JP6336726B2 - Game machine - Google Patents

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JP6336726B2
JP6336726B2 JP2013165932A JP2013165932A JP6336726B2 JP 6336726 B2 JP6336726 B2 JP 6336726B2 JP 2013165932 A JP2013165932 A JP 2013165932A JP 2013165932 A JP2013165932 A JP 2013165932A JP 6336726 B2 JP6336726 B2 JP 6336726B2
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effect
effect button
game
special symbol
display
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JP2015033502A (en
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竹田 充宏
充宏 竹田
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株式会社藤商事
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Description

  The present invention relates to a gaming machine provided with display means for variably displaying various symbols.

  2. Description of the Related Art Conventionally, there is known a gaming machine that includes an effect button that can be used to select an effect or change the effect by a player's operation.

  For example, in the bullet ball game machine described in Patent Document 1, when the stop button chance game is won, the liquid crystal display displays that the stop button chance game is started. Along with this, the push button becomes effective, and when the push button is pressed or after a predetermined time elapses after the button is valid, the LED fluctuation display unit fluctuates with the content corresponding to the fluctuation pattern command and stops. Then, based on the received variation pattern command, for example, the winning state of “666” is displayed on the special symbol display section (Patent Document 1, paragraphs 0054, 0055, FIG. 8).

  In recent years, a gaming machine that includes a plurality of effect buttons and in which the operation of any effect button becomes effective according to the degree of expectation of a big hit has appeared.

Japanese Patent No. 4987111

  However, in the conventional gaming machine, even if a plurality of effect buttons are provided, there is only one effect button that can be operated by one symbol change. In other words, for example, only the effect that the reach variation develops once can be performed by operating the effect button.

  The present invention has been made in view of such circumstances, and provides a gaming machine that enables a variety of effects associated with a jackpot expectation by using a plurality of effect buttons and can increase the operating rate. The purpose is to do.

The gaming machine of the present invention includes a display means for variably displaying various symbols, a success / failure determination means for determining whether or not to win or fail, and the success / failure determination means when operated by a player when an operation is instructed. A game machine having at least two operation means for executing an effect based on a determination result by the first operation in which an operation of one of the operation means is effective based on the determination result A control in which a second operation effective period in which an operation of another operation means different from the one operation means becomes effective after the one operation means is operated in an effective period , and the first operation effective period Any one of the controls in which the second operation valid period does not start is performed after the one operation means is operated .

  According to the present invention, by using a plurality of effect buttons, various effects associated with the degree of expectation of jackpot can be made, and the operating rate of the gaming machine can be increased.

The perspective view of the front side which shows the external appearance of the pachinko game machine which concerns on Example 1. FIG. The perspective view of the back side which shows the external appearance of the pachinko machine of FIG. The front view of the game board of the pachinko machine of FIG. The block diagram which shows the structure of the control apparatus of the pachinko game machine of FIG. Example of production using production buttons (Example 1). Example 2 (Example 1) using an effect button. The timing chart of (a) production execution pattern 1 and (b) production execution pattern 2. The flowchart which shows the game management process performed by the main control side. The flowchart which shows the special symbol management process in FIG. 9 is a flowchart (first half) showing a special symbol variation start process in FIG. Flowchart showing the special symbol variation start processing in FIG. 8 (second half). The flowchart which shows the special electric-power-item management process in FIG. The flowchart which shows the main process performed by the sub-control side. The flowchart which shows the timer interruption process performed by the sub-control side. The perspective view of the front side which shows the external appearance of the pachinko game machine which concerns on Example 2. FIG. Example of production using production buttons (Example 2). (A) Timing execution pattern 1 ', (b) Timing execution pattern 2' timing chart (Example 2).

  First, an outline of the gaming machine of this embodiment will be described.

  The gaming machine according to the present embodiment has a display means for variably displaying various symbols, a success / failure determination means for determining whether or not to win or fail, and a player's operation when an operation is instructed, whereby the success / failure determination is performed. A gaming machine having at least two operation means for executing an effect based on a determination result by the means, wherein the one operation means is effective during a first operation valid period during which the operation of one operation means is valid. When the operation means is operated, a second operation effective period in which an operation of another operation means different from the one operation means is valid starts.

  The gaming machine of this embodiment includes, for example, at least two operation units that perform an effect based on the result of determination of success / failure by a player's operation when an operation is instructed during a game with varying symbols. One operation means becomes effective during the first operation effective period. Here, the “production” may be a predetermined display appearing on the display means, or an output of sound or a lamp. Also, “execution of effect” includes not only the start of the effect but also the change of the effect being executed.

  When one operation means is operated during the first operation effective period, the second operation effective period starts, so that the operation of another operation means different from the one operation means becomes effective. Then, when another operation means is operated, for example, a continuous effect such that the previous effect develops is executed. This prevents the game from becoming monotonous and increases the operating rate of the gaming machine.

  In the present embodiment, display or notification indicating that the operation of the one operation means is effective is performed during the first operation effective period, and operation of the other operation means is performed during the second operation effective period. It is preferable that display or notification meaning that is effective.

  In the present embodiment, for example, a display indicating that the operation of one operation means is valid is displayed on the display means during the first operation effective period. Further, for example, the light emitting means incorporated in one operation means may be turned on to notify that the operation is effective.

  On the other hand, since the display or notification indicating that the operation of the other operation means is effective is performed during the second operation effective period, the player can easily determine which operation means is effective. Can be recognized. Thereby, it is easy for a player to participate in a game, and an amusing gaming machine can be realized.

  Further, in this embodiment, when the other operation means is operated during the execution of the effect performed when the one operation means is operated, the execution of the effect is stopped, and the other operation means is It is preferable that an effect performed when operated is executed.

  In the present embodiment, when another operation unit is operated during the execution of an effect performed when one operation unit is operated, the execution of the previous effect is stopped. Instead, an effect that is performed when another operating means is operated is executed, so that a plurality of effects can proceed quickly, and the player can quickly know the result of the determination.

  Further, in the present embodiment, when the other operation means is operated during the execution of the effect performed when the one operation means is operated, the other operation means is operated after the effect ends. It is preferable that an effect sometimes performed is executed.

  In the present embodiment, even when another operation means is operated during the execution of the effect performed when one operation means is operated, the previous effect can be executed until the end. After that, an effect that is performed when another operation means is operated is executed, so that a continuous effect can be executed by operating the operation means.

  Further, in the present embodiment, it is preferable that the degree of expectation of winning increases as the number of operation means that are instructed to operate increases.

  In the present embodiment, there may be two or three or more operating means, but the higher the operating means that are instructed to operate, the higher the expected expectation. That is, when the operation of the other operation means is instructed, the expected degree of winning is higher than when the operation of only one operation means is instructed. For example, the third operation means can execute various effects using the operation means by instructing the operation only when the degree of expectation of winning is extremely high.

[Example 1]
Next, with reference to FIG. 1, the part which comprises the pachinko game machine 1 of Example 1 is demonstrated.

  As shown in FIG. 1, the pachinko gaming machine 1 includes a rectangular outer frame 2, and a front frame 3 and a front door 5 that are pivotally attached to the outer frame 2 so as to be opened and closed. The front frame 3 has a frame shape, and a game board 4 (see FIG. 3) can be attached to the opening. Further, a glass plate 6 is fitted in the central portion of the front door 5 so that the game board 4 can be visually recognized from the outside.

  Speakers 7 are provided on the left and right sides of the upper part of the front door 5. The speaker 7 is a sound output unit that outputs the effect sound effect accompanying the game to the outside. In addition, frame decoration LEDs 8 are provided on the left and right sides and the upper part of the front door 5. The frame decoration LED 8 is a decoration part in which the LED emits light and blinks in conjunction with the effect of the game.

  A front plate 9 is provided on the lower side of the front door 5, and a left end portion thereof is pivotally attached to the front frame 3 so as to be openable. The front plate 9 is provided with a launch handle 10 for operating the launch mechanism, an upper storage tray 11 for storing game balls, a lower storage tray 12 and the like.

  In addition, a left effect button 13 and a center effect button 14 that are effective when the built-in lamp is lit are provided on the surface portion of the upper storage dish 11. When the operation is enabled, the effect buttons 13 and 14 can start or change the effect by being pressed by the player. The production buttons 13 and 14 correspond to “operation means” of the present invention.

  The production buttons 13 and 14 may be selectively used depending on the expected degree of jackpot or the content of the production. For example, the operation of the left effect button 13 is instructed in a normal effect, but the operation of the center effect button 14 is instructed in an effect with an extremely high expectation degree of jackpot.

  FIG. 2 is a perspective view of the back side of the pachinko gaming machine 1 according to the first embodiment.

  As shown in FIG. 2, a frame-like back mechanism board 16 that holds down the game board 4 (see FIG. 3) from the back side is attached to the back surface of the pachinko gaming machine 1. A game ball storage tank 17 for storing game balls supplied from a game ball supply device (not shown) of the pachinko hall side island facility is provided on the upper side of the back mechanism board 16.

  A game ball payout device 19 for paying out game balls is provided at the inclined lower end of the tank rail 18 for drawing out the balls from the game ball storage tank 17. Furthermore, an external terminal board 21 for electrically connecting to a hall computer (see FIG. 4) that collectively manages all the gaming machines in the pachinko hall (game hall) is provided at the corner of the back mechanism board 16. The terminal board case 22 is housed and provided.

  In addition, a transparent back cover 23 attached to the back side of the game board 4 is provided in the approximate center of the back mechanism board 16. In this back cover 23, a transparent effect control board case 25a accommodating the effect control board 25 and a transparent liquid crystal control board case 26a accommodating the liquid crystal control board 26 are provided.

  A volume switch 31 is provided between the effect control board 25 and the liquid crystal control board 26. The volume can be set in 10 steps by rotating the knob.

  A transparent main control board case 24a that houses the main control board 24 is provided below the liquid crystal control board case 26a. The main control board 24 controls the operation of the pachinko gaming machine 1 in an integrated manner. Since the main control board 24 is connected to various switches and sensors, it receives these detection signals and performs various processes.

  The main control board 24 is provided with a RAM clear switch 27. When the store clerk turns on the power while pressing down the RAM clear switch 27, the stored contents of the RAM area are erased, and the pachinko gaming machine 1 is in the initial state.

  The effect control board 25 receives various control commands transmitted from the main control board 24, and controls effects by, for example, the panel decoration LED 35 or the liquid crystal display device 36 (see FIG. 3) based on the control commands.

  Below the main control board case 24a, a transparent power supply board case 28a containing a power supply board 28 and a transparent payout control board case 29a containing a payout control board 29 are disposed.

  Further, at a position corresponding to the launch handle 10, a launch control board 30 is provided on the rear side of a game ball launcher (not shown) provided with a strike rod for hitting the game ball and a launch motor for driving the hit ball. .

  Next, with reference to FIG. 3, the gaming board of the pachinko gaming machine 1 according to the first embodiment will be described.

  As shown in FIG. 3, the game board 4 is formed of a substantially square panel, and the game area 4a on the board surface includes a center decorative body 34a fixed to the front surface of the decorative board 4b with a screw or the like, and a left corner decorative body. 34b, a right corner decoration body 34c, and the like. The decorative bodies 34a to 34c are each formed by integral molding by injection molding using a hard resin material such as polycarbonate.

  A plurality of panel decoration LEDs 35 are arranged on the center decoration body 34a. The board decoration LED 35 is a decoration unit that enhances the effect by changing the light emission color and light emission mode in accordance with the symbol change display and the notice display in each game.

  An opening is formed in the center of the game board 4, and the display screen of the liquid crystal display device 36 is disposed in the opening. The liquid crystal display device 36 is a display that displays various effects such as a pattern on which various numbers, characters, and the like are drawn, a background image, and reach according to the game. The liquid crystal display device 36 corresponds to the “display unit” of the present invention.

  On the right side of the center ornament 34a, a movable accessory 37a having the shape of a doll's arm is arranged. Further, a clog-shaped movable accessory 37b is disposed below the front surface of the liquid crystal display device. Both the movable accessories 37a and 37b operate according to the effects in the game and the expectation level of the big hit.

  Below the liquid crystal display device 36, a start winning device 38 including a first special symbol start port 38a and a second special symbol start port 38b is arranged. A lottery is performed when a game ball flowing down the game area 4a wins the first special symbol starting port 38a or the second special symbol starting port 38b, and the special symbol display device 43a described later displays a variation display of the special symbol. Made. In addition, the liquid crystal display device 36 also performs a variable display of decorative symbols corresponding to the special symbols.

  The second special symbol start port 38b is provided with an opening / closing member, and when the opening / closing member is opened, the game ball is easily won. The open / close member is opened a predetermined number of times for a predetermined time when a normal symbol lottery to be described later is won. In the following, a device in which the second special symbol start opening 38b and the opening / closing member are combined may be referred to as an ordinary electric accessory (general power).

  Below the start winning device 38, a first big winning device 39a is arranged. Further, on the right side of the start winning device 38, a second large winning device 39b is arranged. The big winning devices 39a and 39b are winning devices that are opened for a predetermined time when a special symbol lottery is won, that is, when a big win is won. A lot of prize balls can be obtained by winning the game balls in the big prize opening (not shown) inside the big prize winning devices 39a and 39b.

  A special symbol display device 43a and a normal symbol display device 43b are arranged below the right side of the game area 4a. The special symbol display device 43a is composed of two 7-segment LEDs (left and middle), and changes the special symbol in response to winning in the special symbol start ports 38a and 38b, and displays the lottery result. In addition, the remaining one (right) displays the number of reserved balls of special symbols and normal symbols and the short-time state.

  The normal symbol display device 43b is a display composed of a plurality of LEDs. The normal symbol is started by the winning of the normal symbol start gate 40a, and the lottery result is displayed by turning on the LED.

  On the left side of the game area 4a, a normal symbol start gate 40a, a windmill 41 that changes the flow direction of the game ball, and a large number of game nails (not shown) are arranged. The normal symbol start gate 40a is a winning device that triggers the start of a normal symbol. A lottery is performed when the game ball passes through the normal symbol start gate 40a, and the normal symbol changes in the normal symbol display device 43b.

  In addition, a right normal symbol start gate 40b is disposed above the second grand prize winning device 39b. This is a starting gate for a normal symbol in a gaming state in which a right strike is made, and also has a role of detecting whether or not the player is making a right strike.

  A plurality of general winning ports 42 are arranged at the lower left side of the game area 4a. When a game ball wins the general winning opening 42, a predetermined number of prize balls are paid out.

  On the leftmost side of the game area 4a, a guide rail 44 extending in a substantially vertical direction is arranged to guide the game ball launched by the launch mechanism to the game area 4a. The guide rail 44 is composed of two metal strip-shaped outer and inner guide rails 44a and 44b.

  A space extending in the vertical direction between the two outer and inner guide rails 44a and 44b forms a launch passage 45 through which a game ball launched from the launch mechanism passes. At the upper end of the inner guide rail 44b, a return ball prevention piece 46 that allows the shot ball to pass in the launch direction (the game area 4a side) and prevents the return ball (the launch path 45 side) from passing is provided. ing. Further, at the lowermost part of the inner guide rail 44 b, an out ball collection port 47 and a ball approaching portion 48 for introducing the out ball into the out ball collection port 47 are formed.

  FIG. 4 is a block diagram showing the configuration of the control device of the pachinko gaming machine 1. In FIG. 4, the configuration of a relay board for relaying signals and some members not related to the present invention are omitted.

  This control device is mainly configured of a main control board 24 that comprehensively controls the operation of the pachinko gaming machine 1 and an effect control board 25 that receives commands from the main control board 24 and controls the effects. The power supply board 28 is connected to each board including the main control board 24, receives an AC voltage 24V from an external power supply, converts it to a DC voltage, and supplies it to each board.

  The main control board 24 includes a main control board CPU 241, a ROM 242, and a RAM 243 therein. The main control board side CPU 241 is a so-called processor unit, and performs a lottery process for determining whether or not to generate a big hit, a process for creating a control command from information on the determined variation pattern and stop symbol, and transmitting the control command to the effect control board 25. I do. The main control board side CPU 241 corresponds to the “appropriateness determination unit” of the present invention.

  The ROM 242 is a storage unit that stores a control program describing a series of gaming machine control procedures, control data, and the like. The RAM 243 is a storage unit having a work area for temporarily storing data set by the processing of the main control board side CPU 241.

  Connected to the main control board 24 are a RAM clear switch 27, a start winning opening sensor 38c, a large winning opening sensor 39c, a starting gate passage sensor 40c, a general winning opening sensor 42c, a magnetic sensor 50, a radio wave sensor 51, and a vibration sensor 52. The detection signal of each sensor can be received.

  The magnetic sensor 50 is a sensor that detects magnetism when a magnet or the like is brought close to the pachinko gaming machine 1. The radio wave sensor 51 is a sensor that detects strong radio waves emitted to the pachinko gaming machine 1, and the vibration sensor 52 is a sensor that detects strong vibration given to the pachinko gaming machine 1.

  Further, a special symbol display device 43a and a normal symbol display device 43b are connected to the main control board 24, and random number information acquired by the main control board side CPU 241 through a lottery process is transmitted to each of the symbol display devices 43a and 43b. .

  Further, the main control board 24 is connected to an external terminal board 21 having terminals for connecting to the outside of the pachinko gaming machine 1. Various information such as a big hit in a game, the number of winnings, and the number of games is transmitted from the main control board 24 to the hall computer via the external terminal board 21.

  Further, a payout control board 29 is connected to the main control board 24. Since the lower storage tray full sensor 12c and the door opening sensor 32 are connected to the payout control board 29, when these sensors detect an abnormality, a detection signal is transmitted from the payout control board 29 to the main control board 24. . Note that the game ball payout device 19 and the launch control board 30 (further connected to the launch device 10a) are connected to the payout control board 29.

  Next, the effect control board 25 includes an effect control board side CPU 251, a ROM 252 and a RAM 253 therein. The effect control board side CPU 251 is a so-called processor unit, which receives a control command transmitted from the main control board 24 and performs processing for controlling various effects based on the control command.

  The ROM 252 is a storage unit that stores a control program describing a series of effect control procedures, effect data, and the like. Moreover, RAM253 is a memory | storage part provided with the work area which memorize | stores temporarily the data set by the process of the production control board side CPU251.

  A speaker 7, a frame decoration LED 8, a panel decoration LED 35, a volume switch 31, a left effect button 13, and a center effect button 14 are connected to the effect control board 25. Thereby, the production control board 25 controls the sound effect of the speaker 7, operation | movement of each LED, etc., and is raising the production effect, for example.

  When the player pushes down the effect buttons 13 and 14 during the effective period, the detection signal is transmitted to the effect control board 25, and the effect displayed on the liquid crystal display device 36 starts or changes.

  A liquid crystal control board 26 is connected to the effect control board 25. The liquid crystal control board 26 receives a command from the effect control board 25 and performs display control of the liquid crystal display device 36.

  The liquid crystal control board 26 includes a liquid crystal control CPU 261, a liquid crystal control ROM 262, a liquid crystal control RAM 263, a video display processor VDP 264, an image data ROM 265, and a VRAM 266 therein.

  The liquid crystal control CPU 261 is a so-called processor unit, and generates liquid crystal control data necessary for performing display control based on the liquid crystal control command received from the effect control board 25. The data is output to the video display processor VDP 264.

  The liquid crystal control ROM 262 is a storage unit that stores a program that describes the operation procedure of the liquid crystal control CPU 261, and the liquid crystal control RAM 263 is a storage unit that functions as a work area or a buffer memory.

  The video display processor VDP 264 is a processor that performs image processing of image data displayed on the liquid crystal display device 36. The image data ROM 265 is a storage unit that stores image data necessary for the video display processor VDP 264 to perform image processing. The VRAM 266 is a storage unit that temporarily stores image data processed by the video display processor VDP 264. is there.

  With the above configuration, the liquid crystal control board 26 performs image processing based on the liquid crystal control command transmitted from the effect control board 25, and displays effect images and moving images on the liquid crystal display device 36.

  Next, with reference to FIGS. 5A and 5B, an example of effect using the effect buttons 13 and 14 of Example 1 will be described.

  FIG. 5A is an example of an effect displayed on the screen of the liquid crystal display device 36 in the game. This effect starts or changes when the player operates the effect buttons 13 and 14, and the expected level of jackpot is finally suggested.

  First, as shown in FIG. 5A (a), when the decorative symbol 55 is in a reach state of “6”, an effect button mark 13 ′, which means that the operation of the left effect button 13 is valid on the screen, An operation instruction mark 56 and a treasure chest 57 are displayed.

  In the lower left of the screen is a hold display area 58. A solid line circle indicates that the start condition is being held, and a broken circle indicates a state where the start condition is not held. The maximum number of start conditions that can be held is four. Here, two start conditions are held.

  When the player who is used to the game sees the display of FIG. 5A (a), he recognizes that the operation is to produce the item etc. by opening the treasure chest 57 by operating the left effect button 13. For players who are not familiar with the game, the operation instruction mark 56 may be moved up and down or a message such as “Press the button!” May be displayed on the screen.

  When the player operates the left effect button 13 instructed to operate this time, the display is switched to the display of FIG. 5A (b). The display of FIG. 5A (b) shows that the treasure chest 57 is opened by the operation of the left effect button 13 and a new treasure chest 59 appears. At this time, a message “Are you?” Is displayed at the same time, so that the player expects that there is a possibility of a big hit.

  At the same time, an effect button mark 14 'and an operation instruction mark 56, which mean that the operation of the center effect button 14 is valid, are displayed on the screen. Accordingly, the player predicts that the treasure chest 59 is opened by operating the center effect button 14 and some result appears.

  When the player operates the center effect button 14 instructed to operate this time, the display is switched to the display of FIG. 5A (c). The display of FIG. 5A (c) shows that the treasure chest 59 is opened by the operation of the center effect button 14 and the treasure chest 59 contains a luxurious treasure. At this time, the message “Scorching!” Is displayed at the same time, so that the player can expect the present symbol fluctuation that is highly likely to be a big hit.

  In this way, the pachinko gaming machine 1 can execute a gradually changing effect each time the player operates the effect buttons 13 and 14, so that the game does not become monotonous and is an entertaining game machine. The rate can be improved.

  Note that, as shown in FIGS. 5A (b) and 5A (c), the decorative symbol 55 maintains the reach state of “6”, and the number of reservations in the hold display area 58 does not change. That is, the effect is performed during one symbol change. The effect may be performed in a so-called pseudo-continuous variation in which the symbol appears once stopped and the variation of the symbol is started again.

  Even if the player operates the left effect button 13 in the state of FIG. 5A (a), the treasure chest 57 may not be opened and the effect may end. On the other hand, as shown in FIG. 5A (b), when the second effect button mark 14 ′ appears, the expectation of the big hit is higher than when only the first effect button mark 13 ′ appears. Is the time.

  In addition, even if the player operates the center effect button 14 in the state of FIG. 5A (b), the treasure chest 59 may not be opened and the effect may end. When the operation of the center effect button 14 is successful, it may be determined as a big success finalizing effect. In this case, when the effect button mark 14 ′ appears, the player expects the possibility of a big hit and becomes excited.

  When the player operates an effect button (for example, the left effect button 13) that is first instructed to operate, a predetermined effect starts, but the content of the effect may be any. Further, during execution of this effect, the operation of the next effect button (for example, the center effect button 14) is instructed, and the player may operate this.

  Although details will be described later, it is possible to cancel the effect being executed in the above case and immediately switch to the effect by operating the next effect button (effect execution pattern 1). In addition, after all the effects that are being executed are finished, the effect can be switched to an effect by operating the next effect button (effect execution pattern 2).

  Further, the next operation button operation may not be instructed until the performance effect being executed has progressed to some extent or has been completed. In such a case, it is preferable to perform a continuous effect in which the two effects are strongly related.

  Depending on the player, there is a case where the operation is not performed even if the operation of the effect button is instructed. For example, when the left effect button 13 is not operated for a predetermined time in the state of FIG. 5A (a), the effect can be ended.

  On the other hand, even when the left effect button 13 has not been operated for a predetermined time, an effect button mark 14 ′ can be displayed thereafter, giving the player the opportunity to operate the center effect button 14. This will be described with reference to FIG. 5B.

  First, in FIG. 5B (a), as in FIG. 5A (a), the decorative symbol 55 is in the reach state of “6”, and the production button mark 13 ′, the operation instruction mark 56, the treasure box 57, and the hold A display area 58 is displayed.

  The operation effective period during which the operation of the left effect button 13 is effective is normally about 3 to 7 seconds. Therefore, if the player does not operate the left effect button 13 during this period, the effect button mark 13 ′ is once set. The operation instruction mark 56 disappears from the screen, and the display is switched to the display of FIG. 5B (b).

  The display of FIG. 5B (b) is the same as that of FIG. 5B (a) regarding the treasure chest 57, but shows that the effect button mark 14 'and the operation instruction mark 56 have appeared in the screen. Thus, the player predicts that when the center effect button 14 is operated, the treasure chest 57 is opened and some result appears.

  This time, when the player operates the center effect button 14 instructed to operate, the display is switched to the display of FIG. 5B (c). The display of FIG. 5B (c) shows that the treasure chest 57 is opened by the operation of the center effect button 14 and the treasure chest 57 contains a luxurious treasure. At this time, the message “Scorching!” Is displayed at the same time, so that the player can expect the present symbol fluctuation that is highly likely to be a big hit.

  In this way, in the pachinko gaming machine 1, even when the effect button is not operated, an effect that allows the player to operate the effect button can be executed according to the degree of expectation of the big hit, so the game is not monotonous, A high gaming machine can be realized.

  Next, with reference to FIG. 6, an effect execution pattern 1 and an effect execution pattern 2 which are execution modes of effects when there are two effect buttons will be described.

(A) Production execution pattern 1
First, the effect execution pattern 1 is an aspect in which the execution of the previous effect is interrupted when the next effect button is operated during the execution of the effect that starts when the effect button is operated. Here, it is assumed that the first effect button 13 is instructed to operate first, and the center effect button 14 is instructed to operate next.

  First, when the operation of the left effect button 13 is instructed during the change of the decorative design, the effect button mark 13 ′ is displayed on the screen of the liquid crystal display device 36 (see FIG. 5A (a)). This means that the first operation valid period in which the operation of the left effect button 13 is valid has been entered. The built-in lamp of the left effect button 13 may be turned on to notify that the operation is valid.

  The first operation effective period is usually about 3 to 7 seconds. If the player does not operate the left effect button 13 during this period, the first operation effective period ends. In this case, the effect button mark 13 'disappears from the screen, and the decorative design stops without starting the effect.

  On the other hand, when the player operates the left effect button 13 during the first operation valid period, the predetermined effect A starts. After this operation, the operation of the left effect button 13 is invalid during the current symbol variation (shaded portion in the figure).

  Thereafter, the effect button mark 14 ′ is displayed on the screen of the liquid crystal display device 36 (see FIG. 5A (b)), and the second operation valid period in which the operation of the center effect button 14 is effective starts. Again, the built-in lamp of the center effect button 14 may be turned on to notify that the operation is valid.

  If the player does not operate the center effect button 14 during the second operation valid period, the second operation valid period ends. In this case, the effect button mark 14 'disappears from the screen, and the decorative design stops without starting the effect.

  On the other hand, when the player operates the center effect button 14 during the second operation valid period, the predetermined effect B starts immediately. That is, the operation of the center effect button 14 interrupts the effect A even during the execution and switches to the effect B. Then, production B is executed until the end. After this operation, the operation of the center effect button 14 becomes invalid during the current symbol variation (shaded portion in the figure).

  Here, the production A and the production B proceed quickly, so that the player can quickly see the contents of the production B. As shown in FIG. 5A (c), the effect B is often an effect that suggests whether or not the current symbol variation is a big hit. Therefore, the player can know the determination result of success / failure at an early stage.

(B) Production execution pattern 2
Next, the production execution pattern 2 will be described. In the production execution pattern 2, when the production button that is first instructed to be operated is operated and the production starts, even when the next production button is operated, a new production is started after the previous production is finished. It is an aspect. Also here, it is assumed that the first effect button 13 is instructed to operate first, and the center effect button 14 is instructed to operate next.

  First, when the operation of the left effect button 13 is instructed while the decorative design is changing, the effect button mark 13 ′ is displayed on the screen of the liquid crystal display device 36. If the player does not operate the left effect button 13 during the first operation valid period, the first operation valid period ends. In this case, the effect button mark 13 'disappears from the screen, and the decorative design stops without starting the effect.

  On the other hand, when the player operates the left effect button 13 during the first operation valid period, the predetermined effect A starts. After this operation, the operation of the left effect button 13 becomes invalid during the current symbol variation (shaded portion in the figure).

  Thereafter, the effect button mark 14 ′ is displayed on the screen of the liquid crystal display device 36, and the second operation valid period in which the operation of the center effect button 14 is effective starts. If the player does not operate the center effect button 14 during the second operation valid period, the second operation valid period ends. In this case, the effect button mark 14 'disappears from the screen, and the decorative design stops without starting the effect.

  On the other hand, even when the player operates the center effect button 14 during the second operation valid period, the predetermined effect B does not start immediately. That is, the effect B related to the operation of the center effect button 14 starts after the effect A being executed ends. Then, production B is executed until the end. After this operation, the operation of the center effect button 14 becomes invalid during the current symbol variation (shaded portion in the figure).

  When the effect A being executed is interrupted and a new effect B is started as in the effect execution pattern 1 described above, depending on the content of the effect, an unnatural effect in which only the result is displayed. However, as shown in the performance execution pattern 2, by starting the new production B after showing all the productions A being executed, the production A and the production B become productions that are continuous and have no sense of incongruity.

  The production execution pattern 1 and the production execution pattern 2 may be switched depending on the content of the production. For example, in the case of a continuous production that becomes unnatural when interrupted, the production execution pattern 2 can be adopted.

  Here, the left effect button 13 is instructed to operate first and the center effect button 14 is instructed to operate later, but the reverse order may be used. If there is a difference in the operation opportunity of the effect buttons 13 and 14 and an effect button with few operation opportunities (for example, the center effect button 14) is instructed first, the expectation degree of the big hit may be set higher. .

  Below, with reference to FIG. 7, the game management process performed by the main control side is demonstrated. The game management process described below is a timer interrupt process that is executed for the main loop on the main control side when the power-on process ends normally.

  First, the main control means (main control board 24) performs timer management processing (step S10). The pachinko gaming machine 1 is provided with a plurality of timers such as a special symbol accessory operation timer, which will be described later, each of which counts time related to the game.

  The main control means manages a number of timers by updating various timers (subtracting the timers) according to the processing state. Thereafter, the process proceeds to step S20.

  In step S20, the main control means performs input management processing. This is a process of storing information input to various sensors of the pachinko gaming machine 1 in a winning counter. Thereafter, the process proceeds to step S30.

  In step S30, the main control means performs a prize ball management process. This is a process performed when a game ball flowing down the game area of the game board 4 wins the first special symbol starting port 38a or the general winning port 42. For example, the general winning opening sensor 42c in the general winning opening 42 detects a game ball and transmits a ball detection signal to the main control means.

  When receiving the above signal, the main control means transmits a control signal for paying out a predetermined number of prize balls to the payout control board 29 (further, the game ball payout device 19). At this time, if a special winning opening prize invalid flag, which will be described later, is turned on, a control signal for paying out a winning ball due to winning in the special winning opening is not transmitted and no payout is performed.

  Thereafter, the special winning opening prize invalid flag is set to OFF at a predetermined timing. As the predetermined timing, it is preferable to set the time when a match between the number of winnings and the number of winnings is confirmed (including power-off) or when a special game is finished.

  When receiving the control signal, the game ball payout device 19 pays out a predetermined number of prize balls to the upper storage tray 11 (or the lower storage tray 12 when the upper storage tray 11 is full). Thereafter, the process proceeds to step S40.

  In step S40, the main control means performs a normal symbol management process. This is a process performed when a game ball flowing down the game area of the game board 4 passes through the normal symbol start gate 40a or the right normal symbol start gate 40b. Specifically, the start gate passage sensor 40c inside the normal symbol start gates 40a and 40b detects a game ball that has passed through the gate, and transmits a ball detection signal to the main control means.

  When the main control means receives the signal, it obtains a lottery random number of normal symbols. A maximum of four lottery random numbers can be stored, and whether or not the lottery random numbers are appropriate is lottered in the order of storage.

  Further, the main control means transmits a control signal to the normal symbol display device 43b. In the normal symbol display device 43b, the normal symbol is changed by the blinking of the LED, and the normal symbol is displayed after a predetermined time has elapsed and stopped according to the lottery result. Thereafter, the process proceeds to step S50.

  In step S50, the main control means performs a normal electric accessory management process. This is a process for controlling the operation of the ordinary electric accessory according to the lottery result of the ordinary symbol. In the normal symbol management process (step S40), when the normal symbol is stopped in the hit state, the main control means transmits a control signal to the solenoid for the ordinary electric accessory, and the second special symbol start port for a predetermined time. The opening / closing member 38b is opened.

  The main control means is configured to close the opening / closing member when the predetermined time has elapsed or when a predetermined upper limit number of game balls have been won in the second special symbol starting port 38b before the predetermined time has elapsed. A control signal is transmitted to the solenoid for ordinary electric accessories. Thereby, the opening / closing member is closed. Thereafter, the process proceeds to step S60.

  In the normal symbol management process (step S40), when the normal symbol is stopped in a disengaged manner, the opening / closing member is not opened, and the main control means does not perform the normal electric accessory game process. finish.

  In step S60, the main control means performs a special symbol management process. This is a process performed when a game ball flowing down the game area of the game board 4 wins the first special symbol start port 38a or the second special symbol start port 38b.

  Although details will be described later, when the start winning port sensor 38c detects a game ball, the start winning port sensor 38c transmits a ball detection signal to the main control means, and the main control means draws a special symbol.

  The main control means transmits a control signal to the special symbol display device 43a. In the special symbol display device 43a, the special symbol is changed by the 7-segment LED, and the special symbol is stopped in a manner of winning or losing according to the lottery result after a predetermined time elapses. Further, the variation of the special symbol is displayed on the liquid crystal display device 36 with a decorative symbol that can be surely recognized by the player. Thereafter, the process proceeds to step S70.

  Finally, in step S70, the main control means performs a special electric accessory management process. This is a process of controlling the operation of the special electric accessory (large winning device 39) according to the lottery result of the special symbol.

  Although details will be described later, when a special symbol stops in a winning manner, it becomes a so-called big hit, and a special game consisting of a plurality of rounds is given to the player. As will be described later, in the special symbol management process (step S60), when the special symbol is stopped in a detaching manner, the special electric accessory management process is immediately terminated. When the special electric accessory management process ends, the game management process also ends.

  Next, the special symbol management process performed in the game management process will be described with reference to FIG. In the special symbol management process, the main control means determines a special symbol operation status (waiting for variation, during variation, during confirmation time), which will be described later, and manages each processing.

  First, the main control means performs a start port check process 1 (step S61). This is to determine the winning of a game ball to the first special symbol start port 38a, store a big hit determination random number or the like in a reserved storage area, and create a reserved look-ahead command if necessary. Thereafter, the process proceeds to step S62.

  In step S62, the main control means performs a start port check process 2. The same process as the start opening check process 1 is performed for winning a game ball in the second special symbol start opening 38b. Thereafter, the process proceeds to step S63.

  Next, the main control means determines whether or not the condition device operation flag is ON (step S63). The condition device is a device that operates when a condition for continuing the big hit is established when the big hit occurs.

  If the condition device operation flag is on, the determination is “YES”, and the process proceeds to step S68. On the other hand, if the condition device operation flag is not on, the determination is “NO”, and the process proceeds to step S64. That is, the processing after step S64 is processing in the normal game mode in which no big hit has occurred.

  If the determination in step S63 is "NO", the main control means performs a special symbol operation status determination (step S64). If the special symbol operation status (hereinafter also referred to as the special symbol operation status) is set to “00H” or “01H”, it means that the special symbol is “waiting for fluctuation”, and the process proceeds to step S65. .

  If the special figure operation status is set to “02H”, it means that the special symbol is “changing”, and the process proceeds to step S66. Further, when the special figure operation status is set to “03H”, it means that the special symbol is “during confirmation time”, and the process proceeds to step S67. Hereinafter, processing in each special figure operation status will be described.

  First, with reference to FIGS. 9A and 9B, the special symbol variation start process performed in the special symbol management process will be described. As described above, when the special symbol operation status determination (FIG. 8: step S64) determines that the special symbol operation status is “00H” or “01H” (both are waiting for variation), the main control means performs this processing. I do.

  First, in FIG. 9A, the main control means determines whether or not the special figure 2 reserved ball number is 0 (step S81). If the number of reserved balls in FIG. 2 is 0, the determination is “YES”, and the process proceeds to step S82. On the other hand, if the number of reserved balls in FIG. 2 is not 0, the determination is “NO” and the process proceeds to step S86 (see FIG. 9B).

  If the determination in step S81 is "YES", the main control means determines whether or not the special figure 1 reserved ball number is 0 (step S82). If the number of reserved balls in FIG. 1 is 0, the determination is “YES”, and the process proceeds to step S83. On the other hand, if the number of reserved balls in FIG. 1 is not 0, the determination is “NO” and the process proceeds to step S86 (see FIG. 9B).

  If the determination in step S82 is "YES", the main control means determines whether or not the special figure operation status is 00H (step S83). As will be described later, “01H” is set as the special figure operation status immediately after the special symbol confirmation time processing (FIG. 8: step S67) is executed.

  If the special figure operation status is “00H”, the determination is “YES”, and the special symbol variation start process is terminated. On the other hand, when the special figure operation status is not “00H” (when it is “01H”), the determination is “NO”, and the process proceeds to step S84.

  If the determination in step S83 is “NO”, the main control means transmits a customer waiting demo command (step S84). The “customer waiting demonstration command” is sent from the main control means (main control board 24) to the sub-control means (when the number of held balls in both FIG. 1 and FIG. 2 is 0 and the special figure operation status is “01H”). It is transmitted toward the production control board 25). Thereafter, the process proceeds to step S85.

  In step S85, the main control means sets 00H as the special figure operation status. With this set, the special symbol variation start process ends, but thereafter, in the special symbol variation start process, the process of “YES” in the determination of step S83 is repeated unless pending information is generated.

  When the determinations in step S81 and step S82 are “NO”, the main control means subtracts 1 from the number of reserved balls in FIG. 1 or FIG. 2 (FIG. 9B: step S86). Thereafter, the process proceeds to step S87.

  In step S87, the main control means transmits a hold subtraction command. Since the main control means transmits a “hold subtraction command” to the sub control means, the hold display of the special symbol display device 43a (the right 7-segment LED) and the hold display displayed on the liquid crystal display device 1 are decremented by 1. Is done. Thereafter, the process proceeds to step S88.

  In step S88, the main control means sets special symbol operation confirmation data. Specifically, “00H” is set as the special symbol operation confirmation data when special figure 1 starts to change, and “01H” is set when special figure 2 starts to change. Thereafter, the process proceeds to step S89.

  In step S89, the main control means shifts the reserved storage area. The reserved storage areas 1 to 4 having the same number as the maximum number of reserves are shifted by 1 as the number of reserved balls is subtracted. At this time, 0 is set for the holding storage area 4 in which the latest holding information is stored. Thereafter, the process proceeds to step S90.

  In step S90, the main control means performs a special electric accessory activation determination random number determination process. This is a so-called special drawing lottery process in which a random number determination process is performed by determining a hit random number determination table corresponding to a special figure. Also, a process for storing the big hit determination flag in the work area is performed. Thereafter, the process proceeds to step S91.

  In step S91, the main control means performs a special stop symbol creation process. Here, a symbol table selection table corresponding to the special symbol is selected, and a random symbol value for symbol determination and a big hit determination flag are acquired to create a special symbol stop symbol. Thereafter, the process proceeds to step S92.

  In step S92, the main control means performs a game state transition preparation process. Here, when the big hit determination flag is ON, the game state transition table corresponding to the big hit type is selected, and values are stored in various buffers with reference to this table. Thereafter, the process proceeds to step S93.

  In step S93, the main control means performs special figure variation pattern creation processing. This is a process of selecting a variation pattern distribution table and creating a variation pattern of a special figure based on a variation pattern random number. Thereafter, the process proceeds to step S94.

  In step S94, the main control means sets the changing flag in FIG. 1 or FIG. 2 to ON. Specifically, the changing flag of one special figure that will change from now on is turned on. Thereafter, the process proceeds to step S95.

  In step S95, the main control means transmits a decorative design designation command. The decorative symbol is a symbol that is variably displayed on the liquid crystal display device 36. The main control means (main control board 24) creates a “decorative symbol designation command” and transmits it to the sub-control means (effect control board 25). Thereafter, the process proceeds to step S96.

  Finally, the main control means performs various settings at the start of fluctuation (step S96). Specifically, “00H” (erase) is set in the random number storage area 0. Further, since the special symbol operation status is set to “02H” (being changed), in the next special symbol management process, in the special symbol operation status determination (FIG. 8: step S64), a special symbol changing process (described later) ( FIG. 8: Branches to step S66). Thereafter, the special symbol variation start process is terminated. Returning to FIG. 8, the process then proceeds to step S68 (described later).

  When the special symbol operation status determination (step S64) determines that the special symbol operation status is “02H” (during variation), the main control means performs special symbol variation processing (step S66).

  To briefly explain the special symbol variation processing, the main control means determines whether or not the special symbol accessory operation timer which is a timer related to the variation time of the special symbol is 0, and this timer becomes 0. In this case, a “variation stop command” is transmitted to the sub-control means.

  In addition, various settings at the time of variable stop are performed, but since the special symbol operation status is set to “03H” (during the confirmation time), in the next special symbol management process, in the special symbol operation status determination (step S64), The process branches to a special symbol checking time process (step S67) to be described later. Thereafter, the special symbol changing process is terminated. Thereafter, the process proceeds to step S68 (described later).

  When the special symbol operation status is determined to be 03H (during confirmation time) in the special symbol operation status determination (step S64), the main control means performs special symbol confirmation time processing (step S67).

  The processing during the special symbol confirmation time will be briefly explained, but when the fluctuation of the special symbol stops, the main control means sets the big hit time, subtracts the number of short times, and subtracts the ST number which is the probability variation of the number of times Etc.

  When the special symbol accessory time timer reaches 0, the special symbol operation status is set to 01H (waiting for variation), so in the next special symbol management process, the special symbol operation status determination (step S64) The process branches to the symbol variation start process (step S65). Thereafter, the process proceeds to step S68.

  Finally, in step S68, the main control means updates the special symbol display data. Specifically, the special symbol of the special symbol display device 43a is updated. Thereafter, the special symbol management process is terminated.

  Next, with reference to FIG. 10, the special electric accessory management process performed in the game management process will be described. In the special electric accessory management process, the main control means is a special electric accessory operation status (a jackpot start process, a special electric accessory operation start process, a special electric accessory operation process, a special electric accessory operation continuation determination process, which will be described later. , Jackpot end processing) is determined, and each processing is managed.

  First, the main control means determines whether or not the condition device operation flag is ON (step S71). If the condition device operation flag is on, the determination is “YES”, and the process proceeds to step S72. On the other hand, if the condition device operation flag is not on, the determination is “NO”, and this process is terminated. That is, the processing after step S72 is processing when a big hit occurs.

  When the determination in step S71 is “YES”, the main control means performs a special electric accessory operation status determination (step S72). When the special electric accessory operation status (hereinafter also referred to as special electric operation status) is set to “00H”, it means that it is “start of big hit”, and the process proceeds to step S73.

  In the jackpot start process in step S73, various settings at the time of jackpot start for setting the total number of rounds and the like of the current special game (jackpot game) are performed. In this process, the special electric accessory operation status is set to “01H”. Further, the “big hit start interval command” is transmitted to the effect control board 25.

  Further, when the special electric operation status is set to “01H”, it means “special electric operation is being started”, and thus the process proceeds to step S74. In the special electric accessory operation start process in step S74, after determining whether the big hit or the round is in progress, a “big prize opening command” is transmitted to the effect control board 25. In addition, various settings at the start of the opening operation are performed, and the special electric accessory operation status is set to “02H”.

  Further, when the special electric operation status is set to “02H”, it means that the special electric operation is being performed, and the process proceeds to step S75. In the process of operating the special electric accessory in step S75, the maximum winning number of the big winning opening is mainly checked. When the maximum winning number is reached, the “interval between rounds command” is transmitted to the effect control board 25.

  Further, various settings at the end of the opening operation are performed, and the special electric accessory operation status is set to “03H”. Further, when the special electricity operation status is set to “03H”, it means that the special electricity operation continuation determination is in progress, and thus the process proceeds to step S76. In the special electric accessory operation continuation determination process in step S76, the number of rounds is counted by adding the continuous number counter until the current special game reaches the maximum number of rounds.

  If the maximum number of rounds has not been reached, various settings during continuation are performed, and the special electric accessory operation status is set to “01H”. When the maximum number of rounds is reached, various settings at the end are performed, and the special electric accessory operation status is set to “04H”. At this time, a “big hit end interval command” is transmitted to the effect control board 25.

  If the special power operation status is set to “04H”, it means that the jackpot is being ended, and the process proceeds to step S77. In the big hit end process of step S77, various settings at the time of the big hit end for resetting the above-mentioned condition device operation flag and the continuous number counter are performed.

  In this process, the special electric accessory operation status is set to “00H”. After these processes are completed, the main control means ends the special electric accessory management process.

  Below, with reference to FIG. 11, the main process performed by the sub-control side is demonstrated. This main process includes an initialization process that is performed when the sub-control means (the effect control board 25) is activated.

  First, the sub-control unit performs an initialization process (step S101). This mainly performs various initial settings of the sub-control means, and is performed only once at the time of activation. Thereafter, the process proceeds to step S102.

  Next, the sub-control unit determines whether or not the main loop update period has been reached (step S102). The main loop is a process from steps S104 to S109 described later, and its update cycle is 16 ms.

  If the update period of 16 ms elapses when the process proceeds to step S102, the determination is “YES”, and the process proceeds to step S104. On the other hand, in the state before 16 ms elapses, the update cycle is not reached, and therefore the determination is “NO”. In this case, the process proceeds to step S103.

  If the determination in step S102 is “NO”, the sub-control means performs various soft random number update processing (step S103). Thereafter, the processes in steps S102 and S103 are repeated until the determination in step S102 becomes “YES”. During this loop period, a timer interrupt process (see FIG. 12) with a period of 1 ms is executed. The sub-control means counts the number of interrupt processes and determines whether the above 16 ms has elapsed.

  If the determination in step S102 is “YES”, the sub-control means performs LED data update processing (step S104). As described above, steps S104 to S109 are main loop processing. Here, the data of the frame decoration LED 8 and the panel decoration LED 35 is updated to change the light emission mode of the decoration LED. Thereafter, the process proceeds to step S105.

  In step S105, the sub control means performs a received command analysis process. This analyzes the type of the received control command and executes various processes according to the control command. Thereafter, the process proceeds to step S106.

  In step S106, the sub control means performs a main scenario update process. Specifically, various production settings are made according to the control command. Thereafter, the process proceeds to step S107.

  In step S107, the sub control means performs a sound output process. Specifically, sound is output from the speaker 7 according to the scenario. Thereafter, the process proceeds to step S108.

  In step S108, the sub-control means performs solenoid update processing. Specifically, the detailed operation of the solenoid used in the special winning device 39 or the like is set. Thereafter, the process proceeds to step S109.

  In step S109, the sub-control unit performs noise countermeasure processing. Specifically, it is checked whether the peripheral LSI is affected by noise. When this process ends, the process returns to step S102, and the subsequent processes are continued.

  Finally, timer interrupt processing will be described with reference to FIG. The timer interruption process is an interruption process executed at a cycle of 1 ms with respect to the production control side main process (FIG. 11).

  First, the sub control means initializes the CPU register (step S111). Specifically, the port refresh initial value is set. Thereafter, the process proceeds to step S112.

  In step S112, the sub control means performs output processing. Specifically, output processing of a solenoid or a motor used for the movable accessory is performed. Thereafter, the process proceeds to step S113.

  In step S113, the sub control means performs an effect button input state update process. Specifically, the input state is updated when the production buttons 13 and 14 are operated. Thereafter, the process proceeds to step S114.

  In step S114, the sub control means performs a switch input state update process. Specifically, input information such as the volume switch 31 is confirmed, and processing corresponding to the information is performed. Thereafter, the process proceeds to step S115.

  In step S115, the sub control means performs a liquid crystal control command transmission process. For example, the effect control board 25 transmits an effect command selected by the effect counter to the liquid crystal control board 26. Thereafter, the process proceeds to step S116.

  In step S116, the sub control means performs a motor update process. Specifically, the detailed operation setting of the motor used for the movable accessory is performed. Thereafter, the process proceeds to step S117.

  In step S117, the sub-control means performs LED data output processing. Specifically, LED data output for turning on and blinking the frame decoration LED 8 and the panel decoration LED 35 at a necessary timing is performed. Thereafter, the process proceeds to step S118.

  In step S118, the sub control means performs an effect execution process. Specifically, the selected effect at the time of symbol variation and the effect that starts or changes by the operation of the effect buttons 13 and 14 are executed. Thereafter, the process proceeds to step S119.

  Finally, the sub-control means increments the main loop update cycle work by 1 (step S119). This is a process of incrementing the main loop update cycle work by 1 in order to count 16 ms, which is the update cycle of the above-described main loop processing (FIG. 11: steps S104 to S109). Thereafter, the timer interrupt process is terminated. The series of operations of the pachinko gaming machine 1 according to the present embodiment has been described above.

  As described above, in the first embodiment, there are two operation means in which an effect is executed when a player operates when an operation is instructed. Here, when the one operation means is operated during the first operation effective period in which the operation of one of the operation means is effective, the second operation effective period in which the operation of the other operation means is effective. Starts. Therefore, an effect due to the operation of one operation means and an effect due to the operation of another operation means are continuously generated, so that the game can be prevented from becoming monotonous.

[Example 2]
Next, with reference to FIG. 13, the part which comprises pachinko machine 1 'of Example 2 is demonstrated.

  The pachinko gaming machine 1 'differs from the pachinko gaming machine 1 of the first embodiment only in the upper storage dish 11'. Accordingly, the same components will not be changed, and different portions will be mainly described.

  A left effect button 13, a center effect button 14, and a right effect button 15 that are effective when the built-in lamp is lit are provided on the surface portion of the upper storage dish 11 ′. The production buttons 13 to 15 can start or change the production when the player presses the button when the operation becomes valid. The production buttons 13 to 15 correspond to “operation means” of the present invention.

  The production buttons 13 to 15 may be selectively used depending on the expected degree of jackpot. Also, the jackpot expectation and the content of the presentation may be changed depending on the order or combination in which the operation is instructed.

  Next, with reference to FIG. 14, an effect example of Example 2 using the three effect buttons 13 to 15 will be described.

  FIG. 14 shows an example of effects displayed on the screen of the liquid crystal display device 36 in the game. This effect starts or changes when the player operates the effect buttons 13 to 15, and the expectation level or the like of the jackpot is finally suggested.

  First, as shown in FIG. 14A, when the decorative symbol 55 is in a reach state of “6”, an effect button mark 15 ′, which means that the operation of the right effect button 15 is valid on the screen, An operation instruction mark 56 and a hero character 60 are displayed.

  In the lower left of the screen is a hold display area 58. A solid line circle indicates that the start condition is being held, and a broken circle indicates a state where the start condition is not held. The maximum number of start conditions that can be held is four. Here, three start conditions are held.

  There is a line “continuous?” By the hero character 60 in the screen, but “continuous” is a word that suggests the above-described pseudo continuous variation. When the player who is used to the game sees the display in FIG. 14A, the symbol is stopped once by operating the right effect button 15, and a pseudo continuous variation is started in which the variation of the symbol starts again. Predict.

  Thereafter, when the player operates the right effect button 15 instructed to operate, the display is switched to the display of FIG. The display of FIG. 14B indicates that the decorative design 55 (medium design) has been stopped at a specific design that means pseudo-continuous fluctuation by the operation of the right effect button 15.

  At this time, an effect button mark 13 'indicating that the operation of the left effect button 13 is valid and an operation instruction mark 56 are displayed in the center of the screen. In addition, the main character 60 is displayed one size larger, and a shadow 61 that is expected to be an enemy character appears at a position facing it.

  Furthermore, since “next time, the battle?” Is displayed at the top of the screen, the player operates the left effect button 13 to predict that the battle will be determined by the main character 60 and the shadow 61 thereafter.

  Thereafter, when the player operates the left effect button 13 instructed to operate, the display is switched to the display of FIG. The display in FIG. 14C indicates that the decorative symbol 55 has been changed again by the operation of the left effect button 13 and has reached the reach state “3”. Since this is a quasi-continuous change, the number of solid circles in the hold display area 58 remains three.

  At this time, an effect button mark 14 'and an operation instruction mark 56, which mean that the operation of the center effect button 14 is valid, are displayed at the center of the screen. Then, the shadow 61 appears and becomes an enemy character 61 '.

  Furthermore, since the top of the screen displays “Decisive Battle! Preemptive?”, The player operates the center effect button 14 to start the battle effect by the main character 60 and the enemy character 61 ′. Predict that the character will develop a first strike.

  Thereafter, when the player operates the center effect button 14 instructed to operate, the display is switched to the display of FIG. The display of FIG. 14D shows an effect in which the hero character 60 is slashed ahead of the enemy character 61 ′, such as “first strike!” At the top of the screen. Thereby, a player comes to expect this time symbol fluctuation with high possibility of a big hit.

  Thus, in the pachinko gaming machine 1 ′, it is possible to execute an effect that gradually changes every time the effect buttons 13 to 15 are operated. It becomes an amusing game machine and can improve the operation rate.

  Even if the player operates the right effect button 15 in the state of FIG. 14A, the effect does not progress any more and may end. Further, although the effect proceeds up to FIG. 14B, even if the player operates the left effect button 13, the effect may end there.

  As shown in FIG. 14C, the third effect button mark 14 'appears when the degree of expectation for jackpot is very high. That is, when the second effect button mark 13 ′ appears, the big hit expectation is higher than when only the first effect button mark 15 ′ appears, and the third effect button mark 14 ′. Appears, the jackpot expectation is even higher than when the second effect button mark 13 ′ appears and ends.

  If the effect buttons 13 to 15 are not operated for a predetermined time, the effect may be ended. Here, as in the first embodiment (see FIG. 5B), the player may be given an opportunity to operate an effect button different from the previous one.

  Further, normally, the right effect button 15, the left effect button 13, and the center effect button 14 are operated in the order as in the effect example of FIG. 14, and the operation order of the effect buttons is changed according to the big hit expectation. You may do it. In addition, the operation order of the production buttons can be changed according to the development of the production and the story.

  Finally, with reference to FIG. 15, an effect execution pattern 1 ′ and an effect execution pattern 2 ′, which are execution modes of effects when there are three effect buttons 13 to 15, will be described.

(A) Production execution pattern 1 '
First, the effect execution pattern 1 ′ is an execution mode in which the execution of the previous effect is interrupted when the next effect button is operated during the execution of the effect that starts when the effect button is operated. Here, it is assumed that the operation is instructed in the order of the right effect button 15, the left effect button 13, and the center effect button 14.

  When the operation of the right effect button 15 is instructed while the decorative design is changing, the effect button mark 15 ′ is displayed on the screen of the liquid crystal display device 36 (see FIG. 14A). This means that the first operation valid period during which the operation of the button 15 is valid has been entered. The built-in lamp of the right effect button 15 may be turned on to notify that the operation is valid.

  The first operation effective period is usually about 3 to 7 seconds. If the player does not operate the right effect button 15 during this period, the first operation effective period ends. In this case, the effect button mark 15 'disappears from the screen, and the decorative design stops without changing the effect.

  On the other hand, when the player operates the right effect button 15 during the first operation valid period, the predetermined effect X starts. After this operation, the operation of the right effect button 15 becomes invalid during the current symbol variation (shaded portion in the figure).

  Thereafter, the effect button mark 13 ′ is displayed on the screen of the liquid crystal display device 36 (see FIG. 14B), and the second operation valid period in which the operation of the left effect button 13 is effective starts. If the player does not operate the left effect button 13 during the second operation valid period, the second operation valid period ends. In this case, the effect button mark 13 ′ disappears from the screen, and the decorative design stops without changing the effect.

  On the other hand, when the player operates the left effect button 13 during the second operation valid period, the predetermined effect Y starts immediately. That is, the operation of the left effect button 13 is interrupted even when the effect X is being executed, and the effect Y is switched. After this operation, the operation of the left effect button 13 becomes invalid during the current symbol variation (shaded portion in the figure).

  Thereafter, the effect button mark 14 ′ is displayed on the screen of the liquid crystal display device 36 (see FIG. 14C), and the third operation valid period in which the operation of the center effect button 14 is effective starts. If the player does not operate the central effect button 14 during the third operation valid period, the third operation valid period ends. In this case, the effect button mark 14 'disappears from the screen, and the decorative design stops without changing the effect.

  On the other hand, when the player operates the center effect button 14 during the third operation effective period, the predetermined effect Z starts immediately. That is, the operation of the center effect button 14 is interrupted even when the effect Y is being executed, and the effect Z is switched. Then, the effect Z is executed until the end. After this operation, the operation of the center effect button 14 becomes invalid during the current symbol variation (shaded portion in the figure).

  Here, the effects X, effects Y, and effects Z proceed quickly, so that the player can quickly see the contents of the effects Z. This time, the effect changes twice by operating the effect buttons 13 to 15 during one symbol change, so that more various effects can be executed as compared with the case where there are two effect buttons.

  Furthermore, the effect Z is often an effect that suggests whether or not the current symbol variation is a big hit, as shown in FIG. Therefore, the player can know the determination result of success / failure at an early stage.

(B) Production execution pattern 2 '
Next, the production execution pattern 2 ′ will be described. In the production execution pattern 2 ′, when the production button that is first instructed to be operated is operated and the production starts, even when the next production button is operated, a new production is started after the previous production is finished. It is an aspect. Here, it is assumed that the operation is instructed in the order of the right effect button 15, the left effect button 13, and the center effect button 14.

  First, when the operation of the right effect button 15 is instructed while the decorative design is changing, the effect button mark 15 ′ is displayed on the screen of the liquid crystal display device 36. If the player does not operate the right effect button 15 during the first operation valid period, the first operation valid period ends. In this case, the effect button mark 15 'disappears from the screen, and the decorative design stops without changing the effect.

  On the other hand, when the player operates the right effect button 15 during the first operation valid period, the predetermined effect X starts. After this operation, the operation of the right effect button 15 becomes invalid during the current symbol variation (shaded portion in the figure).

  Thereafter, the effect button mark 13 ′ is displayed on the screen of the liquid crystal display device 36, and the second operation valid period in which the operation of the left effect button 13 is effective starts. If the player does not operate the left effect button 13 during the second operation valid period, the second operation valid period ends. In this case, the effect button mark 13 ′ disappears from the screen, and the decorative design stops without changing the effect.

  On the other hand, when the player operates the left effect button 13 during the second operation valid period, the predetermined effect Y does not start immediately. That is, the effect Y related to the operation of the left effect button 13 starts after the effect X being executed ends. After this operation, the operation of the left effect button 13 becomes invalid during the current symbol variation (shaded portion in the figure).

  Thereafter, the effect button mark 14 ′ is displayed on the screen of the liquid crystal display device 36, and the third operation valid period in which the operation of the center effect button 14 is effective starts. If the player does not operate the central effect button 14 during the third operation valid period, the third operation valid period ends. In this case, the effect button mark 14 'disappears from the screen, and the decorative design stops without changing the effect.

  On the other hand, when the player operates the center effect button 14 during the third operation effective period, the predetermined effect Z does not start immediately. That is, the effect Z relating to the operation of the center effect button 14 starts after the effect Y being executed ends. Then, the effect Z is executed until the end. After this operation, the operation of the center effect button 14 becomes invalid during the current symbol variation (shaded portion in the figure).

  When the effect that is being executed is interrupted and a new effect is performed as in the effect execution pattern 1 ′ described above, depending on the content of the effect, an unnatural effect in which only the result is displayed. However, as shown in the effect execution pattern 2 ′, by showing all the effects X being executed, a new effect Y is executed, and after showing all the effects Y, the last effect Z is executed, thereby producing the effects X and effects. Y, production Z is a continuous production with a series of stories.

  Depending on the content of the effect, the effect execution pattern 1 ′ and the effect execution pattern 2 ′ may be switched. For example, in the case of a continuous effect that becomes unnatural when interrupted, the effect execution pattern 2 ′ can be employed.

  According to the second embodiment, the pachinko gaming machine 1 ′ has three operation means for producing effects when operated by a player when an operation is instructed. Here, when the first operation means is operated during the first operation effective period in which the operation of the first operation means becomes effective among the operation means, the second operation means becomes effective. The operation validity period starts. Further, when the second operation means is operated during the second operation effective period, the third operation effective period in which the operation of the third operation means is effective starts. Therefore, since the production by the operation of the three operation means is continuously generated, it is possible to prevent the game from becoming monotonous.

  The above embodiment is an example of the present invention, and various modifications that can implement the present invention can be considered.

  There may be four or more operating means. For example, when there are four operation means, the operation of the second operation means is effective when the first operation means is operated during the first operation effective period in which the operation of the first operation means is effective. The second operation effective period is started. Further, when the second operation means is operated during the second operation effective period, the third operation effective period in which the operation of the third operation means is effective starts. Then, when the third operation means is operated during the third operation effective period, the fourth operation effective period in which the operation of the fourth operation means is effective starts.

  The display mode of the effect button mark may be anything. For example, the effect button mark may be displayed largely or the color may be changed depending on the degree of big hit expectation or the content of the effect. When the effect button is repeatedly hit or long-pressed, the display mode of the effect button mark may be changed, or characters such as “Let repeatedly!” May be displayed together.

  The effects of Examples 1 and 2 (FIGS. 5A, 5B, and 14) were performed during symbol fluctuations such as reach, but were performed after the notice effect before the symbols stopped or after the symbols were aligned in a big win mode. It may be a re-lottery effect.

  The effect that is started by operating the effect button is not limited to what is displayed on the liquid crystal display device 36, and an effect that increases the number of LEDs that are turned on each time the effect button is operated, or words (for example, “A”, “T”, “Li”, etc.) may be output.

  As described above, the pachinko gaming machine has been described as the present embodiment, but the present invention is not limited to this, and a sparrow ball type gaming machine, an arrangement ball machine, an enclosing type gaming machine, a revolving type gaming machine provided with an effect selection means, The present invention can also be applied to a rotating game machine (so-called parrot machine) in which a game ball is used as a game medium.

DESCRIPTION OF SYMBOLS 1 Pachinko machine 2 Outer frame 3 Front frame 4 Game board 4a Game area 4b Decoration board 5 Front door 6 Glass board 7 Speaker 8 Frame decoration LED
9 Front plate 10 Launch handle 10a Launcher 11 Upper storage tray 12 Lower storage tray 12a Lower storage tray full sensor 13 Left effect button (operation means)
14 Center effect button (Operating means)
15 Right effect button (Operating means)
16 Back mechanism board 17 Game ball storage tank 18 Tank rail 19 Game ball dispensing device 21 External terminal board 22 Terminal board case 23 Back cover 24 Main control board (Attack judgment means)
24a main control board case 25 effect control board 25a effect control board case 26 liquid crystal control board 26a liquid crystal control board case 27 RAM clear switch 28 power supply board 28a power supply board case 29 payout control board 29a payout control board case 30 launch control board 31 volume switch 33 Stage member 34a Center decorative body 34b Left corner decorative body 34c Right corner decorative body 35 Panel decoration LED
36 Liquid crystal display (display means)
37a, 37b Movable accessory 38 Start winning device 38a First special symbol starting port 38b Second special symbol starting port 38c Starting winning port sensor 39 Large winning device 39a First large winning device 39b Second large winning device 39c Large winning port sensor 40a Normal symbol start gate 40b Right normal symbol start gate 40c Start gate passage sensor 41 Windmill
42 General winning opening 42a General winning opening sensor 43a Special symbol display device 43b Normal symbol display device 44 Guide rail 44a Outer guide rail 44b Inner guide rail 45 Firing passage 46 Return ball prevention piece 47 Out ball collection port 48 Ball gathering part 50 Magnetic sensor 51 Radio wave sensor 52 Vibration sensor

Claims (1)

  1. Display means for variably displaying various symbols;
    A determination unit for determining whether or not to win or fail;
    A gaming machine comprising at least two operation means for performing an effect based on a determination result by the success / failure determination means when a player operates when an operation is instructed,
    Based on the determination result, another operation different from the one operation unit is performed after the one operation unit is operated in the first operation valid period in which the operation of the one operation unit becomes effective. Any one of the control in which the second operation effective period in which the operation of the means becomes effective and the control in which the second operation effective period does not start after the one operation means is operated in the first operation effective period. A game machine characterized in that is executed .
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JP5998390B1 (en) * 2015-04-14 2016-09-28 株式会社サンセイアールアンドディ Game machine
JP6101998B1 (en) * 2015-09-30 2017-03-29 株式会社大都技研 Amusement stand
JP6543853B2 (en) * 2015-10-21 2019-07-17 株式会社大都技研 Game console
JP2017209449A (en) * 2016-05-27 2017-11-30 株式会社高尾 Game machine
JP6611186B2 (en) * 2016-09-28 2019-11-27 株式会社サンセイアールアンドディ Game machine
JP2018099346A (en) * 2016-12-20 2018-06-28 株式会社大一商会 Game machine
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JP2005160867A (en) * 2003-12-04 2005-06-23 Sankyo Kk Game machine
JP2007301190A (en) * 2006-05-12 2007-11-22 Abilit Corp Game machine
JP5286539B2 (en) * 2009-12-17 2013-09-11 株式会社ソフイア Game machine
JP5953162B2 (en) * 2012-07-30 2016-07-20 株式会社ニューギン Game machine

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