using another flowchart.

  When any one of the above steps S608, S610, and S612 is executed, the effect control CPU 126 next executes step S614.

  Step S614: The effect control CPU 126 executes a notice selection process (notice effect executing means). In this process, the effect control CPU 126 selects the content of the notice effect to be executed during the current variable display effect by lottery. The content of the notice effect is determined based on, for example, the result of internal lottery (winning or non-winning) and the current internal state (normal state, high probability state, time reduction state). As described above, the notice effect is for notifying the player of the possibility that the reach state will occur during the variable display effect, or for notifying that there is a possibility that it will eventually be a big hit. Therefore, the selection ratio of the notice effect is set to be low at the time of non-winning, but the selection ratio of the notice effect is set to be relatively high to increase the player's expectation at the time of winning. However, when executing a card acquisition effect or a result confirmation effect, it is preferable not to execute various notice effects.

  Step S616: The effect control CPU 126 executes a mode effect management process. In this process, the effect control CPU 126 executes a process of selecting a background image corresponding to the stay mode. Note that the details of the specific control will be described later using still another flowchart.

  When the above procedure is completed, the effect control CPU 126 returns to the effect symbol management process (end address). As a result, in the subsequent effect symbol variation processing (step S504 in FIG. 87), the variation display effect and the stop display effect are executed based on the actually selected variation effect pattern (effect execution means), and various A notice effect is executed based on the notice effect pattern. In addition, various stay mode effects are executed based on the background (stay) mode pattern selected here (effect execution means).

[Big hit variation pattern selection process]
FIG. 89 is a flowchart showing an example of the procedure of the big hit hour variation effect pattern selection process. Hereinafter, it demonstrates along the example of a procedure.

  Step S800: The effect control CPU 126 accesses the command buffer area of the RAM 130 and loads the variation pattern command. As a result, it is possible to confirm what type of jackpot variation pattern is the current variation.

  Step S802: The effect control CPU 126 confirms whether or not the loaded variation pattern is a variation pattern after reaching.

  As a result, when it is confirmed that the current variation pattern is the variation pattern after reach (Yes), the effect control CPU 126 executes step S806 and cannot confirm that the current variation pattern is the variation pattern after reach. In the case (No), the production control CPU 126 executes step S812.

  Step S806: The effect control CPU 126 executes a post-reach effect selection process. In this process, the effect control CPU 126 determines the effect pattern number at that time based on the variation pattern command received from the main control CPU 72. The type of effect symbol determined here constitutes the above “hit combination”. In this process, the effect control CPU 126 selects an effect pattern corresponding to a normal reach effect or a super reach effect according to the type of change pattern (long or short change time).

Step S812: The effect control CPU 126 executes an effect selection process for non-reach. In this process, the effect control CPU 126 determines the effect pattern number at that time based on the variation pattern command received from the main control CPU 72. The type of effect symbol determined here constitutes the above “hit combination”. In this process, the effect control CPU 126 selects an effect pattern that suddenly hits without executing the reach effect. For example, the process which selects the effect at the time of the winning design of the effect symbol shown to (J) in FIG. 75 is performed.
Then, when the process of step S806 or step S812 is completed, the effect control CPU 126 returns to the effect symbol variation pre-process (FIG. 88).

[Direction selection process after reach]
FIG. 90 is a flowchart showing an example of the procedure of the post-reach effect selection process. Hereinafter, it demonstrates along the example of a procedure.

  Step S814: The effect control CPU 126 confirms whether or not the current winning is a winning in the time shortening state. Whether the winning in the time shortening state can be confirmed by a state designation command or a variation pattern command.

  As a result, when it is confirmed that the current winning is the winning in the time shortening state (Yes), the effect control CPU 126 executes step S815 and cannot confirm that the current winning is the winning in the time shortening state. In the case (No), the production control CPU 126 executes step S816.

  Step S815: The effect control CPU 126 confirms whether or not the current winning is a “4-round symbol” winning. Specifically, the effect control CPU 126 can confirm the type of winning symbol by confirming the stop symbol command. The “4-round symbol” is any of “4-round normal symbol 1”, “4-round normal symbol 2”, or “4-round probability variable symbol”.

  As a result, when it is confirmed that the current winning is a winning of “4 round symbols” (Yes), the effect control CPU 126 executes step S818. On the other hand, when it is not possible to confirm that the current winning is a “4-round symbol” winning (No), the effect control CPU 126 executes step S817.

  Step S816: The effect control CPU 126 executes a non-time-short / medium reach effect selection process. Specifically, a process of selecting an effect pattern to be won through the reach effect shown in FIG.

  Step S817: The effect control CPU 126 executes a winning use opponent selection process. Which opponent is selected is determined by the number of wins. Here, the “win count value” is a variable that holds the number of times the enemy character has been won in the battle effect in the fireworks mode or the coast mode, and is stored in the RAM 130. The initial value of the number of times of victory is “0”, which is incremented each time a battle reach victory effect pattern is selected, and reset when the coast mode ends.

Here, when the number of wins is “0” to “7”, it becomes the 8th game from the first game in the fireworks mode or the coast mode, so the first enemy character (panda character), the second enemy A character (a lantern ghost) and a third enemy character (an umbrella ghost) are randomly selected.
However, since the selection here is the selection of the opponent at the time of winning, the selection ratio of the first enemy character to be a strong character can be lowered and the selection ratio of the third enemy character to be a weak character can be increased. .

  Further, when the victory count value is “8”, the fourth enemy character (monster ghost) is selected because it is the ninth battle in the fireworks mode and the coast mode.

  Furthermore, when the number of wins is “9” or “10”, it becomes the 10th and 11th battles in the fireworks mode and the coast mode, so the fifth enemy character (female character wearing karate clothes) Selected.

  Furthermore, when the number of wins is “11” to “13”, since the 12th to 14th battles in the fireworks mode and the coast mode, the sixth enemy character (pumpkin ghost) is selected. .

  Step S817a: The effect control CPU 126 executes a battle reach victory effect selection process. Specifically, a process of selecting an effect pattern (effect patterns shown in FIGS. 53 to 56, etc.) for causing the opponent and the female character selected in the previous step S817 to fight against each other and finally winning the female character. Run.

  Step S817b: The effect control CPU 126 executes a process of incrementing the victory count value. Specifically, a process of adding “1” to the victory count value stored in the RAM 130 is executed.

  Step S818: The effect control CPU 126 executes a defeat opponent selection process. Which opponent is selected is determined by the number of wins.

Here, when the number of wins is “1” to “8”, it becomes the 8th game from the first game in the fireworks mode or the coast mode, so the first enemy character (panda character), the second enemy A character (a lantern ghost) and a third enemy character (an umbrella ghost) are randomly selected.
However, since the selection here is the selection of the opponent at the time of non-winning, it is possible to increase the selection ratio of the first enemy character that will be a strong character and lower the selection ratio of the third enemy character that will be a weak character it can. Note that the opponent in the case where the win count value is “8” to “13” is the same as the enemy character selected at the time of winning.

  Step S818a: The effect control CPU 126 executes a battle reach defeat effect selection process. Specifically, an effect pattern (shown in (G) to (J) in FIG. 53 to FIG. 55, etc.) that makes the opponent and the female character selected in the previous step S818 face each other and ultimately defeats the female character. A process of selecting a production pattern) is executed.

  And after finishing the process in any of step S816, step S817b, or step S818a, the effect control CPU 126 returns to the big hit hour variation effect pattern selection process (FIG. 89).

[Variation production pattern selection process during loss]
FIG. 91 is a flowchart illustrating a procedure example of the above-described fluctuation production pattern selection process. Hereinafter, it demonstrates along the example of a procedure.

  Step S820: The effect control CPU 126 accesses the command buffer area of the RAM 130 and loads the variation pattern command. As a result, it is possible to confirm what type of outlier variation pattern the current variation is.

  Step S822: The effect control CPU 126 checks whether or not the loaded variation pattern is a non-reach variation pattern.

  As a result, if it is confirmed that the current variation pattern is a non-reach variation pattern (Yes), the effect control CPU 126 executes step S832, and cannot confirm that the current variation pattern is a non-reach variation pattern ( No), the production control CPU 126 executes step S838.

  Step S832: The effect control CPU 126 executes a non-reach off effect selection process. In this process, the effect control CPU 126 determines the effect pattern number at the time of deviation based on the variation pattern command received from the main control CPU 72. Specifically, the effect control CPU 126 selects an effect pattern that is shifted without executing the reach effect. For example, if it is a non-time shortening state, a process of selecting an effect shown in FIG. 44 is executed, and if it is a time shortening state, a process of selecting an effect shown in FIGS. 50 and 84 is executed.

Step S838: The effect control CPU 126 executes a shift effect selection process after reaching. In this process, the effect control CPU 126 determines the effect pattern number at the time of deviation based on the variation pattern command received from the main control CPU 72. Specifically, the effect control CPU 126 executes a reach effect and selects an effect pattern that is out of place. For example, while selecting the reach effect shown in FIG. 45, a process of selecting an effect that will eventually be lost is executed.
Then, when the process of step S832 or step S838 is finished, the effect control CPU 126 returns to the effect symbol variation pre-process (FIG. 88).

[Mode production management process]
FIG. 92 is a flowchart illustrating an exemplary procedure of the mode effect management process. Hereinafter, it demonstrates along the example of a procedure.

  Step S850: The effect control CPU 126 checks whether or not the internal state is a time reduction state. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130, confirms the state designation command, and confirms whether or not the internal state is a time reduction state.

  As a result, when it is confirmed that the internal state is the time reduction state (Yes), the effect control CPU 126 executes Step S852. On the other hand, when it is not possible to confirm that the internal state is the time reduction state (No), the effect control CPU 126 executes step S858.

  Step S852: The effect control CPU 126 confirms whether the previous winning symbol is “4 round normal symbol 1” or “4 round normal symbol 2”. Confirmation as to which symbol the previous winning symbol corresponds can be realized by storing information on the winning symbol in the RAM 130 at the time of the previous winning.

  As a result, when it is confirmed that the previous winning symbol is “4 round normal symbol 1” or “4 round normal symbol 2” (Yes), the effect control CPU 126 executes step S852. On the other hand, when it is not possible to confirm that the previous winning symbol is either “4 round normal symbol 1” or “4 round normal symbol 2” (No), the effect control CPU 126 executes step S854.

  Step S854: The effect control CPU 126 confirms whether or not the previous winning symbol is “4 round probability variation symbol”.

  As a result, when it is confirmed that the previous winning symbol is “4-round probability variation symbol” (Yes), the effect control CPU 126 executes step S856. On the other hand, when it is not possible to confirm that the previous winning symbol is “4-round probability variation symbol” (No), the effect control CPU 126 executes step S862.

  Step S856: The effect control CPU 126 confirms whether or not the number of changes in the special symbol after the big hit game is 100 or less. The confirmation of the number of times of change can be realized by counting the number of times of change of the special symbol after the big hit game is finished in the RAM 130.

  As a result, when it is confirmed that the number of changes in the special symbol after the big hit game is 100 or less (Yes), the effect control CPU 126 executes step S860. On the other hand, when it is not possible to confirm that the number of fluctuations of the special symbol after the end of the big hit game is 100 or less (No), the effect control CPU 126 executes step S862.

  Step S858: The effect control CPU 126 executes a process of selecting background images for various modes corresponding to the non-time shortened state (stage effect executing means). Specifically, the effect control CPU 126 executes a process of selecting a “normal mode” background image (FIG. 44) and a “festival mode” background image (FIG. 51). Here, as to which mode background image to select, for example, the effect control CPU 126 selects the “normal mode” background image in the low probability non-time shortened state, and the low level after the big hit game ends. In the probability non-time shortening state or the high probability non-time shortening state, the background image of the “festival mode” can be selected until a predetermined mode transition condition is satisfied.

Step S860: The effect control CPU 126 executes a process of selecting a background image for the coast mode. Specifically, the effect control CPU 126 executes processing for selecting a background image shown in FIG.
Step S862: The effect control CPU 126 executes processing for selecting a background image for the fireworks mode. Specifically, the effect control CPU 126 executes a process of selecting a background image shown in FIG.

  In any case, when the process of step S858, step S860, or step S862 is completed, the effect control CPU 126 returns to the effect symbol variation pre-process (FIG. 88).

[Processing when the variable winning device is activated]
FIG. 93 is a flowchart showing a configuration example of processing when the variable winning device is activated. The variable winning device operation process is a subroutine of execution selection processing (step S902), variable winning device operation pre-processing (step S904), variable winning device operation in-process (step S906), and variable winning device operation post-processing (step S908). This is a configuration including a (program module) group. Here, first, the basic flow of the variable winning device operating process will be described along each process.

  Step S902: In the execution selection process, the effect control CPU 126 selects the jump destination of the process to be executed next (any one of steps S904 to S908) from the “jump table”. For example, the effect control CPU 126 sets the program address of the process to be executed next as the jump destination address, and sets the end of the variable winning device operating process as the return destination address in the stack pointer.

  Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the variable winning device activation pre-processing has not yet started, the effect control CPU 126 selects the variable winning device activation pre-processing (step S904) as the next jump destination. Further, if the variable winning device operation pre-processing has already been completed, the effect control CPU 126 selects the variable winning device operating process (step S906) as the next jump destination. Furthermore, if the process during operation of the variable winning device is completed, the effect control CPU 126 selects the variable winning device operation post-processing (step S908) as the next jump destination.

  Step S904: In the variable winning device pre-operation process, the effect control CPU 126 executes a process of selecting the contents of the big role effect to be executed during the big hit game. The specific processing content will be described later using another flowchart.

  Step S906: In the variable winning device operating process, the effect control CPU 126 generates control information instructing the effect display control device 144 (display control CPU 146) as necessary. For example, when performing an effect using the effect switch button 45 during execution of the big hit effect, the effect control CPU 126 monitors whether or not the player has operated the effect button, and the content of the effect (button effect) according to the result is monitored. The control information is instructed to the display control CPU 146. Further, in this variable winning device operating process, it is determined whether or not to execute the above-mentioned in-memory extended game effect according to the game situation during the big hit game. The specific processing content will be described later using another flowchart.

  Step S908: In the variable winning device post-operation process, the effect control CPU 126 executes an effect of transmitting the transfer destination mode to the player during the end time of the variable winning device. For example, the effect control CPU 126 executes the festival mode entry effect, the fireworks mode entry effect, or the coast mode entry effect according to the presence of the winning symbol or the time shortening state.

[Pre-processing of variable winning device operation]
FIG. 94 is a flowchart showing an example of the procedure of the variable winning device operating pre-process. Hereinafter, it demonstrates along the example of a procedure.

  Step S900: First, the effect control CPU 126 confirms whether or not the current winning is based on the “first special symbol”. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130, confirms the stop symbol command, and confirms whether or not the current winning is based on the “first special symbol”.

When the current winning is based on the “first special symbol” (step S900: Yes), the effect control CPU 126 executes step S910.
On the other hand, when the current winning is not based on the “first special symbol” (step S900: No), that is, when the current winning is based on the “second special symbol”, the effect control CPU 126 performs step S930. Run.

Step S910: The effect control CPU 126 executes a first special symbol winning process. Note that the details of the specific control will be described later using still another flowchart.
Step S930: The effect control CPU 126 executes a second special symbol winning process. Note that the details of the specific control will be described later using still another flowchart.
When the above processing is completed, the effect control CPU 126 returns to the variable winning device operation processing (FIG. 93).

[Process when winning the first special symbol]
FIG. 95 is a flowchart showing a procedure example of the first special symbol winning process. Hereinafter, it demonstrates along the example of a procedure.

  Step S912: The effect control CPU 126 checks whether or not the current winning symbol corresponds to “16 round probability variation symbol 6”. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130, confirms the stop symbol command, and confirms whether or not the winning symbol corresponds to “16 round probability variation symbol 6”.

  As a result, when it is confirmed that the current winning symbol corresponds to “16 round probability variation symbol 6” (Yes), the effect control CPU 126 executes step S914. On the other hand, when it is not possible to confirm that the current winning symbol corresponds to “16-round probability variation 6” (No), the effect control CPU 126 executes step S916.

Step S914: The effect control CPU 126 executes a special bonus effect selection process. Specifically, the effect control CPU 126 executes a process of selecting an effect shown in FIG.
Step S916: The effect control CPU 126 executes a launch challenge bonus effect selection process. Specifically, the effect control CPU 126 executes processing for selecting effects shown in FIGS. 46 to 48.

  Step S918: Next, the production control CPU 126 confirms whether or not the current winning symbol corresponds to any one of “10-round probability variation 4-7” and “16-round probability variation 2, 4, 5”. Specifically, the production control CPU 126 accesses the command buffer area of the RAM 130, confirms the stop symbol command, and the winning symbol is “10 round probability variation 4-7”, “16 round probability variation 2, 4, 5”. Check if any of them applies.

  As a result, when it is confirmed that the current winning symbol corresponds to any one of “10-round probability variation 4-7” and “16-round probability variation 2, 4, 5” (Yes), the production control CPU 126 performs step S920. Run. On the other hand, if it is not possible to confirm that the winning symbol this time corresponds to any of “10 round probability variation 4-7” or “16 round probability variation 2, 4, 5” (No), that is, this time winning symbol When it is confirmed that the symbol corresponds to any one of “10 round normal symbol 1, 2, 3”, “10 round probability variation symbol 1-3”, and “16 round probability variation symbol 1, 3”, the effect control CPU 126 performs step. S922 is executed.

Step S920: The effect control CPU 126 executes a launch success effect selection process. Specifically, the effect control CPU 126 executes a process of selecting effects shown in (K) and (L) in FIG.
Step S922: The effect control CPU 126 executes a launch failure effect selection process. Specifically, the effect control CPU 126 executes a process of selecting an effect shown in (M) and (N) in FIG.
And after finishing the process of step S914, step S920, or step S922, the production control CPU 126 returns to the variable winning device operation pre-process (FIG. 94).

[Process when winning the second special symbol]
FIG. 96 is a flowchart showing a procedure example of the above-described second special symbol winning process. Hereinafter, it demonstrates along the example of a procedure.

  Step S932: The effect control CPU 126 confirms whether or not the current winning symbol corresponds to “16 round probability variation symbol 7”. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130, confirms the stop symbol command, and confirms whether or not the winning symbol corresponds to “16 round probability variation symbol 7”.

  As a result, when it is confirmed that the current winning symbol corresponds to “16-round probability variation symbol 7” (Yes), the effect control CPU 126 executes step S936. On the other hand, when it is not possible to confirm that the current winning symbol corresponds to “16-round probability variation symbol 7” (No), the effect control CPU 126 executes step S934.

  Step S934: The effect control CPU 126 confirms whether or not the current winning symbol corresponds to “10 round probability variation symbol 7”. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130, confirms the stop symbol command, and confirms whether or not the winning symbol corresponds to “10 round probability variation symbol 7”.

  As a result, when it is confirmed that the current winning symbol corresponds to “10 round probability variation symbol 7” (Yes), the effect control CPU 126 executes step S938. On the other hand, when it is not possible to confirm that the current winning symbol corresponds to “10 round probability variation symbol 7” (No), the effect control CPU 126 executes step S940.

  Step S936: The effect control CPU 126 executes a Japanese-style bonus effect selection process (special game effect executing means). Specifically, the effect control CPU 126 executes a process of selecting an effect shown in FIG.

  Step S937: The effect control CPU 126 executes the in-memory extended game determination process. In this process, the effect control CPU 126 executes a process of determining whether or not the conditions of the in-memory extended resort are satisfied, and determining the contents of the effect at the time of execution if the conditions are satisfied. The specific processing content will be further described later using another flowchart.

  Step S937a: The effect control CPU 126 executes a special big actor effect selection process. In this process, the effect control CPU 126 executes a process of selecting the next opponent introduction effect according to the number of times of victory in the fireworks mode or the coast mode. The specific processing content will be further described later using another flowchart.

  Step S938: The effect control CPU 126 executes festival bonus effect selection processing (special game effect execution means). Specifically, the effect control CPU 126 executes a process of selecting an effect shown in FIG. It should be noted that after executing step S938, the effect control CPU 126 next executes step S937a.

Step S940: The effect control CPU 126 executes a fireworks mode end effect selection process. Specifically, the effect control CPU 126 executes a process of selecting an effect shown in (J) in FIG. In addition, since the fireworks mode has already ended when winning in the non-time shortened state, the fireworks mode end effect can be made without any particular effect. Further, when winning in the low probability time shortened state, it is possible to execute the coast mode entry effect and the fireworks mode entry effect.
Then, when the above processing is completed, the effect control CPU 126 returns to the variable winning device operation pre-processing (FIG. 94).

[Remembrance judgment process in memory]
FIG. 97 is a flowchart showing a procedure example of the in-store extended resort determination process. Hereinafter, it demonstrates along the example of a procedure.

  Step S950: The effect control CPU 126 checks whether or not a winning variation pattern exists in the memory of the lottery element of the second special symbol. Specifically, the effect control CPU 126 can confirm whether or not the winning variation pattern exists by confirming the variation pattern destination determination command.

  As a result, when it is confirmed that the winning variation pattern exists in the memory of the lottery element of the second special symbol (Yes), the effect control CPU 126 executes step S952. On the other hand, when it is not possible to confirm that the winning variation pattern exists in the memory of the lottery element of the second special symbol (No), the effect control CPU 126 returns to the second special symbol winning process (FIG. 96).

  Step S952: The effect control CPU 126 confirms whether or not the winning present in the memory is the winning of “10 round probability variation symbol 7” or “16 round probability variation symbol 7”. Specifically, the effect control CPU 126 can confirm the type of winning symbol by confirming the variation pattern destination determination command.

  As a result, when it is confirmed that the winning present in the memory is the winning of “10 round probability variation symbol 7” or “16 round probability variation symbol 7” (Yes), the effect control CPU 126 executes step S954. On the other hand, when it is not possible to confirm that the winning present in the memory is the winning of “10 round probability variation 7” or “16 round probability variation 7” (No), the production control CPU 126 performs the second special symbol winning process. Return to FIG.

  Step S953: The effect control CPU 126 executes an execution opportunity number lottery process (execution opportunity number determination means). In this execution opportunity number lottery process, the effect control CPU 126 determines in advance the execution opportunity number related to the execution trigger of the in-store rendition effect by lottery using the execution opportunity number lottery table. A plurality of values (“1”, “3”, “7”, “11”, etc.) are prepared for the number of execution triggers, and any one numerical value is selected by lottery. The details of the execution opportunity number lottery table will be described later.

  Step S954: The effect control CPU 126 sets the first chance lamp lighting permission flag to ON. The first chance lamp lighting permission flag is stored in the RAM 130. When the first chance lamp lighting permission flag is set to ON, the first chance lamp 300 can be turned on during the big hit game. The first chance lamp lighting permission flag is reset when the first chance lamp 300 is turned on.

  Step S956: The effect control CPU 126 confirms whether or not the winning present in the memory is “16 round probability variation symbol 7”. Specifically, the effect control CPU 126 can confirm the type of winning symbol by confirming the variation pattern destination determination command.

  As a result, when it is confirmed that the winning present in the memory is the winning of “16 round probability variation 7” (Yes), the effect control CPU 126 executes step S958. On the other hand, when it is not possible to confirm that the winning in the memory is “16 round probability variation 7” (No), the effect control CPU 126 returns to the second special symbol winning process (FIG. 96).

  Step S958: The effect control CPU 126 sets the dog bonus execution permission flag to ON. The dog bonus execution permission flag is stored in the RAM 130. When the dog bonus execution permission flag is set to ON, a dog bonus effect may be executed during the big hit game, or the second chance lamp 400 may be turned on. It will be ready. The dog bonus execution permission flag is reset when a dog bonus effect is executed.

Step S959: The effect control CPU 126 executes section setting processing. In this section setting process, the first section and the second section are set from the start to the end of the big hit game of the 16-round probability variation symbol 7 (section setting means). Here, the first section is a section in which the in-memory bonus game effect can be started so that the dog bonus effect can be started. It is. The specific processing content will be further described later using another flowchart.
When the above processing is completed, the effect control CPU 126 returns to the second special symbol winning process (FIG. 96).

[Execution opportunity frequency lottery table]
FIG. 98 is a diagram illustrating a configuration example of an execution opportunity number lottery table.
This table is a table that is referred to when the number of execution triggers for the in-store lotus is selected in the execution trigger number lottery process (step S953 in FIG. 97).

In the left column in the figure, “10-round probability variation 7” and “16-round probability variation 7”, which are the targets of the in-memory rendition, are displayed.
In the upper column of the figure, information “not noticed”, “first” to “50” is displayed.

  Here, “no notice” means that no notice is given even if the conditions of the in-memory villa are established. In addition, “first” means that the in-memory rendezvous effect is executed when one game ball enters the normal winning opening 24 during the execution of the 16 round big hit game. In the same manner, “50th” means that, when 50 game balls enter the normal winning opening 24 during the execution of the 16-round jackpot game, the in-memory rendezvous effect is executed. Yes. In addition, the numerical value in a figure has shown the distribution value when a denominator is set to "1000".

  For this reason, in the case of executing the in-memory rendezvous effect with “10 round probability variation 7”, the ratio of “no notice” is “400/1000”, and the ratio of “third” is selected. Is “142/1000”, the ratio of “17th” and “27th” being selected is “224/1000”, “37th” and “50th” being selected The ratio is “5/1000”.

  On the other hand, when the in-memory rendezvous effect is executed with “16 round probability variation 7”, the ratio that “first” is selected is “25/1000”, and the ratio that “third” is selected. Is “57/1000”, the ratio at which “7th” is selected is “333/1000”, and the ratio at which “11th” and “22nd” are selected is “1000 minutes” 135 ”, the rate of selecting“ 17th ”and“ 27th ”is“ 50/1000 ”, and the rate of selecting“ 33th ”is“ 200/1000 ”. Yes, the ratio of “37th”, “44th” and “50th” being selected is “5/1000”.

As described above, according to this table, it is possible to determine the number of execution triggers by adding a certain tendency rather than randomly drawing the number of execution triggers.
For example, in the case of “10 round probability variation 7”, by setting the distribution value of “No notice” more frequently than other distribution values, even if the in-memory recreation effect is not executed, It is possible to generate a situation where the expectation of Renso can be met.

Also, in the case of “16 round probability variation 7”, by setting the distribution value of “no notice” to “0”, when the conditions of the in-memory villa are satisfied, the in-memory renso production is as much as possible. It is possible to generate a situation in which a player is given an opportunity to execute.
Furthermore, in the case of “16 round probability variation 7”, the distribution value of “seventh” is the most, so it is easy to execute the in-memory rendezvous production triggered by a number familiar to the game “Lucky Seven” Can be generated.

[Section setting processing]
FIG. 99 is a flowchart illustrating an exemplary procedure of the section setting process. Hereinafter, it demonstrates along the example of a procedure.

  Step S770: The effect control CPU 126 confirms whether or not the victory count value is “14”.

  As a result, when it is confirmed that the victory count value is “14” (Yes), the effect control CPU 126 executes step S774. On the other hand, when it is not possible to confirm that the victory count value is “14” (No), the effect control CPU 126 executes step S772.

  Step S772: The effect control CPU 126 confirms whether or not the victory count value is “11”.

  As a result, when it is confirmed that the victory count value is “11” (Yes), the effect control CPU 126 executes step S778. On the other hand, when it is not possible to confirm that the victory count value is “11” (No), the effect control CPU 126 executes step S782.

Step S774: The effect control CPU 126 sets 11 rounds in the first section.
Step S776: The effect control CPU 126 sets 12 rounds in the second section. The setting contents of the first section and the second section are stored in the RAM 130 (the same applies hereinafter).

Step S778: The effect control CPU 126 sets from 1 round to 8 rounds in the first section.
Step S780: The effect control CPU 126 sets 9 rounds in the second section.

Step S782: The effect control CPU 126 sets from 1 round to 11 rounds in the first section.
Step S784: The effect control CPU 126 sets 12 rounds in the second section.
Then, when the above process is completed, the effect control CPU 126 returns to the in-memory extended game determination process (FIG. 105).

[Special Actor Production Selection Process]
FIG. 100 is a flowchart illustrating an example of the procedure of the special big actor effect selection process. Hereinafter, it demonstrates along the example of a procedure.

  Step S941: The effect control CPU 126 confirms whether or not the victory count value is “8”.

  As a result, when it is confirmed that the victory count value is “8” (Yes), the effect control CPU 126 executes Step S946. On the other hand, when it is not possible to confirm that the victory count value is “14” (No), the effect control CPU 126 executes Step S942.

  Step S942: The effect control CPU 126 confirms whether or not the victory count value is “9” or “10”.

  As a result, when it is confirmed that the winning count value is “9” or “10” (Yes), the effect control CPU 126 executes Step S947. On the other hand, when it is not possible to confirm that the winning count value is “9” or “10” (No), the effect control CPU 126 executes step S943.

  Step S943: The effect control CPU 126 confirms whether or not the victory count value is “11”.

  As a result, when it is confirmed that the victory count value is “11” (Yes), the effect control CPU 126 executes step S948. On the other hand, when it is not possible to confirm that the victory count value is “11” (No), the effect control CPU 126 executes step S944.

  Step S944: The effect control CPU 126 confirms whether or not the victory count value is “12” or “13”.

  As a result, when it is confirmed that the winning count value is “12” or “13” (Yes), the effect control CPU 126 executes Step S949. On the other hand, when it is not possible to confirm that the winning count value is “12” or “13” (No), the effect control CPU 126 executes Step S945.

  Step S945: The effect control CPU 126 checks whether or not the victory count value is “14”.

  As a result, when it is confirmed that the victory count value is “14” (Yes), the effect control CPU 126 executes Step S949a. On the other hand, when it is not possible to confirm that the victory count value is “14” (No), the effect control CPU 126 returns to the second special symbol winning process (FIG. 104).

  Step S946: The effect control CPU 126 executes a first next time opponent introduction effect selection process. Specifically, if the winning is “16 round probability variation 7”, an effect pattern for executing the first next opponent introduction effect is selected between rounds 14 to 16, and “10 round probability variation 7” is selected. In the case of winning at "", an effect pattern for executing the first-time opponent introduction effect is selected between the 8th and 10th rounds. The first-time opponent introduction effect is an effect that introduces the fourth enemy character (the effect shown in FIGS. 59 and 60).

  Step S947: The effect control CPU 126 executes a second next opponent introduction effect selection process. Specifically, if the winning is “16 round probability variation 7”, an effect pattern for executing the second next opponent introduction effect is selected between the 14th and 16th rounds, and “10 round probability variation 7” is selected. In the case of winning in “”, an effect pattern for executing the second-time opponent introduction effect is selected between the 8th and 10th rounds. The second-time opponent introduction effect is an effect that introduces the fifth enemy character (the effect shown in FIGS. 61 and 62).

  Step S948: The effect control CPU 126 executes a third next opponent introduction effect selecting process (special effect executing means). Specifically, if the winning at “16 round probability variation 7” is selected, an effect pattern for executing the third next opponent introduction effect is selected between round 11 and round 16, and “10 round probability variation 7” is selected. In the case of winning at “5”, an effect pattern for executing the third opponent introduction effect is selected between the 5th and 10th rounds. Note that the third next opponent introduction effect is an effect that first introduces the sixth enemy character (the effect shown in FIGS. 63 and 64).

  Step S949: The effect control CPU 126 executes a fourth next opponent introduction effect selection process. Specifically, if the winning at “16 round probability variation 7” is selected, an effect pattern for executing the 4th next opponent introduction effect is selected from round 14 to round 16, and “10 round probability variation 7” is selected. In the case of winning in “”, an effect pattern for executing the fourth opponent introduction effect is selected between the 8th and 10th rounds. Note that the fourth next opponent introduction effect is an effect that introduces the sixth enemy character after the second time (an effect shortened from the effects shown in FIGS. 63 and 64).

Step S949a: The effect control CPU 126 executes an ending effect selection process (special effect executing means). Specifically, an effect pattern for executing an ending effect is selected between the 1st and 8th rounds regardless of whether the “16-round probability variable symbol 7” or “10-round probability variable symbol 7” is won. Note that the ending effect is an effect (effects shown in FIGS. 68 to 70) for celebrating the 14th victory. Further, the effect control CPU 126 resets the victory number value when this ending effect selection process is executed.
When the above processing is completed, the effect control CPU 126 returns to the second special symbol winning process (FIG. 96).

[Processing during variable winning system operation (1)]
FIG. 101 is a flowchart showing an example of the procedure of the variable winning device operating process. Hereinafter, it demonstrates along the example of a procedure. In addition, this variable winning device operating process (1) is a flowchart in the case where the count effect is executed on the effect display device 200 during the big hit game.

  Step S960: The effect control CPU 126 confirms whether or not the 16-round probability variable symbol 7 is a big hit game. This confirmation can be realized by the contents of the stop symbol command stored in the command buffer area of the RAM 130.

  As a result, when it is confirmed that the 16-round probability variable symbol 7 is a big hit game (Yes), the production control CPU 126 executes step S961 and cannot confirm that the 16 round probability variable symbol 7 is a big hit game ( No), the production control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S961: The effect control CPU 126 confirms whether or not the right normal winning opening entry command has been received from the main control CPU 72. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130 and confirms whether or not the right normal winning entry game command is stored.

  As a result, when it is confirmed that the right ordinary winning opening entrance command is stored (Yes), the effect control CPU 126 executes step S962, and cannot confirm that the right ordinary winning entrance entering command is stored. In the case (No), the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S962: The effect control CPU 126 executes effect display device count-up effect selection processing (count display means). Specifically, a process of selecting an effect pattern that counts up the number of balls entered into the normal winning opening 24 using the 7-segment LED of the effect display device 200 is executed. The effect control CPU 126 stores the total number of balls entered in the RAM 130 (total number of balls entered).

  Step S963: The effect control CPU 126 checks whether or not the first chance lamp lighting permission flag is set to ON.

  As a result, when it is confirmed that the first chance lamp lighting permission flag is set to ON (Yes), the effect control CPU 126 executes step S964, and the first chance lamp lighting permission flag is set to ON. When this cannot be confirmed (No), the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S964: The effect control CPU 126 checks whether or not the total number of times of entering the ball matches the number of times of execution. Note that the number of execution triggers is determined in step S953 of the in-store extended resort determination process (FIG. 97).

  As a result, when it is confirmed that the total number of times of entering the ball matches the number of times of execution (Yes), the production control CPU 126 executes step S966, and the total number of times of entering the ball matches the number of times of execution. If this cannot be confirmed (No), the effect control CPU 126 executes step S965.

  Step S965: The effect control CPU 126 confirms whether or not the progress of the 16-round big hit game has entered the second section. The progress of the big hit game can be confirmed by a round number command. Note that the second section is a section determined according to the number of wins in the previous section setting process (FIG. 99).

  As a result, when it is confirmed that the progress of the 16 round jackpot game has entered the second section (Yes), the effect control CPU 126 executes step S966, and the progress of the 16 round jackpot game has entered the second section. If it cannot be confirmed (No), the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S966: The effect control CPU 126 executes a first chance lamp lighting effect selection process. In this process, the effect control CPU 126 executes a process of selecting an effect pattern for lighting the first chance lamp 300. Specifically, the effect pattern shown in (C) of FIG. 72 is selected.

  Step S967: The effect control CPU 126 executes a process of setting the first chance lamp lighting permission flag to OFF.

  Step S968: The effect control CPU 126 checks whether or not the dog bonus execution permission flag is set to ON.

  As a result, when it is confirmed that the dog bonus execution permission flag is set to ON (Yes), the effect control CPU 126 executes step S970 and cannot confirm that the dog bonus execution permission flag is set to ON. In the case (No), the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S970: The effect control CPU 126 executes a second chance lamp lighting effect selection process. In this process, the effect control CPU 126 executes a process of selecting an effect pattern for lighting the second chance lamp 400. Specifically, the effect pattern shown in (E) in FIG. 73 is selected.

  Step S972: The effect control CPU 126 executes a dog bonus effect selection process (special continuous effect executing means). Specifically, the effect pattern shown in FIG. 73 or the like is selected. This dog bonus effect is continuously executed until the next 16-round big hit game is ended with the second special symbol variable display effect in between. Further, the effect control CPU 126 selects the dog / dog bonus effect or the like according to the number of consecutive times of the in-memory extended game effect when executing the extended game effect in the memory during the dog bonus effect.

  Step S974: The effect control CPU 126 checks whether or not the next opponent introduction effect has already been selected.

  As a result, if it is confirmed that the next opponent introduction effect has already been selected (Yes), the effect control CPU 126 executes step S976 and cannot confirm that the next opponent introduction effect has been selected (No) ), The effect control CPU 126 executes step S978.

  Step S976: The effect control CPU 126 executes a dog bonus effect rewriting process. For example, when the first-time opponent introduction effect is already selected, a process of rewriting dog bonus effects from the 14th round to the 16th round in the second round of 16 rounds to the first-time opponent introduction effect is executed. . In addition, when the third next opponent introduction effect is already selected, a process of rewriting the dog bonus effects from the 11th round to the 16th round of the second round of 16 rounds to the third next opponent introduction effect is executed. . Thus, the next opponent introduction effect is executed without delay at the final stage of the dog bonus effect.

Step S978: The effect control CPU 126 executes processing for setting the dog bonus execution permission flag to OFF.
Then, when the above process is completed, the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

[Processing during variable winning system operation (2)]
FIG. 102 is a flowchart showing another procedure example of the process during operation of the variable winning device. Hereinafter, it demonstrates along the example of a procedure. In addition, this variable winning device operating process (2) is a flowchart in the case of performing a pseudo-variable display effect on the effect display device 200 during the big hit game.

  Step S980: The effect control CPU 126 confirms whether or not the 16-round probability variable symbol 7 is a big hit game. This confirmation can be realized by the contents of the stop symbol command stored in the command buffer area of the RAM 130.

  As a result, if it is confirmed that the 16-round probability variable symbol 7 is a big hit game (Yes), the effect control CPU 126 executes step S981 and cannot confirm that the 16 round probability variable symbol 7 is a big hit game ( No), the production control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S981: The effect control CPU 126 confirms whether or not a right normal winning opening entry command has been received from the main control CPU 72. Specifically, the effect control CPU 126 accesses the command buffer area of the RAM 130 and confirms whether or not the right normal winning entry game command is stored.

  As a result, when it is confirmed that the right ordinary winning opening entrance command is stored (Yes), the effect control CPU 126 executes step S982 and cannot confirm that the right ordinary winning entrance entering command is stored. In the case (No), the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S982: The effect control CPU 126 checks whether or not the first chance lamp lighting permission flag is set to ON.

  As a result, when it is confirmed that the first chance lamp lighting permission flag is set to ON (Yes), the effect control CPU 126 executes step S983, and the first chance lamp lighting permission flag is set to ON. If this cannot be confirmed (No), the effect control CPU 126 executes step S988.

  Step S983: The effect control CPU 126 checks whether or not the progress of the 16-round big hit game has entered the second section. The progress of the big hit game can be confirmed by a round number command. Note that the second section is a section determined according to the number of wins in the previous section setting process (FIG. 99).

  As a result, when it is confirmed that the progress of the 16-round jackpot game has entered the second section (Yes), the effect control CPU 126 executes step S986, and the progress of the 16-round jackpot game has entered the second section. If it cannot be confirmed (No), the effect control CPU 126 executes step S984.

  Step S984: The effect control CPU 126 executes a predetermined random number lottery and confirms whether or not the random number lottery is won. Specifically, a predetermined lottery (for example, a lottery to win in 1/10) is executed using a production random number.

  As a result, when it is confirmed that the random number lottery is won (Yes), the effect control CPU 126 executes Step S986. On the other hand, when it is confirmed that the random number lottery is not won (No), the effect control CPU 126 executes step S988.

  Step S986: The effect control CPU 126 executes a winning variation effect selection process. Specifically, the effect display device 200 displays the effect design in a variable manner, and selects an effect pattern in which the effect design is stopped and displayed in a display mode indicating a win. The display mode indicating the winning can be “33” in the case of “10 round probability variation 7” and “77” in the case of “16 round probability variation 7”.

  Step S988: The effect control CPU 126 executes a non-winning variation effect selection process. Specifically, the effect display device 200 variably displays the effect symbols, and selects an effect pattern in which the effect symbols are stopped and displayed in a display mode indicating non-winning. The display mode indicating non-winning can be a lit display of the central bar “-”.

  Step S990: The effect control CPU 126 executes a first chance lamp lighting effect selection process. In this process, the effect control CPU 126 executes a process of selecting an effect pattern for lighting the first chance lamp 300. Specifically, the effect pattern shown in (H) in FIG. 80 is selected.

  Step S991: The effect control CPU 126 executes a process of setting the first chance lamp lighting permission flag to OFF.

  Step S992: The effect control CPU 126 checks whether the dog bonus execution permission flag is set to ON.

  As a result, when it is confirmed that the dog bonus execution permission flag is set to ON (Yes), the effect control CPU 126 executes step S994 and cannot confirm that the dog bonus execution permission flag is set to ON. In the case (No), the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

  Step S994: The effect control CPU 126 executes a second chance lamp lighting effect selection process. In this process, the effect control CPU 126 executes a process of selecting an effect pattern for lighting the second chance lamp 400. Specifically, the effect pattern shown in (I) in FIG. 80 is selected.

  Step S996: The effect control CPU 126 executes a dog bonus effect selection process (special continuous effect executing means). Specifically, the effect pattern shown in FIG. 81 etc. is selected. This dog bonus effect is continuously executed until the next 16-round big hit game is ended with the second special symbol variable display effect in between.

  Step S998: The effect control CPU 126 confirms whether or not the next opponent introduction effect has already been selected.

  As a result, when it is confirmed that the next opponent introduction effect has already been selected (Yes), the effect control CPU 126 executes step S999 and cannot confirm that the next opponent introduction effect has been selected (No). The effect control CPU 126 executes step S999a.

  Step S999: The effect control CPU 126 executes a dog bonus effect rewriting process. For example, when the first-time opponent introduction effect is already selected, a process of rewriting dog bonus effects from the 14th round to the 16th round in the second round of 16 rounds to the first-time opponent introduction effect is executed. . In addition, when the third next opponent introduction effect is already selected, a process of rewriting the dog bonus effects from the 11th round to the 16th round of the second round of 16 rounds to the third next opponent introduction effect is executed. . Thus, the next opponent introduction effect is executed without delay at the final stage of the dog bonus effect.

Step S999a: The effect control CPU 126 executes a process of setting the dog bonus execution permission flag to OFF.
Then, when the above process is completed, the effect control CPU 126 returns to the variable winning device operating process (FIG. 93).

FIG. 103 is a diagram showing the relationship between the in-memory rendezvous production and the special big-game production.
In the illustrated example, a situation is shown in which a lottery element corresponding to the big hit of the 16 round probability variable symbol 7 exists in the big hit game of the 16 round probability variable symbol 7.

  Here, 16 rounds of big hit rounds and the like are displayed at the top of the figure. “OP” display corresponds to the opening time of 16 round jackpot game, “1R” to “16R” corresponds to “1 round” to “16 round”, and “ED” display represents 16 round jackpot game Corresponds to the ending time.

[Next time opponent introduction directing is not selected]
As shown in FIG. 103 (A), when the next opponent introduction effect is not selected, the opening effect corresponding to the 16th round big hit (for example, the big hit character information is displayed in the first round 16 big hit opening time). An effect of displaying or displaying an image suggesting a right strike is executed.

  In this case, the first 16 rounds of the big hit from the first round to the eleventh round are set as the first section (the area in which the storage can be started in the memory), and the first round of 16 rounds of big hit is the second section ( It is set to the “renrenso production forcible start section in memory”.

  For this reason, a Japanese-style bonus effect starts from the first round of the 16th round of big hit, and a dog bonus effect may start at any timing up to the 11th round. If the dog bonus effect is not executed at the end of the 11th round of the first 16 rounds, the dog bonus effect is forcibly executed in the 12th round of the first 16 rounds.

  After that, the dog bonus effect is continuously executed up to the 16th round of the 16th round big hit, and the fireworks mode entry effect is executed during the ending time of the second round 16 big hit.

[When the next opponent introduction direction is selected (except for the last opponent first appearance)]
As shown in FIG. 103 (B), when the next opponent introduction effect (effect other than the first appearance of the final opponent) is selected, the first round of 16 round big hits corresponds to 16 round big hits. Opening performance is executed. The “direction other than the final opponent's first appearance” is the next opponent introduction effect other than when the sixth enemy character (pumpkin ghost) first appears.

  In this case, the first 16 rounds of the big hit from the first round to the eleventh round are set as the first section (the area in which the storage can be started in the memory), and the first round of 16 rounds of big hit is the second section ( It is set to the “renrenso production forcible start section in memory”.

  For this reason, a Japanese-style bonus effect starts from the first round of the 16th round of big hit, and a dog bonus effect may start at any timing up to the 11th round. If the dog bonus effect is not executed at the end of the 11th round of the first 16 rounds, the dog bonus effect is forcibly executed in the 12th round of the first 16 rounds.

  After that, the dog bonus performance is continued until 13th round of the 16th round of big hits, and the next opponent introduction stage is run between the 14th and 16th rounds of the second round of 16 rounds. The fireworks mode entry effect is executed at the ending time of the 16th round big hit.

[When the next opponent introduction directing is selected (when the last opponent first appears)]
As shown in FIG. 103 (C), when the next opponent introduction effect (the final opponent's first appearance) is selected, the opening corresponding to the 16th round jackpot is performed at the first 16th round jackpot opening time. Production is performed. “The final opponent's first appearance” is the next opponent's introduction effect when the sixth enemy character (pumpkin ghost) appears for the first time.

  In this case, the 1st to 8th rounds of the 16th round of big hits are set to the 1st section (the section that can start the production of Renso in the memory), and the 9th round of the 16th round of big hits is set to the 2nd section ( It is set to the “renrenso production forcible start section in memory”.

  For this reason, the Japanese-style bonus effect starts from the first round of the 16th round of big hit, and the dog bonus effect may start at any timing until the 8th round. If the dog bonus effect is not executed at the end of the 8th round of the first 16 rounds, the dog bonus effect is forcibly executed in the 9th round of the first 16 rounds.

  After that, the dog bonus effect is continuously executed until the 10th round of the second round of 16 rounds, and the next opponent introduction stage is executed between the 11th and 16th rounds of the second round of 16 rounds. The fireworks mode entry effect is executed at the ending time of the 16th round big hit.

[When ending bonus production is selected]
As shown in FIG. 103D, when the ending bonus effect is selected, the opening effect corresponding to the 16 round big hit is executed in the first 16 round big hit opening time.

  In this case, the 11th round of the 16th round big hit is set to the first section (the section in which the in-memory Renso presentation can be started), and the 12th round of the 16th round big hit is the second section (the in-memory Renrenso). It is set to the production forced start section.

  Therefore, the ending bonus effect is started from the first round to the eighth round of the 16th round big hit, and the Japanese style bonus production is executed from the first round of the 16th round big hit to the 9th to 11th rounds.

However, since the 9th and 10th rounds of the first 16 rounds are not set as the first section, the dog bonus presentation is not started. On the other hand, since 11 rounds of the first 16 rounds are set in the first section, there is a possibility that a dog bonus effect will be started.
If the dog bonus effect is not executed at the end of the 11th round of the first 16 rounds, the dog bonus effect is forcibly executed in the 12th round of the first 16 rounds.

  After that, the dog bonus effect is continuously executed up to the 16th round of the 16th round big hit, and the fireworks mode entry effect is executed during the ending time of the second round 16 big hit.

  As described above, in the present embodiment, since the special continuous production is started when the game ball enters the normal winning opening 24, the normal winning opening 24 is provided to the player during the big hit game. As a result, it is possible to realize an unprecedented new way to show in the memory and to improve the game performance during the big hit game.

In order to execute the contents of such an effect, a special winning opening 320d, a drive mechanism 330, and an opening / closing member 31a are required for advancing the special game. The prize winning opening 24, the display device 200 for production, etc. are required.
In the present embodiment, since the second variable winning device 31 is formed by unitizing all members necessary for these effects, a unit suitable for executing such a special continuous effect can be provided.

  The present invention is not limited to the above-described embodiment, and can be implemented with various modifications. The aspect of the effect mentioned in one embodiment is an example, and is not limited to the aspect of the effect described above.

  The second variable winning device 31 has been described as an example of a device in which the opening / closing member slides into the board surface, but may be a device in which the opening / closing member falls forward.

  The images given in other production examples are merely examples, and these can be appropriately modified. Further, the structure, board surface configuration, specific numerical values and the like of the pachinko machine 1 are preferable examples including those shown in the drawings, and it goes without saying that these can be appropriately modified.

DESCRIPTION OF SYMBOLS 1 Pachinko machine 8 Game board unit 8a Game area 20 Start gate 26 Upper start prize port 28 Variable start prize device 28a Lower start prize port 33 Normal symbol display device 33a Normal symbol operation memory lamp 34 First special symbol display device 35 Second special symbol Symbol display device 34a First special symbol operation memory lamp 35a Second special symbol operation memory lamp 38 Game state display device 42 Liquid crystal display 45 Effect switching button 70 Main control device 72 Main control CPU
74 ROM
76 RAM
124 Production control device 126 Production control CPU

Claims (2)

  1. A base member fixed to the game board;
    A first winning opening which is attached to the surface side of the base member and allows a game ball to enter when a predetermined game state occurs;
    A second winning opening that is attached to the surface side of the base member and allows a game ball to enter regardless of the game state;
    An effect device that is attached to the surface side of the base member and performs a predetermined effect when a game ball enters the second winning opening,
    A drive device attached to the back side of the base member and driving when the predetermined gaming state occurs;
    The first winning opening is opened when the predetermined gaming state occurs and is connected to the driving device and driven by the driving device, and when the predetermined gaming state does not occur, the first An opening and closing member for closing the winning opening ,
    The stage device is
    A first effect device that counts and displays the number of game balls that have entered the second winning opening;
    A second effect device that executes a specified effect when a specific effect is executed by the first effect device and a specific condition is satisfied;
    A gaming machine comprising: a third effect device that executes a special effect when a specified effect is executed by the second effect device and a specified condition is satisfied.
  2. A base member fixed to the game board;
    A first winning opening which is attached to the surface side of the base member and allows a game ball to enter when a predetermined game state occurs;
    A second winning opening that is attached to the surface side of the base member and allows a game ball to enter regardless of the game state ;
    Mounted on the back side of the front SL base member, a driving device for driving when the predetermined game condition occurs,
    The first winning opening is opened when the predetermined gaming state occurs and is connected to the driving device and driven by the driving device, and when the predetermined gaming state does not occur, the first An opening and closing member that closes the winning opening ;
    Lottery element acquisition means for acquiring a lottery element necessary for execution of a predetermined internal lottery when a lottery opportunity occurs during a game;
    Lottery element storage means for storing the lottery elements acquired by the lottery element acquisition means up to a predetermined upper limit number;
    Lottery execution means for consuming the lottery element and executing the internal lottery when the lottery element is stored by the lottery element storage means in a state where a predetermined start condition is satisfied;
    When the internal lottery is executed, the symbol display means for displaying the symbol in a manner representing the result of the internal lottery after displaying the symbol variably displayed over a predetermined fluctuation time triggered by this,
    As a result of the internal lottery corresponding to winning, when a symbol is stopped and displayed in a manner representing winning by the symbol display means, a special game is performed by driving the driving device to cause the opening / closing member to perform an opening / closing operation. Special game execution means for executing
    When the lottery element is newly stored by the lottery element storage means, the new lottery element is used by the new lottery element before the new lottery element is consumed by the new lottery element. Destination determination means for determining in advance;
    Detecting means for detecting that a game ball has entered the second winning opening;
    The determination result by the first determination means is a determination result that there is a lottery element to be won within a predetermined number of fluctuations after the end of the special game, and during the execution of the special game by the detection means When a game ball entry is detected and a predetermined performance execution condition is satisfied, the game runs across a plurality of special games that are executed with a variation in the symbols within the predetermined number of variations. Special continuous effect execution means for executing a special continuous effect which is an effect to be executed and teaches the player that the winning result is obtained within a predetermined number of fluctuations after the end of the special game;
    A gaming machine comprising
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JP5896492B1 (en) * 2014-09-26 2016-03-30 サミー株式会社 Pachinko machine
JP5896493B1 (en) * 2014-09-26 2016-03-30 サミー株式会社 Pachinko machine
JP2017046837A (en) * 2015-08-31 2017-03-09 サミー株式会社 Game board of pinball game machine
JP6561696B2 (en) * 2015-08-31 2019-08-21 サミー株式会社 Game board of bullet ball machine
JP6497279B2 (en) * 2015-08-31 2019-04-10 サミー株式会社 Game board of bullet ball machine
JP2017046838A (en) * 2015-08-31 2017-03-09 サミー株式会社 Game board of pinball game machine
JP6561694B2 (en) * 2015-08-31 2019-08-21 サミー株式会社 Game board of bullet ball machine
JP2017046839A (en) * 2015-08-31 2017-03-09 サミー株式会社 Game board of pinball game machine
JP6561695B2 (en) * 2015-08-31 2019-08-21 サミー株式会社 Game board of bullet ball machine
JP2017046836A (en) * 2015-08-31 2017-03-09 サミー株式会社 Pinball game machine
JP2017140324A (en) * 2016-02-12 2017-08-17 サミー株式会社 Pachinko game machine
JP6181789B2 (en) * 2016-02-25 2017-08-16 サミー株式会社 Pachinko machine
JP6181790B2 (en) * 2016-02-25 2017-08-16 サミー株式会社 Pachinko machine

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JP2005198718A (en) * 2004-01-13 2005-07-28 Aruze Corp Pinball game machine
JP4858904B2 (en) * 2005-10-31 2012-01-18 株式会社大一商会 Game machine
JP5657877B2 (en) * 2009-10-14 2015-01-21 京楽産業.株式会社 Pachinko machine
JP5168310B2 (en) * 2010-04-19 2013-03-21 奥村遊機株式会社 Pachinko machine

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