JP6340615B2 - Amusement stand - Google Patents

Amusement stand Download PDF

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JP6340615B2
JP6340615B2 JP2014102422A JP2014102422A JP6340615B2 JP 6340615 B2 JP6340615 B2 JP 6340615B2 JP 2014102422 A JP2014102422 A JP 2014102422A JP 2014102422 A JP2014102422 A JP 2014102422A JP 6340615 B2 JP6340615 B2 JP 6340615B2
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effect
time
period
special
production
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JP2015217102A (en
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暁 番野
暁 番野
児郎 河野
児郎 河野
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株式会社大都技研
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  The present invention relates to a game table represented by a ball game machine (pachinko machine), a spinning cylinder game machine (slot machine), or an enclosed game machine (pachinko machine).

  The conventional game machine has a production means.

JP 2008-200302 A

  However, the conventional game stand has room for improvement in the production means.

  An object of the present invention is to provide a game machine having a feature in the production means.

The above purpose is
Directing means;
Operation means;
A game machine equipped with
The game machine is a pachinko machine,
The directing means is capable of executing a music selection effect that causes the player to select one music from a plurality of music.
When the end condition is satisfied, the period during which the music selection effect can be executed ends,
The music selection effect is an effect of outputting another music as a selection candidate after a waiting period when a player performs a change operation using the operation means while outputting a music as a selection candidate. ,
In a certain period after the period during which the music selection effect can be performed, one music from the plurality of music is started from the top as a selection result,
When a certain piece of music is output as a selection candidate, it always starts from a predetermined middle part of the music (hereinafter referred to as “first part”) and is different from the first part. When it is output up to a predetermined middle part of the music (hereinafter referred to as “second part”), it is output again from the first part,
In the standby period in the music selection effect , there is a period in which the music is not output.
This is achieved by a game stand characterized by that.

  According to the present invention, it is possible to realize a game machine having a feature in the production means.

It is the external appearance perspective view which looked at the pachinko machine 100 by one embodiment of this invention from the front side (player side). It is the external view which looked at the pachinko machine 100 by one embodiment of this invention from the back side. 1 is a schematic front view of a game board 200 of a pachinko machine 100 according to an embodiment of the present invention as viewed from the front. It is a circuit block diagram of the control part of the pachinko machine 100 by one embodiment of the present invention. It is an example of the display symbol in the pachinko machine 100 by one embodiment of this invention, Comprising: (a) shows an example of the stop display symbol of special figure 1, (b) shows an example of the stop display symbol of special figure 2 (C) shows an example of a decorative design, and (d) shows an example of a normal stop display design. It is a flowchart which shows the flow of the main control part main process of the pachinko machine 100 by one embodiment of this invention. It is a flowchart which shows the flow of the main control part timer interruption process of the pachinko machine 100 by one embodiment of this invention. It is a flowchart which shows the flow of the special figure prefetch process of the pachinko machine 100 by one embodiment of this invention. It is a figure which illustrates the state by which the prefetch result was memorize | stored in the prefetch result memory | storage part of the pachinko machine 100 by one embodiment of this invention. (A) illustrates a state where the prefetch result is stored in the prefetch result storage unit for special figure 1, and (b) illustrates a state where the prefetch result is stored in the prefetch result storage unit for special figure 2 (C) exemplifies the state of the prefetch result storage unit for special figure 1 in the electric support. It is a flowchart which shows the flow of the special drawing 1 related lottery process of the pachinko machine 100 by one embodiment of this invention. It is a figure which shows the table for the success / failure determination used with the pachinko machine 100 by one embodiment of this invention. It is a figure which shows the table for special figure determination used with the pachinko machine 100 by one embodiment of this invention. It is a figure which shows an example of the special figure 1 variable display time determination table which determines the fluctuation time of the symbol fluctuation stop display in the special figure 1 variable game with the pachinko machine 100 by one embodiment of this invention. It is a figure which shows an example of the special figure 2 fluctuation | variation display time determination table which determines the fluctuation | variation time of the symbol fluctuation stop display in the special figure 2 fluctuation | variation game with the pachinko machine 100 by one embodiment of this invention. It is a flowchart which shows the flow of a process in the 1st sub control part of the pachinko machine 100 by one embodiment of this invention, (a) shows the flow of a 1st sub control part main process, (b) is 1st. The flow of the sub-control unit command reception interrupt process is shown, (c) shows the flow of the first sub-control unit timer interrupt process, and (d) shows the flow of the first sub-control unit image control process. ing. It is a flowchart which shows the flow of a process in the 2nd sub control part of the pachinko machine 100 by one embodiment of this invention, (a) shows the flow of the 2nd sub control part main process, (b) is 2nd. The flow of the sub control unit command reception interrupt process is shown, and (c) shows the flow of the second sub control unit timer interrupt process. 12 is a flowchart illustrating a flow of a selection effect control process that is one of the effect control processes (step S409) of the main process in the first sub-control unit 400 according to the first embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 1 by one embodiment of this invention. It is a figure which shows the selection production | presentation performed with the 1st production | presentation means and the 2nd production | presentation means of the pachinko machine 100 in Example 1 by one embodiment of this invention. It is a figure which shows the selection production | presentation performed with the 1st production | presentation means and the 2nd production | presentation means of the pachinko machine 100 in Example 1 by one embodiment of this invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 2 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 2 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 2 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 3 by one embodiment of this invention. It is a figure which shows the selection effect performed with the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 3 by one embodiment of the present invention. It is a figure which shows the selection effect performed with the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 3 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine in Example 4 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 4 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 4 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 5 by one embodiment of this invention. It is a figure which shows the selection effect performed with the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 5 by one embodiment of the present invention. It is a figure which shows the selection effect performed with the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 5 by one embodiment of the present invention. It is a figure which shows the selection effect performed with the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 5 by one embodiment of the present invention. It is a figure which shows the selection effect performed with the 1st effect means and the 2nd effect means of the pachinko machine 100 in Example 5 by one embodiment of the present invention. It is the schematic front view which looked at the game board 200 of the pachinko machine 100 in Example 6 by one embodiment of this invention from the front. It is a figure which shows the operation means 700 of the pachinko machine 100 in Example 6 by one embodiment of this invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 6 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 6 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 6 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 6 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 7 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 7 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 7 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 7 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-3rd effect means of the pachinko machine 100 in Example 7 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 8 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st-4th effect means of the pachinko machine 100 in Example 8 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-4th effect means of the pachinko machine 100 in Example 8 by one embodiment of the present invention. It is a figure which shows the selection effect performed by the 1st-4th effect means of the pachinko machine 100 in Example 8 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 9 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st and 2nd effect means of the pachinko machine 100 in Example 9 by one embodiment of the present invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in Example 10 by one embodiment of this invention. It is a figure which shows the selection production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 10 by one embodiment of this invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in the modification 1 of Example 4 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st and 2nd effect means of the pachinko machine 100 in the modification 1 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st and 2nd effect means of the pachinko machine 100 in the modification 1 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st and 2nd effect means of the pachinko machine 100 in the modification 1 by one embodiment of this invention. It is a figure which shows the time operation | movement of the pachinko machine 100 in the modification 2 of Example 4 by one embodiment of this invention. It is a figure which shows the selection effect performed by the 1st and 2nd effect means of the pachinko machine 100 in the modification 2 by one embodiment of this invention. It is a figure which shows the other example of the selection effect performed by the 1st and 2nd effect means of the pachinko machine 100 in the modification 2 by one embodiment of this invention. It is FIG. (1) which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 11 by one embodiment of this invention. It is FIG. (2) which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 11 by one embodiment of this invention. It is FIG. (3) which shows the effect performed by the production | presentation means of the pachinko machine 100 in Example 11 by one embodiment of this invention. It is FIG. (4) which shows the effect performed by the production | presentation means of the pachinko machine 100 in Example 11 by one embodiment of this invention. It is FIG. (5) which shows the effect performed by the production | presentation means of the pachinko machine 100 in Example 11 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in the modification 1 of Example 11 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in the modification 2 of Example 11 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 12 by one embodiment of this invention. It is a time chart showing the start timing and end timing of the big hit game of the pachinko machine 100 in Example 12 according to an embodiment of the present invention. It is a figure which shows the effect performed with the effect means of the pachinko machine 100 in the modification of Example 12 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 13 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in the modification of Example 13 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 14 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 15 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 16 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 17 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 18 by one embodiment of this invention. It is a figure which shows the production | presentation performed with the production | presentation means of the pachinko machine 100 in Example 19 by one embodiment of this invention. It is the schematic front view which looked at the slot machine as a game stand by the modification of one embodiment of this invention from the front. It is a figure which shows the game machine by the modification of one embodiment of this invention, (a) shows the casino machine 2000, (b) is a portable provided with the memory | storage part which memorize | stores the electronic data which implement | achieves this invention. A telephone 3000 is shown, (c) shows a portable game machine 4000 having a storage unit for storing electronic data for realizing the present invention, and (d) has a storage unit for storing electronic data for realizing the present invention. A home video game machine 5000 is shown, and (e) shows a data server 6000 storing electronic data for realizing the present invention.

  Hereinafter, a gaming machine (for example, a ball game machine such as a pachinko machine 100, a revolving game machine such as a slot machine, or the like) according to an embodiment of the present invention will be described in detail with reference to the drawings. . First, the overall configuration of the pachinko machine 100 according to the present embodiment will be described with reference to FIG. In addition, the figure is the external appearance perspective view which looked at the pachinko machine 100 from the front side (player side). As an external structure, the pachinko machine 100 includes an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a game board 200 on the front surface.

  The outer frame 102 is a wooden frame member having a vertical rectangular shape for fixing to an installation location (island facilities or the like) provided in a gaming machine installation sales shop. The main body 104 is referred to as an inner frame, and is a member that is provided inside the outer frame 102 and serves as a longitudinal rectangular gaming machine base body that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape and has a space 114 inside. In addition, when the main body 104 is opened, an inner frame opening sensor (not shown) that detects the opening of the main body 104 is provided.

  The front frame door 106 is attached to the front surface of the main body 104 on the front side of the pachinko machine 100 via a hinge portion 112 so as to be openable and closable with a lock function by the lock unit 105 and is configured in a frame shape. Thus, the door member has an opening 116 inside thereof. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. A game area 124 is defined by the rear surface of the front frame door 106 and the front surface of the game board 200. In addition, a front frame door opening sensor 107 that detects the opening of the front frame door 106 when the front frame door 106 is opened is provided.

  The door 108 with a ball storage tray is a door member attached to the lower side of the main body 104 on the front surface of the pachinko machine 100 so as to have a lock function and be openable and closable. The ball storage tray-equipped door 108 is capable of storing a plurality of game balls (hereinafter simply referred to as “balls”), and an upper plate 126 provided with a passage for guiding the game balls to the launching device 110. A lower plate 128 that stores game balls that cannot be stored in the upper plate 126, a ball removal button 130 that discharges the game balls stored in the upper plate 126 to the lower plate 128 by the player's operation, A ball discharge lever 132 that discharges game balls stored in the lower plate 128 to a game ball collection container (common name, dollar box) by operation, and a game ball guided to the launching device 110 by operation of the player 200 ball launching handles 134 for launching into the game area 124, chance buttons 136 for changing the effects of the various effects devices 206 by the player's operation, and the chance button 136 to emit light. Operation means 700 for performing settings relating to a game (for example, setting of time and setting of effect contents) by operation of the sbutton lamp 138 and a setter (for example, an operator, a game shop clerk, or a player in a manufacturing factory of the pachinko machine 100). (Described later), a ball lending operation button 140 for instructing ball lending to a card unit (CR unit) installed in the game store, and a return operation button 142 for instructing the card unit to return the balance of the player. And a ball rental display unit 144 that displays the balance of the player and the state of the card unit. In addition, a lower plate full tank sensor (not shown) that detects that the lower plate 128 is full is provided.

  The launching device 110 is attached to the lower side of the main body 104, and a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching rod 148 that strikes the game ball at the tip of the launching rod 146. .

  The game board 200 has a game area 124 on the front surface, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed from the opening 116 after the game board 200 is mounted on the main body 104.

  FIG. 2 is an external view of the pachinko machine 100 of FIG. 1 viewed from the back side. The upper part of the back surface of the pachinko machine 100 has an opening that opens upward, a ball tank 150 for temporarily storing game balls, and a lower part of the ball tank 150 that is formed at the bottom of the ball tank 150. A tank rail 154 for guiding a ball that has passed through the communicating hole and dropped to the dispensing device 152 located on the right side of the back surface is provided.

  The payout device 152 is formed of a cylindrical member, and includes a payout motor, a sprocket, and a payout sensor (not shown) inside. The sprocket is configured to be rotatable by a payout motor. The sprocket that temporarily passes through the tank rail 154 and flows down into the payout device 152 is temporarily retained, and the payout motor is driven to rotate by a predetermined angle. Thus, the temporarily accumulated game balls are sent one by one downward to the payout device 152.

  The payout sensor is a sensor for detecting the passage of the game ball sent out by the sprocket. When the game ball is passing, either a high signal or a low signal is passed. Either the high signal or the low signal is output to the dispensing control unit 600. The game ball that has passed through the payout sensor passes through a ball rail (not shown) and reaches the upper plate 126 disposed on the front side of the pachinko machine 100. The pachinko machine 100 has this configuration. To pay out the ball to the player.

  On the left side of the payout device 152 in the figure, a main board case 158 that houses the main board 156 that constitutes the main control section 300 that performs control processing for the entire game, and control related to effects based on the processing information generated by the main control section 300 The first sub-board case 162 that houses the first sub-board 160 that constitutes the first sub-control unit 400 that performs processing, and the second sub-board that performs control processing related to effects based on the processing information generated by the first sub-control unit 400. An error canceling switch that configures a second sub-board case 166 that houses the second sub-board 164 that constitutes the control unit 500, a payout control unit 600 that performs control processing related to the payout of game balls, and that releases an error by the operation of a game clerk Discharge board case 172 for storing a payout board 170 provided with 168, launch board constituting a launch control unit 630 for performing control processing relating to the launch of a game ball A launch board case 176 for storing 74, a power control unit 660 for supplying power to various electrical gaming machines, and a power switch 178 for turning on / off the power by the operation of a game clerk and an RWM clear by being operated when the power is turned on A power board case 184 that houses a power board 182 that includes an RWM clear switch 180 that outputs a signal to the main controller 300, and a CR interface 186 that transmits and receives signals between the payout controller 600 and the card unit are provided. ing.

  FIG. 3 is a schematic front view of the game board 200 as viewed from the front. In the game board 200, an outer rail 202 and an inner rail 204 are arranged, and a game area 124 in which a game ball can roll is defined. An effect device 206 is disposed in the approximate center of the game area 124. The effect device 206 is provided with a decorative symbol display device 208 at substantially the center, and around the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, and the normal symbol. A holding lamp 216, a first special symbol holding lamp 218, a second special symbol holding lamp 220, and a high-probability medium lamp 222 are provided. The effect device 206 performs the effect by operating the effect movable body 224, and details thereof will be described later. In addition, hereinafter, the normal symbol may be referred to as “general symbol”, the special symbol as “special symbol”, the first special symbol as “special symbol 1”, and the second special symbol as “special symbol 2”.

  The decorative symbol display device 208 is a display device for performing various displays used for decorative symbols and effects. In the present embodiment, the decorative symbol display device 208 is configured by a liquid crystal display device (Liquid Crystal Display). The decorative symbol display device 208 is divided into four display areas, a left symbol display area 208a, a middle symbol display area 208b, a right symbol display area 208c, and an effect display area 208d, and the left symbol display area 208a, the middle symbol display area 208b, and The right symbol display area 208c displays different decorative symbols, and the effect display area 208d displays an image used for the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, 208d can be freely changed within the display screen of the decorative symbol display device 208. In addition, the decorative symbol display device 208 has a display range in which one small, for example, circular symbol can be displayed, and a fourth symbol display region (not shown in FIG. 3) provided at, for example, the lower left corner of the effect display region 208d. (Shown). In addition, although the liquid crystal display device is employ | adopted as the decoration symbol display apparatus 208, it is not a liquid crystal display device, What is necessary is just the structure which can display various effects and various game information, for example, a dot matrix display device Other display devices including a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) display device, a leaf display device, a plasma display, and a projector may be adopted.

  The general map display device 210 is a display device for displaying a general map, and is configured by a 7-segment LED in this embodiment. The special figure 1 display device 212 and the special figure 2 display device 214 are display devices for displaying the special figure, and are configured by 7-segment LEDs in this embodiment.

  The multi-purpose hold lamp 216 is a lamp for indicating the number of general-purpose variable games (details will be described later) that are on hold. In this embodiment, the general-purpose variable games are reserved up to a predetermined number (for example, two). It is possible to do. The special figure 1 hold lamp 218 and the special figure 2 hold lamp 220 are lamps for indicating the number of special figure variable games that are held (details will be described later). In the present embodiment, a predetermined number of special figure variable games are displayed. It is possible to hold up to (for example, four). The high-probability medium lamp 222 is a lamp for indicating that the gaming state is a high probability state in which a big hit is likely to occur or a high probability state, and the gaming state is changed from a low probability state in which a big hit is unlikely to occur. Turns on when switching to the probability state, and turns off when switching from the high probability state to the low probability state.

  In addition, there are predetermined ball entrances such as a general prize opening 226, a general figure start opening 228, a special figure 1 start opening 230, a special figure 2 start opening 232, and a variable prize opening around the rendering device 206. 234 is provided.

  In the present embodiment, a plurality of general winning holes 226 are arranged on the game board 200, and when a predetermined ball detection sensor (not shown) detects a ball entering the general winning holes 226 (wins in the general winning holes 226). In this case, the payout device 152 is driven, and a predetermined number (for example, 10) of balls are discharged to the upper plate 126 as prize balls. The player can freely take out the balls discharged to the upper plate 126. With these configurations, the player can pay out the winning balls to the player based on winning. The ball that has entered the general winning opening 226 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side. In the present embodiment, a game ball is a ball that is paid out to a player as a consideration for winning (hereinafter, sometimes referred to as “prize ball”), and a ball that is lent to a player (hereinafter referred to as “lending ball”). Is included).

  The normal start port 228 is configured by a device called a gate or a through chucker for determining whether or not a ball has passed a predetermined area of the game area 124. In this embodiment, the left side of the game board 200 is used. One is arranged. Unlike the ball that has entered the general winning opening 226, the ball that has passed through the usual starting port 228 is not discharged to the amusement island side. When a predetermined ball detection sensor detects that a ball has passed through the general map starting port 228, the pachinko machine 100 starts a general map variable game by the general map display device 210.

  In the present embodiment, only one special figure 1 starting port 230 is provided at the center of the game board 200. When a predetermined ball detection sensor detects a ball entering the special opening 1 starting port 230, a later-described payout device 152 is driven, and a predetermined number (for example, three) of balls is discharged to the upper plate 126 as a prize ball. At the same time, the special figure variable game by the special figure 1 display device 212 is started. Note that the ball that has entered the special figure 1 starting port 230 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The special figure 2 starting port 232 is called an electric tulip (electrical chew). In the present embodiment, only one special opening 2 232 is disposed directly below the special figure 1 starting port 230. The special figure 2 starting port 232 includes a wing member 232a that can be opened and closed to the left and right. While the wing member 232a is closed, it is impossible to enter a sphere. When the winning symbol is stopped and displayed, the blade member 232a opens and closes at a predetermined time interval and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the special opening 2 232, the payout device 152 is driven, and a predetermined number (for example, four) of balls is discharged to the upper plate 126 as prize balls. Then, the special figure variable game by the special figure 2 display device 214 is started. The ball that has entered the special figure 2 starting port 232 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The variable winning opening 234 is called a big winning opening or an attacker, and in the present embodiment, only one variable winning opening 234 is arranged below the center of the game board 200. The variable winning opening 234 is provided with a door member 234a that can be opened and closed. When the door member 234a is closed, it is impossible to enter a ball. In this case, the door member 234a opens and closes at a predetermined time interval (for example, an opening time of 29 seconds and a closing time of 1.5 seconds) at a predetermined number of times (for example, 15 times). When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, the payout device 152 is driven to discharge a predetermined number (for example, 15 balls) of balls to the upper plate 126 as prize balls. The ball that entered the variable winning opening 234 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  Further, a plurality of disc-shaped hitting direction changing members 236 called a windmill and a plurality of game nails 238 are arranged in the vicinity of these winning openings and start openings, and at the bottom of the inner rail 204, An out port 240 is provided for guiding a ball that has not won a prize or starting port to the back side of the pachinko machine 100 and then discharging it to the game island side.

  The pachinko machine 100 supplies the ball stored in the upper plate 126 by the player to the launch position of the launch rail, drives the launch motor with strength according to the operation amount of the player's operation handle, The outer rod 202 and the inner rail 204 are passed by the launcher 148 and are launched into the game area 124. Then, the ball that has reached the upper part of the game area 124 falls downward while changing the advancing direction by the hitting direction changing member 236, the game nail 238, etc. (Special Figure 1 Start Port 230, Special Figure 2 Start Port 232) Wins the Out Port 240 without winning any of the winning ports or start ports, or just passing through the normal start port 228 To do.

  Next, the rendering device 206 of the pachinko machine 100 will be described. On the front side of the effect device 206, a warp device 242 and a stage 244 are arranged in an area where the game ball can roll, and an effect movable body 224 is arranged in an area where the game ball cannot roll. In addition, a decorative symbol display device 208 and a shielding device 246 (hereinafter sometimes referred to as a door or a shutter) are disposed on the back side of the effect device 206. That is, in the effect device 206, the decorative symbol display device 208 and the shielding means are located behind the warp device 242, the stage 244, and the effect movable body 224. The warp device 242 discharges the game balls that have entered the warp inlet 242a provided at the upper left of the effect device 206 to the stage 244 below the front surface of the effect device 206 from the warp outlet 242b. The stage 244 can roll a ball discharged from the warp outlet 242b or a ball that has been picked up by a nail of the game board 200, and the passed ball passes to the special opening 1 230 in the center of the stage 244. A special route 244a is provided to facilitate entry.

  In this embodiment, the effect movable body 224 includes an upper arm 224a and a forearm 224b imitating the upper arm and forearm of a human right arm, and an upper arm motor and an elbow (not shown) that rotate the upper arm 224a to the position of the shoulder. A forearm motor (not shown) that rotates the forearm 224b at a position is provided. The effect movable body 224 moves in front of the decorative symbol display device 208 by the upper arm motor and the forearm motor.

  The shielding device 246 includes a lattice-like left door 246a and right door 246b, and is disposed between the decorative symbol display device 208 and the front stage 244. Belts wound around two pulleys (not shown) are fixed to the upper portions of the left door 246a and the right door 246b, respectively. That is, the left door 246a and the right door 246b move to the left and right as the belt driven by the motor through the pulley moves. In the state where the left door 246a and the right door 246b are closed, the shielding devices 246 overlap each other so that the player can hardly see the decorative symbol display device 208. In the state where the left door 246a and the right door 246b are opened, each inner end portion slightly overlaps the outer end portion of the display screen of the decorative symbol display device 208, but the player can visually recognize all of the display of the decorative symbol display device 208. It is. In addition, the left door 246a and the right door 246b can be stopped at arbitrary positions, respectively, for example, only a part of the decorative design so that the player can identify which decorative design the displayed decorative design is. Can be shielded. In addition, the left door 246a and the right door 246b may be configured so that a part of the decorative symbol display device 208 behind the lattice hole can be visually recognized, or the shoji part of the lattice hole is closed with a translucent lens body. The display by the decorative symbol display device 208 may be made vaguely visible to the player, or the shoji part of the holes in the lattice is completely blocked (shielded), and the decorative symbol display device 208 behind is made completely invisible. Also good.

  Next, the circuit configuration of the control unit of the pachinko machine 100 will be described in detail with reference to FIG. This figure shows a circuit block diagram of the control unit. The control unit of the pachinko machine 100 can be roughly classified into a main control unit 300 that controls the central part of the game and a command signal (hereinafter simply referred to as “command”) transmitted by the main control unit 300. A first sub-control unit 400 that controls the second sub-control unit 500 that controls various devices based on a command transmitted from the first sub-control unit 400, and a command transmitted by the main control unit 300 The payout control unit 600 that mainly controls the game ball payout, the launch control unit 630 that controls the launch of the game ball, and the power supply control unit 660 that controls the power supplied to the pachinko machine 100 are configured. Yes.

  First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, and data temporarily. A RAM 308 for storing, an I / O 310 for controlling input / output of various devices, a counter timer 312 for measuring time and the number of times, and a WDT 314 for monitoring an abnormality in program processing are mounted. Note that another storage device may be used for the ROM 306 and the RAM 308, and this is the same for the first sub-control unit 400 described later. The CPU 304 of the basic circuit 302 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 316b as a system clock.

  The basic circuit 302 also includes a random value generation circuit 318 used as a hardware random number counter that changes a numerical value in the range of 0 to 65535 every time a clock signal output from the crystal oscillator 316a is received (this circuit includes 2 counters) and a predetermined ball detection sensor, for example, a sensor that detects a game ball passing through each starting port, winning port, variable winning port, front frame door opening sensor, and inner frame A sensor circuit 322 for receiving signals output from various sensors 320 including an open sensor and a lower plate full sensor, and outputting a comparison result with an amplification result and a reference voltage to the random value generation circuit 318 and the basic circuit 302; Drive circuit 324 for controlling the display of the special symbol display device 212 or the special symbol 2 display device 214, a predetermined symbol display device, for example, A drive circuit 326 for performing display control of the general-purpose display device 210, and various status display units 328 (for example, a general-purpose reservation lamp 216, a special figure 1 retention lamp 218, a special figure 2 retention lamp 220, and a high-accuracy medium lamp 222) And the like, and a variety of solenoids 332 for opening and closing a predetermined movable member, for example, the blade member 232a of the special figure 2 starting port 232, the door member 234a of the variable prize opening 234, and the like. A driving circuit 334 is connected.

  When the sphere detection sensor 320 detects that a sphere is won at the special figure 1 starting port 230, the sensor circuit 322 outputs a signal indicating that the sphere has been detected to the random value generation circuit 318. Upon receiving this signal, the random value generation circuit 318 latches the value at the timing of the counter corresponding to the special figure 1 starting port 230, and stores the latched value in the built-in counter value corresponding to the special figure 1 starting port 230. Store in the register. Similarly, when the random value generation circuit 318 receives a signal indicating that the ball has won the special figure 2 starting port 232, the random number generation circuit 318 latches the value at the timing of the counter corresponding to the special figure 2 starting port 232. The latched value is stored in a built-in counter value storage register corresponding to the special figure 2 starting port 232.

  Further, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 is connected to an information input circuit 350 provided in an external hall computer (not shown) or the like via the information output circuit 336. 100 game information (for example, game state) is output.

  Further, the main control unit 300 is provided with a voltage monitoring circuit 338 for monitoring the voltage value of the power source supplied from the power source control unit 660 to the main control unit 300. The voltage monitoring circuit 338 has a voltage value of the power source. When the voltage is less than a predetermined value (9 V in this embodiment), a low voltage signal indicating that the voltage has decreased is output to the basic circuit 302.

  Further, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when the power is turned on, and the CPU 304 starts from the start signal output circuit 340. When a signal is input, game control is started (main control unit main processing described later is started).

  The main control unit 300 includes an output interface for transmitting a command to the first sub-control unit 400 and an output interface for transmitting a command to the payout control unit 600. With this configuration, the first control unit 300 Communication with the sub-control unit 400 and the payout control unit 600 is enabled. Note that information communication between the main control unit 300 and the first sub control unit 400 is one-way communication, and the main control unit 300 is configured to be able to transmit signals such as commands to the first sub control unit 400. However, the first sub-control unit 400 is configured not to transmit a signal such as a command to the main control unit 300. In addition, the information communication between the main control unit 300 and the payout control unit 600 is a two-way communication, and the main control unit 300 is configured to transmit a signal such as a command to the payout control unit 600. Also, a signal such as a command can be transmitted to the main control unit 300.

  Next, the first sub control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands transmitted from the main control unit 300. The basic circuit 402 includes a CPU 404, A RAM 408 for temporarily storing data, an I / O 410 for controlling input / output of various devices, and a counter timer 412 for measuring time and frequency are mounted. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 414 as a system clock.

  The basic circuit 402 includes a sound source IC 416 for controlling the speaker 120 (and amplifier), a drive circuit 420 for controlling various lamps 418 (for example, the chance button lamp 138), and a shielding device 246. A drive circuit 432 for performing drive control, a shielding device sensor 430 that detects the current position of the shielding device 246, a chance button detection sensor 426 that detects pressing of the chance button 136, and detection of the shielding device sensor 430 and the chance button The sensor circuit 428 that outputs the detection signal from the unit 724 to the basic circuit 402, the ROM 406 for storing the control program and various effect data, and the image data stored in the ROM 406 based on the signal from the CPU 404 are read out. Use the VRAM 436 work area to generate a display image. And VDP434 for displaying an image on the decorative pattern display device 208 and (Video Display Processor), is connected to. The ROM 406 may store the control program and various effect data in separate ROMs.

  Next, the second sub control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted from the first sub-control unit 400 via the input interface and controls the entire second sub-control unit 500 based on the control command. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input / output of various devices, and a counter timer 512 for measuring time and frequency. It is equipped with. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined cycle output from the crystal oscillator 514 as a system clock, and controls a control program and data for controlling the entire second sub-control unit 500, and an image display A ROM 506 storing data and the like is provided.

  Further, the basic circuit 502 includes a drive circuit 516 for performing drive control of the effect movable body 224, a drive circuit 517 for performing drive control of the chance button drive unit 708, and the current position of the effect movable body 224. A movable body sensor 424 to be detected, a sensor circuit 518 for outputting a detection signal from the movable body sensor 424 to the basic circuit 502, a game board lamp drive circuit 530 for controlling the game board lamp 532, and a game table A game table frame lamp drive circuit 540 for controlling the frame lamp 542, and serial communication control for performing lighting control by serial communication between the game board lamp drive circuit 530 and the game table frame lamp drive circuit 540 The circuit 520 is connected.

  Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on a command signal or the like transmitted from the main control unit 300, and a prize ball or a rental ball based on a control signal output from the payout sensor 604 It is detected whether or not the payout has been completed, and communication with a card unit 608 provided separately from the pachinko machine 100 is performed via the interface unit 606. Also, the payout control unit 600 receives the detection result of the front frame door opening sensor 107 that detects the opening of the front frame door 106, and outputs the received result to the main control unit 300.

  The launch control unit 630 outputs a control signal output from the payout control unit 600 to permit or stop the launch, or a launch intensity output circuit provided in the ball launch handle 134 to operate the ball launch handle 134 by the player. Control of the launch motor 632 that drives the launcher 146 and launcher 148, and control of the ball feeder 634 that supplies the launcher 110 with a ball from the upper plate 126 based on a control signal that indicates the launch intensity according to the amount. I do.

  The power control unit 660 converts the AC power supplied from the outside to the pachinko machine 100 into a DC voltage, converts it to a predetermined voltage, and controls each control unit such as the main control unit 300 and the first sub control unit 400, the payout device 152, etc. Supply to each device. Further, the power supply control unit 660 supplies a power storage circuit (for example, a power supply circuit) for supplying power to a predetermined part (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power supply is cut off. , Capacitor). In the present embodiment, a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub control unit 500, and the main control unit 300, the first sub control unit 400, and the launch control unit are supplied from the payout control unit 600. Although a predetermined voltage is supplied to 630, the predetermined voltage may be supplied to each control unit and each device through another power supply path.

  Next, with reference to FIG. 5, the types of types of special maps and general maps that are stopped and displayed by the special map display device 212, the special map display device 214, and the general map display device 210 of the pachinko machine 100 will be described. Fig.5 (a) shows an example of the stop symbol aspect of the special figure 1. FIG. FIG.5 (b) shows an example of the stop symbol aspect of the special figure 2. FIG. The special figure 1 variable game is started on the condition that the first start port sensor detects that the ball has entered the special figure 1 start opening 230, and the special figure 2 start opening 232 indicates that the ball has entered 2 The special figure 2 variable game is started on condition that the start sensor is detected. When the special figure 1 variable game is started, the special figure 1 display device 212 performs “variable display of special figure 1” which repeats lighting of all seven segments and lighting of one central segment. When the special figure 2 variable game is started, the special figure 2 display device 214 performs “variable display of special figure 2” by repeating all lighting of the seven segments and lighting of the central one segment. . These “variation display of special figure 1” and “variation display of special figure 2” correspond to an example of the symbol fluctuation display in the present embodiment. When the fluctuation time determined before the start of the fluctuation in FIG. 1 elapses, the special figure 1 display device 212 stops and displays the stop symbol form of the special figure 1 and the fluctuation time determined before the fluctuation starts in the special figure 2. After the elapse, the special figure 2 display device 214 stops and displays the stop symbol form of the special figure 2. Therefore, from the start of “figure display of special figure 1” until the stop symbol form of special figure 1 is stopped, or after the start of “fluctuation display of special figure 2”, the stop symbol form of special figure 2 is displayed. Until stop display corresponds to an example of the symbol variation stop display referred to in the present embodiment, hereinafter, after the “variable display of special figure 1 or 2” is started, the stop symbol form of special figure 1 or 2 is stopped and displayed. A series of displays until this is done is referred to as symbol variation stop display. As will be described later, the symbol variation stop display may be continuously performed a plurality of times.

  FIG. 5 (a) shows six types of special figures from “Special figure A” to “Special figure F” as stop symbol forms in the symbol fluctuation stop display of special figure 1. FIG. In FIG. 5A, the white portions in the figure indicate the segment locations where the light is turned off, and the black portions indicate the location where the segments are turned on. “Special figure A” is a 15 round (15R) special jackpot symbol, and “Special figure B” is a 15R jackpot symbol. In the pachinko machine 100 according to the present embodiment, as will be described later, the determination as to whether or not the big hit in the special figure variable game is made by lottery of hardware random numbers, and the decision as to whether or not it is a special big hit is made by lottery of software random numbers. The difference between the big hit and the special big hit is a difference in the special figure variable game after the big hit game, and the probability of winning the big hit is high (probable big hit) or low (normally big hit). Hereinafter, a state having a high probability of winning the jackpot is referred to as a special figure high probability state, and a state having a low probability is referred to as a special figure low probability state. In addition, after the 15R special big hit game ends and after the 15R big hit game ends, the state shifts to the electric support state (referred to as a short time state together with the variable time reduction state of the special figure variable game). Although the time-short state will be described in detail later, the state that shifts to the time-short state is referred to as a normal high-probability state, and the state that does not shift to the time-short state is referred to as a normal-low probability state. “Special figure A”, which is a 15R special jackpot symbol, is a special figure high probability normal figure high probability state (probability variation state) after the jackpot game is ended, and “Special figure B”, which is a 15R jackpot symbol, is a jackpot The game state after the game ends is a special figure low probability normal figure high probability state (electric support state or short time state). Note that the timing when the special figure high probability normal figure high probability state and the special figure low probability normal figure high probability state are reached is the start of the first special figure variable game after the end of the big hit game. These “special chart A” and “special chart B” are symbols that have a relatively high degree of advantage over the player.

  "Special figure C" is a 2R big hit symbol and is called sudden probability change. Sudden probability change will be in the special figure high probability normal figure high probability state after the big hit game, like the 15R special big hit symbol. "Special figure D" is a 2R big hit symbol and is called latent probability variation. The latent probability change becomes a special figure high probability low probability state (latency probability variation state) after the big hit game ends.

  “Special figure E” is a small hit symbol, and after the small hit game, the special figure low probability normal figure low probability state (may be referred to as a normal state or a normal game state). In the small hit game, the attacker is released the same number of times as the “special drawing C” and “special drawing D” (twice in the case of this embodiment). Further, the “special drawing F” is a detachment symbol, which is a symbol that does not release an attacker and has a relatively small advantage for the player.

  FIG. 5B shows four types of special drawings from “special drawing a” to “special drawing d” as stop symbol forms in the symbol fluctuation stop display of special drawing 2. In FIG. 5B, the white portions in the figure indicate the segment locations where the light is turned off, and the black portions indicate the location where the segments are turned on. “Special figure a” is a 16 round (16R) special jackpot symbol, and “Special figure b” is an 8R special jackpot symbol. In both “special chart a” and “special chart b”, the gaming state after the end of the big hit game becomes a special chart high probability ordinary figure high probability state. These “special drawing a” and “special drawing b” are symbols with which the degree of advantage relative to the player is relatively large.

  “Special figure c” is an 8R jackpot symbol, and after the jackpot game is over, a special figure low probability normal figure high probability state is entered. The “special drawing d” is an off symbol, the attacker does not release, and the symbol has a relatively small advantage for the player.

  FIG. 5 (c) shows an example of a decorative design. There are 10 types of decoration patterns of the present embodiment: “Decoration 1” to “Decoration 10”. The first start port sensor detects that a ball has won the special figure 1 starting port 230 or the special figure 2 starting port 232, that is, the ball has entered the special figure 1 starting port 230, or the special figure 2 Each of the left symbol display area 208a, the middle symbol display area 208b, and the right symbol display area 208c of the decorative symbol display device 208 is provided on the condition that the second start port sensor detects that a ball has entered the start port 232. In the symbol display area, “decoration 1” → “decoration 2” → “decoration 3” →... “Decoration 9” → “decoration 10” → “decoration 1” →. “Change design of symbols”.

  When notifying 15R big hit, 15R special big hit, 16R special big hit, 8R big hit, or 8R special big hit, a combination of symbols (for example, “decorative 1- (Decoration 1 -decoration 1 "," decoration 2 -decoration 2 -decoration 2 ", etc.) are stopped and displayed. When the 15R special jackpot or the 16R special jackpot is explicitly notified, a combination of symbols in which three same decorative symbols are arranged (for example, “decoration 3-decoration 3-decoration 3” or “decoration 7-decoration 7-decoration 7”). Etc.) is stopped and displayed.

  Further, when notifying the latent probability change or the small hit, a combination of symbols in which three decorative symbols are arranged in the symbol display areas 208a to 208c (for example, “decoration 1-decoration 2-decoration 3” or “decoration 1-decoration 3”). -Decoration 5 ") is stopped and displayed.

  On the other hand, when notifying of the difference between “Special Figure K” and “Special Figure h”, symbol combinations other than the symbol combinations shown in FIG. 5C are stopped and displayed in the symbol display areas 208a to 208c.

  In the present embodiment, the combination of decorative symbols and the type of jackpot are uniquely determined. However, the player may not know which combination of decorative symbols is which jackpot.

  FIG.5 (d) shows an example of the usual stop display symbol. In the present embodiment, there are two types of stoppage display modes of “normal map A”, which is a winning symbol, and “general symbol B”, which is a missed symbol. Based on the fact that the above-mentioned gate sensor has detected that the sphere has passed through the general start port 228, the general map display device 210 repeats the lighting of all seven segments and the lighting of one central segment. Perform a “normal change display”. Then, when notifying the winning of the common figure variable game, the “normal figure A” is stopped and displayed, and when notifying the deviation of the common figure variable game, the “normal figure B” is stopped and displayed. Also in FIG. 5D, the white portions in the figure indicate the segment locations where the light is extinguished, and the black portions indicate the location of the segments where the light is illuminated.

  Next, main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the main control unit. As described above, the main control unit 300 is provided with the start signal output circuit (reset signal output circuit) 340 that outputs the start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 to which this activation signal has been input performs reset start by a reset interrupt, and executes main control unit main processing shown in FIG. 6 in accordance with a control program stored in advance in the ROM 306.

  In step S101, initial setting 1 is performed. In the initial setting 1, the stack initial value is set in the stack pointer (SP) of the CPU 304 (temporary setting), the interrupt mask is set, the I / O 310 is initialized, the various variables stored in the RAM 308 are initialized, and the WDT 314 is set. Enable operation, set initial values, etc. In the present embodiment, a numerical value corresponding to 32.8 ms (milliseconds) is set in WDT 314 as an initial value.

  In step S103 following step S101, the value of the counter of WDT 314 is cleared, and the time measurement by WDT 314 is restarted. In step S105 subsequent to step S103, whether or not the low voltage signal is ON, that is, the voltage value of the power supply that the voltage monitoring circuit 338 supplies from the power supply control unit 660 to the main control unit 300 is a predetermined value. It is monitored whether or not a low voltage signal indicating that the voltage has decreased when the voltage is less than (9 V in this embodiment). Then, when the low voltage signal is on (when the CPU 304 detects that the power supply is cut off), the process returns to step S103, and when the low voltage signal is off (when the CPU 304 does not detect that the power supply is cut off), The process proceeds to S107. Even when the predetermined value (9 V) is not yet reached immediately after the power is turned on, the process returns to step S103, and step S105 is repeatedly executed until the supply voltage becomes equal to or higher than the predetermined value.

  In step S107, initial setting 2 is performed. In the initial setting 2, a process for setting a numerical value for determining a cycle for executing a main control unit timer interrupt process, which will be described later, in the counter timer 312, a predetermined port of the I / O 310 (for example, a test output port, a second output port, etc.) 1) a process of outputting a clear signal from the output port 1), a setting for permitting writing to the RAM 308, and the like.

  In step S109 subsequent to step S107, it is determined whether or not the state before power interruption (before power interruption) is restored. If the state before power interruption is not restored (the basic circuit 302 of the main control unit 300 is changed). In the case of initializing), the process proceeds to initialization processing (step S113). Specifically, first, a RAM clear signal transmitted when a store clerk or the like of an amusement store operates the RWM clear switch 180 provided on the power supply board is turned on (indicates that there has been an operation). That is, it is determined whether or not the RAM clear is necessary. If the RAM clear signal is on (when the RAM clear is necessary), the process proceeds to step S113 to set the basic circuit 302 to the initial state. On the other hand, when the RAM clear signal is OFF (when the RAM clear is not necessary), the power status information stored in the power status storage area provided in the RAM 308 is read, and the power status information is information indicating suspend. It is determined whether or not. If the power status information is not information indicating suspend, the process proceeds to step S113 to set the basic circuit 302 to an initial state. If the power status information is information indicating suspend, a predetermined area of the RAM 308 is set. A checksum is calculated by adding all the 1-byte data stored in (for example, all areas) to a 1-byte register whose initial value is 0, and the calculated checksum results in a specific value (for example, 0) (whether or not the checksum result is normal). When the checksum result is a specific value (eg, 0) (when the checksum result is normal), the process proceeds to step S111 to return to the state before the power interruption, and the checksum result is a specific value. If the value is other than 0 (for example, 0) (if the result of the checksum is abnormal), the process proceeds to step S113 to set the pachinko machine 100 to the initial state. Similarly, when the power status information indicates information other than “suspend”, the process proceeds to step S113.

  In step S111, power recovery processing is performed. In this power recovery process, the value of the stack pointer stored in the stack pointer save area provided in the RAM 308 at the time of power failure is read out and reset to the stack pointer (this setting). In addition, the value of each register stored in the register save area provided in the RAM 308 at the time of power interruption is read out and reset in each register, and then the interrupt permission is set. Thereafter, as a result of the CPU 304 executing the control program based on the reset stack pointer and registers, the pachinko machine 100 returns to the state when the power is turned off. That is, the processing is resumed from the instruction next to the instruction (predetermined in step S115) performed immediately before branching to the timer interrupt process (described later) immediately before the power interruption. A RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 4 is provided with a transmission information storage area. In step S111, a power recovery command is set in the transmission information storage area. This power recovery command is a command indicating that the power has been restored to the state at the time of power-off, and is transmitted to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300 described later.

  In step S113, initialization processing is performed. In this initialization process, interrupt prohibition setting, stack initial value setting to the stack pointer (this setting), initialization of all storage areas of the RAM 308, and the like are performed. Further, here, a normal return command is set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S113) of the main control unit 300 has been performed, and in the same way as the power recovery command, in step S233 in the timer interrupt process of the main control unit 300, 1 is transmitted to the sub-control unit 400.

  In step S115 subsequent to step S113, the basic random number initial value updating process is performed after setting the interrupt prohibition. In this basic random number initial value update processing, initial value generation for generating an initial value of a special figure determining random value counter for generating a special figure determining random value for use in a lottery for determining a stop symbol in a special figure variable game Update random number counter. In addition, an initial value generation random number counter for generating an initial value of a general winning random number counter for generating a normal winning random number used for determining whether or not the normal game is changed is updated. The RAM 308 of the main control unit 300 is provided with a special figure determining random value counter and its initial value generating random number counter, and a regular winning random number counter and its initial value generating random number counter. In step S115, the initial values of two initial value generation random number counters are updated respectively. For example, if the initial value generation random number counter can take a numerical value range of 0 to 99, a value is acquired from the initial value generation random number counter, 1 is added to the acquired value, and then the original initial value generation random number counter is obtained. To remember. At this time, if the result of adding 1 to the acquired value is 100, 0 is stored in the original initial value generation random number counter. Other initial value generation random number counters and random number counters are similarly updated. Note that the initial value generation random number counter is also updated in step S207 described later. The main control unit 300 repeatedly executes the process of step S115 except during a timer interrupt process that starts every predetermined period.

  Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of the main control unit timer interrupt process. The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined cycle (in this embodiment, about once every 2 ms), and the main control unit timer interrupt is triggered by this timer interrupt signal. The process is started at a predetermined cycle.

  In step S201, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 304 to the stack area is performed. In step S203 subsequent to step S201, WDT is set so that the count value of WDT 314 exceeds the initial setting value (32.8 ms in the present embodiment) and no WDT interruption occurs (so as not to detect processing abnormality). It is restarted periodically (in this embodiment, once every 2 ms, which is the main controller timer interrupt period).

  In step S205 subsequent to step S203, input port state update processing is performed. In this input port state update process, the detection signals of the various sensors 320 including the above-described inner frame opening sensor, lower pan full sensor, and various ball detection sensors are input via the input port of the I / O 310 to detect the detection signal. The presence / absence is monitored and stored in a signal state storage area provided for each of the various sensors 320 in the RAM 308. If the detection signal of the sphere detection sensor is described as an example, information on the presence / absence of the detection signal of each sphere detection sensor detected in the timer interruption process (about 4 ms before) is stored in the RAM 308 for each sphere detection sensor. This information is read out from the previous detection signal storage area partitioned and stored in the RAM 308 in the previous detection signal storage area partitioned for each sphere detection sensor, and the previous timer interrupt processing (about 2 ms before) ) Is read from the current detection signal storage area provided for each sphere detection sensor in the RAM 308, and this information is read out from the previous detection signal storage area described above. To remember. Further, the detection signal of each sphere detection sensor detected this time is stored in the above-described current detection signal storage area.

  Further, in step S205, the information on the presence or absence of the detection signal of each sphere detection sensor stored in each storage area of the above-mentioned detection signal storage area, the previous detection signal storage area, and the current detection signal storage area is compared. It is determined whether or not the information on the presence or absence of detection signals for the past three times in the ball detection sensor matches the winning determination pattern information. This main control unit timer interrupt process that is repeatedly started at a very short interval of about 2 ms while one game ball passes one ball detection sensor is started several times. For this reason, every time the main control unit timer interrupt process is activated, a detection signal indicating that the same game ball has passed the same ball detection sensor is confirmed in step S205. As a result, a detection signal indicating that the same game ball has passed the same ball detection sensor is stored in each of the detection signal storage area, the previous detection signal storage area, and the current detection signal storage area. That is, when the game ball starts to pass through the ball detection sensor, there is no detection signal before, a previous detection signal, and a current detection signal. In the present embodiment, in consideration of erroneous detection of the sphere detection sensor and noise, it is determined that there is a prize when the detection signal is stored twice continuously after no detection signal. The ROM 306 of the main control unit 300 shown in FIG. 4 stores winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, that there is a previous detection signal, and that there is a current detection signal). In step S205, information on the presence or absence of detection signals for the past three times in each sphere detection sensor is predetermined winning determination pattern information (in this embodiment, no previous detection signal, previous detection signal, current detection signal present). If there is a match with the general winning opening 226, the variable winning opening 234, the special figure 1 starting opening 230, and the special figure 2 starting opening 232, or the normal figure starting opening 228 is passed. Judge that there was. In other words, it is determined that a prize has been awarded to the winning ports 226 and 234 and the starting ports 230, 232, and 228. For example, when the information on the presence / absence of the detection signals for the past three matches with the above-described winning determination pattern information in the general winning opening sensor for detecting the winning at the general winning opening 226, there is a winning at the general winning opening 226. If the information on the presence / absence of detection signals for the past three times does not match the above-described winning determination pattern information, the subsequent general winnings are performed. The process branches to the subsequent process without performing the process associated with winning the prize to the mouth 226. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there is a detection signal before the previous time, no previous detection signal, and no current detection signal). After it is determined that there has been a single win, it is not determined that there has been a win until the information on the presence or absence of detection signals for the past three times matches the winning determination clear pattern information in each ball detection sensor, and the winning determination is cleared. If it matches the pattern information, it is next determined whether or not it matches the winning determination pattern information.

  In step S205, the door provided in the RAM 308 is monitored for the presence or absence of a door opening detection signal output from the dispensing control unit 600 that has received the detection result from the front frame door opening sensor 107 that detects opening of the front frame door 106. Store in the detection signal state storage area.

  In step S207 and step S209 following step S205, basic random number initial value update processing and basic random number update processing are performed. In these basic random number initial value update processing and basic random number update processing, the initial value generation random number counter performed in step S115 is updated, and then a special figure determination random number value used in the main control unit 300 is generated. The special figure determining random value counter and the common figure winning random value counter for generating the common winning random value are updated. For example, when the numerical value range that can be taken as the special figure determination random value is 0 to 99, the value is acquired from the special figure determination random value counter provided in the RAM 308 in order to generate the special figure determination random value. After adding 1 to the value, it is stored in the original special figure determination random value counter. At this time, if the result of adding 1 to the acquired value is 100, 0 is stored in the original special figure determination random value counter. If it is determined that the special figure determination random value counter has made a round as a result of adding 1 to the acquired value, the value of the initial value generation random number counter corresponding to the special figure determination random value counter is acquired. And set in the special figure determination random value counter. For example, a value is acquired from a special figure determination random value counter that fluctuates in a numerical value range of 0 to 99, and a result obtained by adding 1 to the acquired value is stored in a predetermined initial value storage area provided in the RAM 308. When the value is equal to the previously set initial value (for example, 7), the value is acquired as the initial value from the initial value generation random number counter corresponding to the special figure determination random value counter, and the special figure determination random value counter In addition to setting, the initial value set this time is stored in the above-described initial value storage area in order to determine that the special figure determination random value counter has made one round next. In addition to the initial value storage area for determining that the special figure determining random value counter has made one round next, an initial value storage for determining that the common figure winning random number counter has made one round An area is provided in the RAM 308. The special figure determining random value counter may be provided with a counter for acquiring the random number value for special figure 1 and a counter for acquiring the random value for special figure 2 or the same counter. May be used.

  In step S211 following step S209, effect random number update processing is performed. In this effect random number update process, a random number counter for generating an effect random number used by the main control unit 300 is updated. Specifically, the value of the special figure timer number determining random value counter for generating the special figure timer number determining random value for determining the symbol changing time in the special figure changing game or its initial value is updated. In addition, the value of the random number value counter for determining the general-purpose timer number for generating the random number value for determining the general-purpose timer number for determining the symbol variation time in the general-purpose variable game or its initial value is updated.

  In step S213 following step S211, timer update processing is performed. In this timer update process, the time for displaying and changing the symbol on the special symbol display device 212 and the time for displaying and changing the symbol on the special symbol display device 212 are counted. Special figure 1 display symbol update timer, Special figure 2 display symbol update timer for measuring the time for the symbol to be changed / stopped on the special figure 2 display device 214, a predetermined winning effect time, a predetermined opening time, a predetermined time Various timers including a timer for counting the closing time, a predetermined end effect period, and the like are updated.

  In step S215 subsequent to step S213, a winning opening counter updating process is performed. In this winning opening counter updating process, when winning holes 226, 234 and starting holes 230, 232, 228 have been won, the value of the number-of-a-number-ball storage area provided for each winning hole or each starting hole is stored in the RAM 308. Read and add 1 and set to the original prize ball number storage area.

  In step S217 following step S215, a winning acceptance process is performed. In this winning acceptance process, it is determined whether or not there has been a winning at the special figure 1 starting port 230, the special figure 2 starting port 232, the ordinary drawing starting port 228 and the variable winning port 234. Here, the determination is made using the determination result of whether or not it matches the winning determination pattern information in step S205.

  If there is a winning at the special figure 1 starting port 230 and the corresponding special figure 1 reserved number storage area provided in the RAM 308 is not full (in this example, the full number is 4), the random number value generation circuit (Hard Random Number Circuit) A random number value for hit determination generated by performing predetermined processing on the value stored in the built-in counter value storage register corresponding to the starting port 230 of the special figure 1 of 318 is provided in the RAM 308. The special figure determining random value is acquired from the special figure determining random value counter and stored in the special figure 1 random value storage area in the acquisition order. A pair of random numbers for hit determination and special figure determination random values in the special figure 1 random value storage area (hereinafter abbreviated as "special figure 1 random value group" or "special figure 1 start information") is special. 1 is stored in the same number as the number of the special figure 1 hold stored in the hold number storage area. In the special figure 1 random value storage area, each time the special figure 1 holding number decreases, the data of a set of special figure 1 random values having the highest holding order (the first and most recently stored) is stored. In addition to being erased, the remaining special figure 1 random value set data is processed so that the holding order is incremented by one. Each time the special figure 1 holding number increases by one, the new special figure 1 random value set data is added to the next holding order of the special figure 1 random value set data having the lowest (last) holding order. Written.

  When the special figure 2 starting port 232 is won and the corresponding special figure 2 reserved number storage area provided in the RAM 308 is not full (in this example, the reserved number 4 is full), the random value generation circuit (Hard Random Number Circuit) A random number value for hit determination generated by performing predetermined processing on a value stored in a built-in counter value storage register corresponding to the special figure 2 start port 232 of 318 is provided in the RAM 308. The special figure determining random value is acquired from the special figure determining random value counter and stored in the special figure 1 random value storage area in the acquisition order. A pair of random numbers for hit determination and random number for determination of special figure in the special figure 2 random value storage area (hereinafter abbreviated as "special figure 2 random value set" or "special figure 2 start information") 2 is stored in the same number as the special figure 2 hold number stored in the hold number storage area. In the special figure 2 random value storage area, each time the special figure 2 holding number is decreased, the data of the special figure 2 random value pair with the highest holding order is erased, and the remaining special figure 2 random number values are stored. Processing is performed so that the holding order of the set of data is incremented by one. Each time the special figure 2 holding number increases by one, the new special figure 2 random value set data is written in the next holding order of the special figure 2 random value set data having the lowest holding order.

  If there is a winning at the general figure starting port 228 and the corresponding general figure holding number storage area provided in the RAM 308 is not full, the value is acquired from the general figure winning random number counter as the normal winning random number Store in the usual random number storage area. When there is a winning at the variable winning opening 234, information indicating that a ball has entered the variable winning opening 234 is stored in the winning storage area for the variable winning opening.

  In step S219 following step S217, a payout request number transmission process is performed. Note that the output schedule information and the payout request information output to the payout control unit 600 are composed of, for example, 1 byte, strobe information (indicating that data is set when ON), bit 6 Power-on information (if turned on, indicates that this is the first command transmission after power-on), bits 4-5 indicate the current processing type for encryption (0-3), and bits 0-3 indicate encryption The number of payout requests after processing is shown.

  In step S221 following step S219, a normal state update process is performed. This normal state update process performs one of a plurality of processes corresponding to the normal state. For example, in the general diagram state update process in the middle of the normal map change display (the value of the above-mentioned general map display symbol update timer is 1 or more), the 7 segment LED constituting the general map display device 210 is repeatedly turned on and off. Turns off drive control. By performing this control, the general map display device 210 performs normal variable display (normal map variable game).

  Also, in the general state update process at the timing when the normal map change display time has elapsed (the timing at which the value of the general map display symbol update timer has changed from 1 to 0), When the 7-segment LED constituting the general-purpose display device 210 is turned on / off to control the display mode, and the normal-map hit flag is off, the general-purpose display is displayed so that the display mode of the off symbol is displayed. The 7 segment LED constituting the device 210 is controlled to be turned on / off. Further, the RAM 308 of the main control unit 300 is provided with a setting area for performing various settings in various processes, not limited to the normal state update process. Here, the on / off drive control is performed, and the setting area is set to indicate that the normal stop display is being performed. By performing this control, the universal symbol display device 210 determines either the winning symbol (general symbol A shown in FIG. 5D) or the off symbol (universal symbol B shown in FIG. 5D). Display. Thereafter, information indicating the stop period is set in a storage area of a normal stop time management timer provided in the RAM 308 in order to maintain the display for a predetermined stop display period (for example, for 500 ms). With this setting, the symbol that has been confirmed and displayed is stopped and displayed for a predetermined period, and the player is notified of the result of the normal game.

  Further, if the result of the usual figure variable game is a hit, the usual figure hit flag is turned on as will be described later. When the usual figure hit flag is on, in the usual figure state update process at the timing when the predetermined stop display period ends (when the usual figure stop time management timer value changes from 1 to 0), A normal operation is set in the setting area, and a predetermined opening period (for example, 2 seconds), a solenoid for driving to open / close the blade member 232a of the special opening 2 232 (a part of various solenoids 332) A signal for holding the 232a in the open state is output, and information indicating the open period is set in the storage area of the blade open time management timer provided in the RAM 308.

  In the usual state update process that starts at the timing when the predetermined opening period ends (the timing when the value of the blade opening time management timer is changed from 1 to 0), the blade member has a predetermined closing period (for example, 500 milliseconds). A signal for holding the blade member in the closed state is output to the opening / closing drive solenoid 332, and information indicating the closing period is set in the storage area of the blade closing time management timer provided in the RAM 308.

  Further, in the normal state update process that starts at the timing when the predetermined closing period ends (the timing when the value of the blade closing time management timer changes from 1 to 0), in the setting area of the RAM 308, the normal state is not operating is set. To do. In addition, if the result of the usual figure variation game is out of place, the usual figure out flag is turned on as will be described later. When the usual figure off flag is on, even in the usual figure state update process at the timing when the above-mentioned predetermined stop display period ends (when the value of the usual figure stop time management timer is changed from 1 to 0), In the setting area of the RAM 308, normal operation inactive is set. In the general state update process in the case where the general map is not operating, nothing is done and the process proceeds to the next step S223.

  In step S223, a general drawing related lottery process is performed. In this general map-related lottery process, the open / close control of the general map variable game and the special map 2 start port 232 is not performed (the state of the general map is inactive), and the number of the general map variable games that are on hold If the number is 1 or more, whether or not to win the result of the floating figure game based on the random number lottery based on the random number value stored in the above-mentioned common random number value storage area A hit determination to be determined is performed, and in the case of winning, a flag for a normal figure provided in the RAM 308 is set to ON. In the case of unsuccessful election, the flag for the usual figure is set to OFF. Also, regardless of the result of the hit determination, the value of the random number value counter for determining the normal timer number for generating the normal timer number determining random value is obtained as the random number value for determining the normal timer number. Based on the random number value for determining the general-purpose timer number, one time for displaying the general-purpose figure on the general-purpose display device 210 is selected from a plurality of variable times. , It is stored in the usual variable time storage area provided in the RAM 308. In addition, the number of pending general figure variable games is stored in the usual figure pending number storage area provided in the RAM 308, and from the number of pending custom figure variable games each time a hit determination is made. The value obtained by subtracting 1 is re-stored in the usual figure number-of-holds storage area. Also, the random number value used for the hit determination is deleted.

  In step S224 following step S223, special figure prefetching processing is performed. In the special figure prefetching process, when the number of special figure reservations stored in the special figure holding number storage area increases, the start information related to the increased holding is prefetched, and the special symbol related lottery symbols are drawn Pre-determination is performed before the success / failure determination in the process. The flow of the special figure prefetching process will be described in detail later with reference to FIGS.

  In the RAM 308 of the main control unit 300, a special figure prefetching result storage unit that stores a special figure prefetching result (also referred to as a prior determination result) as a result of executing the special figure prefetching process is provided. The prefetch result storage unit for special figure 1 can store up to four prefetch results of special figure 1 in this example. Also, in the RAM 308, there is provided a special figure 1 prefetch number storage area for storing the number of special figure 1 prefetch results stored in the special figure 1 prefetch result storage unit as the special figure 1 prefetch number. Each time the special figure 1 prefetch number increases by one, the main control unit 300 writes new special figure 1 prefetch result information in the next rank after the special figure 1 prefetch result information of the lowest rank (last).

  When erasing the first special figure 1 start information in the special figure 1 start information storage area, the main control unit 300 simultaneously erases the first special figure 1 prefetch result information in the special figure 1 prefetch result storage part. At the same time, 1 is subtracted from the special figure 1 prefetch number stored in the special figure 1 prefetch number storage area. When the information of the first special figure 1 prefetch result is deleted, the remaining special figure 1 prefetch information is processed so that the rank of the information is advanced by one.

  The prefetch result storage unit for special figure 2 can store up to four prefetch results of special figure 2 in this example. Also, in the RAM 308, a special figure 2 prefetch number storage area for storing the number of prefetch results of special figure 2 stored in the special figure 2 prefetch result storage unit as the special figure 2 prefetch number is provided. Each time the special figure 2 prefetch number increases by one, the main control unit 300 writes new special figure 2 prefetch result information in the next rank after the special figure 2 prefetch result information of the lowest rank (last).

  When erasing the first special figure 2 start information in the special figure 2 start information storage area, the main controller 300 simultaneously erases the first special figure 2 prefetch result information in the special figure 2 prefetch result storage unit. At the same time, 1 is subtracted from the special figure 2 prefetch number stored in the special figure 2 prefetch number storage area. When the information of the first special figure 2 prefetching result is deleted, the remaining special figure 2 prefetching information is processed so that the rank of the information is advanced by one.

  In the present embodiment, the prefetch process is performed for the increment of the hold, but the special figure prefetch process may be performed for all the hold each time. Also, in the command setting transmission process (step S233), which will be described later, the prefetch result information may be transmitted only for the increment, or the prefetch result information for all suspensions may be transmitted.

  Next, the special figure state update process for each of the special figure 1 and the special figure 2 is performed. First, the special figure state update process (the special figure 2 state update process) for the special figure 2 is performed (step S225). In the special figure 2 state update process, one of the following plural (in this example, nine) processes is performed according to the special figure 2 state.

  For example, in the special figure 2 state update process at the timing of the special figure 2 fluctuation start, a value obtained by subtracting 1 from the value of the special figure 2 holding number stored in the special figure 2 holding number storage area provided in the RAM 308 is shown in FIG. Re-store in the reserved number storage area. At the same time, the blinking of the special figure 2 holding lamp 220 is controlled. For example, if the four LEDs of the special figure 2 holding lamp 220 in FIG. 3 are LED numbers 1-4 in order from the left to the right in the figure, the LEDs corresponding to the special figure 2 holding number are red, for example, in order from the smallest LED number. Turn on and turn off the others.

  Also, for example, in the special figure 2 state update process in the middle of the special figure 2 fluctuation display (the value of the above special figure 2 display symbol update timer is 1 or more), the 7-segment LED constituting the special figure 2 display device 214 is turned on Performs lighting / extinguishing drive control that repeatedly turns off. By performing this control, the special figure 2 display device 214 performs the special figure 2 variable display (special figure 2 variable game). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the process ends.

  In addition, the RAM 308 of the main control unit 300 includes flags for a 15R big hit flag, a 16R big hit flag, an 8R big hit flag, a 2R big hit flag, a small hit flag, an outlier flag, a special figure probability fluctuation flag, and an ordinary figure probability fluctuation flag. It is prepared. In the special figure 2 state update process that starts at the timing when the special figure 2 variable display time has elapsed (when the value of the special figure 2 display symbol update timer changes from 1 to 0), the 15R big hit flag is off and the 16R big hit flag is off FIG. 5 (b) when ON, 8R big hit flag is OFF, 2R big hit flag is OFF, small hit flag is OFF, outlier flag is OFF, special figure probability fluctuation flag is ON, and normal figure probability fluctuation flag is ON. Special figure a, 15R big hit flag is off, 16R big hit flag is off, 8R big hit flag is on, 2R big hit flag is off, small hit flag is off, outlier flag is off, special figure probability variation flag is on, and Special figure b when the normal probability fluctuation flag is on, 15R big hit flag is off, 16R big hit flag is off, 8R big hit flag is on, 2R big hit flag is off Is off, small hit flag is off, outlier flag is off, special figure probability fluctuation flag is off, and ordinary figure probability fluctuation flag is special figure c, 15R big hit flag is off, 16R big hit flag is off, When the 8R big hit flag is off, the 2R big hit flag is off, the small hit flag is off, the outlier flag is on, the special figure probability fluctuation flag is off, and the normal figure probability fluctuation flag is off, Thus, the 7-segment LED constituting the special figure 2 display device 214 is turned on / off, and a setting indicating that the special figure 2 is being stopped is set in the setting area of the RAM 308. By performing this control, the special figure 2 display device 214 can display the 16R special big hit symbol (special figure a), the 8R special big hit symbol (special figure b), the 8R special big hit symbol (special figure c), and the off symbol (special figure). d) Confirm and display one of the symbols. Thereafter, information indicating the stop period is set in the storage area of the special figure 2 stop time management timer provided in the RAM 308 in order to maintain the display for a predetermined stop display period (for example, for 500 ms). With this setting, the specially displayed special figure 2 is stopped and displayed for a predetermined period, and the result of the special figure 2 variable game is notified to the player. Also, if the electric support number stored in the RAM 308 is 1 or more, the subtraction result is changed from 1 to 0. In this case, if the special figure probability is not changing (details will be described later), the time reduction flag is turned off. Further, the hourly flag is also turned off during the big hit game (in the special game state). Further, the special transmission information indicating that the rotation stop setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the design for stopping the variable display is shown in FIG. The special figure 2 identification information indicating the presence is additionally stored in the RAM 308 as information to be included in command data to be described later, and the processing is terminated.

  If the result of the special figure 2 variable game is a big hit, the big hit flag is turned on as will be described later. When the jackpot flag is on, in the special figure 2 state update process at the timing when the predetermined stop display period ends (the timing when the special figure 2 stop time management timer value changes from 1 to 0), the RAM 308 In the setting area, the special figure 2 is in operation and waits for a predetermined winning effect period (for example, 3 seconds), that is, a period during which an image for notifying the player that the big win by the decorative symbol display device 208 is started is displayed. Therefore, information indicating the winning effect period is set in the storage area of the special figure 2 standby time management timer provided in the RAM 308. Further, predetermined transmission information indicating that the winning effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Further, in the special figure 2 state update process that starts at the timing when the predetermined winning effect period ends (the timing when the value of the special figure 2 standby time management timer changes from 1 to 0), a predetermined release period (for example, 29 seconds) Or, until a winning of a predetermined number (for example, 10) of game balls is detected at the variable winning opening 234, the door is connected to a solenoid for opening and closing the door member 234a of the variable winning opening 234 (a part of various solenoids 332). A signal for holding the member 234a in the open state is output, and information indicating the open period is set in the storage area of the door open time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the special winning opening release setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In the special figure 2 state update process that starts at the timing when the predetermined opening period ends (the timing when the door opening time management timer value changes from 1 to 0), the predetermined closing period (for example, 1.5 seconds) A signal for holding the door member 234a in a closed state is output to an opening / closing solenoid (a part of various solenoids 332) of the door member 234a of the variable prize opening 234, and a door closing time management timer provided in the RAM 308 is provided. Information indicating the closing period is set in the storage area. In addition, predetermined transmission information indicating that the special winning opening closing setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Further, in the special figure 2 state update process that is started at the timing when the door member opening / closing control is repeated a predetermined number of times (16 rounds or 8 rounds in the present embodiment) and finished, a predetermined end effect period (for example, 3 seconds) In other words, the effect standby period is stored in the storage area of the effect standby time management timer provided in the RAM 308 in order to set to wait for a period during which an image for informing the player that the big hit by the decorative symbol display device 208 is to be ended is displayed. Set the information indicating. Also, if the ordinary probability fluctuation flag is set to ON, the power support number (for example, 100 times) is set in the power support number storage unit provided in the RAM 308 simultaneously with the end of the big hit game, and the RAM 308 Turns on the hourly flag provided in. If the usual probability fluctuation flag is set to OFF, the power support count storage unit does not set the power support count, and the time reduction flag is not turned ON. The short-time state here means that the pachinko machine is in an advantageous state for the player in order to shorten the time from the end of the big hit in the special figure variable game to the start of the next big hit. If the short time flag is set to ON at this time, it is in the normal figure high probability (normal figure certain change) state. There is a higher probability of hitting in the general-game variable game in the high-probability state than in the normal-game low-probability state. In addition, in the normal figure high probability state, the fluctuation time of the general figure variable game is shorter than in the normal figure low probability state (normal figure variable short). Furthermore, in the normal high probability state, compared to the normal low probability state, the opening time in one opening of the pair of blade members 232a of the special drawing 2 starting port 232 is likely to be longer (electrical chew extension). In addition, the pair of blade members 232a are more likely to open in the normal high probability state than in the normal low probability state. The control state due to the universal figure change, the universal figure change, and the electric Chu extension is collectively referred to as an electric support (starting prize winning support by electric tulip) state. In addition, a time-short state including a control state in which the fluctuation time of the special figure variable game is also shortened is called.

In addition, as described above, the hourly flag is set to off during the big hit game (in the special game state). Therefore, the normal low probability state is maintained during the big hit game. This is because, if the game is in a high probability state during a big hit game, a predetermined number of game balls will be placed in the special figure 2 starting port 232 until a predetermined number of game balls are entered during the big hit game. In order to solve this, there is a problem that the number of game balls that can be acquired during the big hit increases and the number of game balls that can be acquired during the big hit increases.
Further, predetermined transmission information indicating that the end effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Also, in the special figure 2 state update process that starts at the timing when the predetermined end production period ends (when the production standby time management timer value changes from 1 to 0), the special figure 2 is not activated in the setting area of the RAM 308. Set medium. Further, if the result of the special figure 2 variable game is out of place, the out-of-game flag is turned on as will be described later. In the case where the miss flag is on, even in the special figure 2 state update process at the timing when the predetermined stop display period described above ends (the timing when the special figure 2 stop time management timer value changes from 1 to 0), In the setting area of the RAM 308, special figure 2 inactive is set. In the special figure 2 state update process when the special figure 2 is not in operation, nothing is done and the process proceeds to the next step S227.

  Subsequently, special figure state update processing (special figure 1 state update process) for special figure 1 is performed (step S227). In the special figure 1 state update process, each process described in the special figure 2 state update process is performed according to the state of the special figure 1. Each process performed in the special figure 1 state update process is the same as the process in which “special figure 2” in the contents described in the special figure 2 state update process is replaced with “special figure 1”. Omitted. The order of the special figure 2 state update process and the special figure 1 state update process may be reversed.

  When the special figure state update process in step S225 and step S227 is completed, a special figure related lottery process for each of special figure 1 and special figure 2 is performed. Also here, first, a special drawing related lottery process for special figure 2 (a special drawing 2 related lottery process) is performed (step S229), and then a special drawing related lottery process for special figure 1 (a special drawing 1 related lottery process). ) Is performed (step S231). Also for these special drawing related lottery processes, the main control unit 300 performs the special figure 2 related lottery processing before the special figure 1 related lottery processing, so that the special figure 2 variable game start condition and the special figure 1 fluctuation Even if the game start conditions are satisfied at the same time, since the special figure 2 variable game is changing first, the special figure 1 variable game does not start changing. When the number of special figure 2 variable games held is larger than 0, the lottery process or the variable game related to the special figure 1 variable game hold is not performed. The notification of the result of the jackpot determination of the special figure variable game by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the lottery result of the lottery based on the winning at the special figure 2 starting port 232 is notified. 1 is performed in preference to the notification of the lottery result of the lottery based on the winning at the starting port 230. In the case of the special figure 2 related lottery process (step S229), a special figure 2 random value set (starting information) is obtained from the first (most recently stored) holding position in the special figure 2 random value storage area. Obtaining and determining whether or not to make a big hit, determining whether or not to make a big hit using a determination table (not shown), and determining the time from the start of the variable display in FIG. 2 to the stop display Then, determination of a symbol (stop symbol) to be stopped and displayed after the fluctuation display of the special symbol 2 is performed. After the first special figure 2 random value set is extracted from the special figure 2 random value storage area, the storage of the special figure 2 random value set in the special figure 2 random value storage area is cleared, and the special figure 2 Subtract 1 from the number of holds. At this time, the set of the special figure 2 random value extracted from the special figure 2 random value storage area is stored in the temporary area (an example of the second starting information storage means) provided in the RAM 308, You may make it perform the above-mentioned determination based on the group of the said special figure 2 random value memorize | stored in this temporary area | region.

  In step S233 following step S231, command setting transmission processing is performed, and various commands are transmitted to the first sub-control unit 400. The output schedule information to be transmitted to the first sub-control unit 400 is composed of 16 bits, for example, bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14 are Command type (in this embodiment, basic command, symbol variation start command, prefetch result information command, symbol variation stop command, winning effect start command, end effect start command, jackpot round number designation command, power recovery command, RAM clear command, etc. Information that can specify the type of command), bits 0 to 10 are constituted by command data (predetermined information corresponding to the command type).

  Specifically, the strobe information is turned on or off by the command transmission process described above. If the command type is a symbol variation start command, the 15R big hit flag, 16R big hit flag, 8R big hit flag, 2R big hit flag, small hit flag stored in the RAM 308 of the main control unit 300 are not included in the command data. 15R jackpot flag in the case of a symbol variation stop command, including information indicating the flag value, the flag value of the special symbol probability variation flag, and the flag value of each of the common symbol probability variation flags, the timer number selected in the special symbol related lottery process , 16R big hit flag, 8R big hit flag, 2R big hit flag, small hit flag, outlier flag, special figure probability variation flag value, etc., 15R big hit flag (or 15R special big hit) start command Value, number of big hit rounds, special figure probability variation flag value, hourly flag value, etc. In the case of the 16R special jackpot start command, the value of the 16R jackpot flag, the number of jackpot rounds, the value of the special figure probability variation flag, the value of the short time flag, etc. In the case of a 2R jackpot start command, including the flag value, hourly flag value, electric support number value, etc., in the case of a 2R jackpot start command, the value of the 2R jackpot flag, the number of jackpot rounds, the special figure probability variation flag value, the value of the hourly flag In the case of a jackpot end command, the special figure probability variation flag value, hourly flag value, electric support number value, etc., and in the case of a winning effect start command and an end effect start command, the special figure probability In the case of a big hit round number designation command, the value of the special figure probability fluctuation flag, the number of big hit rounds, etc. are included. When the command type indicates a basic command, device information in the command data, presence / absence of winning at the special figure 1 starting port 230, presence / absence of winning at the special figure 2 starting port 232, presence / absence of winning at the variable winning port 234, etc. including.

  The prefetch result information command includes prefetch result information stored in the prefetch result storage unit together with the types of special figures 1 and 2 in the command data. The prefetch result information in the prefetch result information command may be only an increment or may include prefetch result information for all suspensions. In the present embodiment, the prefetch result information command includes prefetch result information for all suspensions.

  In the rotation start setting transmission process described above, the 15R big hit flag, 16R big hit flag, 8R big hit flag, 2R big hit flag value, special figure probability variation flag value, special figure 1 stored in the RAM 308 as command data are also shown. Information indicating the timer number selected in the related lottery process and the special figure 2 related lottery process, the number of the special figure 1 variable game or the special figure 2 variable game being held, and the like are set. In the rotation stop setting transmission process described above, information indicating the value of the 15R big hit flag, 16R big hit flag, 8R big hit flag, 2R big hit flag, special figure probability variation flag, etc. stored in the RAM 308 is set in the command data. To do. In the winning effect setting transmission process described above, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the winning effect period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described end effect setting transmission process, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the effect standby period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described winning prize opening release setting transmission process, the number of big hit rounds stored in the RAM 308 in the command data, the value of the special figure probability fluctuation flag, the number of special figure 1 variable games or special figure 2 variable games held, etc. Set the information indicating. In the above-described winning prize closing setting transmission process, the number of big hit rounds stored in the RAM 308 in the command data, the value of the special figure probability fluctuation flag, the number of special figure 1 variable games or special figure 2 variable games held, etc. Set the information indicating. In step S233, general command special figure hold increase processing is also performed. In this general command special figure pending increase process, special figure identification information (information showing special figure 1 or special figure 2) stored in the transmission information storage area of the RAM 308, command notice information (preliminary notice information, false) Set either advance notice information or no advance notice information). In the first sub-control unit 400, it is possible to determine the production control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and it is included in the output schedule information. Based on the information of the command data, the contents of effect control can be determined.

  In step S235 following step S233, external output signal setting processing is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350 separate from the pachinko machine 100 via the information output circuit 336.

  In step S237 following step S235, device monitoring processing is performed. In this device monitoring process, the signal states of the various sensors stored in the signal state storage area in step S205 are read, and the presence or absence of a predetermined error, for example, the presence or absence of a front frame door opening error or the presence or absence of a full tray error is monitored. When the front frame door opening error or the lower pan full error is detected, the transmission information to be transmitted to the first sub-control unit 400 includes device information indicating the presence or absence of the front frame door opening error or the lower pan full error. Set. Further, various solenoids 332 are driven to control the opening / closing of the special figure 2 starting port 232 and the variable prize opening 234, and the general diagram display device 210 and the special diagram 1 display device 212 via the drive circuits 324, 326, 330. The display data to be output to the special figure 2 display device 214, various status display units 328, and the like is set in the output port of the I / O 310. Further, the output schedule information set in the payout request number transmission process (step S219) is output to the first sub-control unit 400 via the output port (I / O 310).

  In step S239 following step S237, it is monitored whether or not the low voltage signal is ON. Then, when the low voltage signal is on (when power supply cutoff is detected), the process proceeds to step S243, and when the low voltage signal is off (when power supply cutoff is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end process, the values of the registers temporarily saved in step S201 are set in the original registers, the interrupt permission is set, etc., and then the main control unit main process shown in FIG. Return to. On the other hand, in step S243, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved in a predetermined area of the RAM 308 as return data, and power-off processing such as initialization of input / output ports is performed. After that, the process returns to the main process of the main control unit shown in FIG.

  Next, the special figure prefetching process (step S224 in FIG. 7) will be described in more detail with reference to FIG. FIG. 8 is a flowchart showing the flow of the special figure prefetching process. First, the main control unit 300 determines whether or not the special figure 2 start information has increased (step S251). It is determined whether or not the special figure 2 starting information has increased, the special figure 2 holding number stored in the special figure 2 holding number storage area and the special figure 2 prefetching stored in the special figure 2 prefetching number storage area. Compare with the number. The main control unit 300 compares the special figure 2 hold number with the special figure 2 prefetch number, and if the special figure 2 hold number is larger than the special figure 2 prefetch number, the special figure 2 start information is increased. If it is determined that the special figure 2 holding number is equal to the special figure 2 look-ahead number, it is determined that the special figure 2 start information has not increased.

  When it is determined that the special figure 2 start information is increasing, the main control unit 300 acquires a special figure 2 random number set related to the increased special figure 2 start information from the special figure 2 start information storage area. Then, the hit determination random number value and the special figure determination random number value in the acquired special figure 2 start information are prefetched. Then, prior to the success / failure determination in the special figure 2 lottery process (step S229), using the pre-read random number for hit determination and the big hit determination table (not shown), the determination of whether or not the hit / failure is a big hit or small Pre-determination is made as to whether it is a win or a loss (step S252). Next, the main control unit 300 uses the pre-read special figure determination random value and the special figure determination table (not shown) to predetermine a symbol (stopped symbol) to be stopped and displayed after the fluctuation display of the special diagram 2 ( Step S252). These pre-determination processes are executed by referring to the jackpot determination table and the special figure determination table (see FIGS. 11 and 12) used at the time of the success / failure determination, but a special determination table is prepared for the prefetching process. May be.

  Next, the main control unit 300 uses the pre-determined special figure 2 variable game stop symbol information as a special figure 2 prefetching result in the preemptive space of the special figure 2 prefetching result storage unit provided in the RAM 308. Store (step S253), and proceed to step S254. If the main control unit 300 determines in step S251 that the special figure 2 start information has not increased, the main control unit 300 proceeds to step S254 without executing steps S252 and S253.

  Next, the main control unit 300 determines whether or not the special figure 1 start information has increased (step S254). The determination as to whether or not the special figure 1 starting information has increased is made, for example, in the same manner as in the special figure 2, the special figure 1 reservation number stored in the special figure 1 reservation number storage area and the special figure 1 prefetch number storage area This is performed by comparing the number of special figure 1 look-ahead stored in FIG. If it is determined that the special figure 1 start information has increased, the process proceeds to step S255, and if it is determined that the special figure 1 start information has not increased, the special figure prefetch process is terminated.

  In step S <b> 255, the main control unit 300 determines whether or not non-electric support is being performed as an undetermined information setting condition. As the undetermined information setting condition, when the pre-reading result notification time is included in the electric support period, it is included in the jackpot game, or the case where the jackpot symbol is pre-determined for the suspension related to the special figure 1 etc. Can be mentioned.

  If the main control unit 300 determines that the undetermined information setting condition is not established, the main control unit 300 acquires a set of special figure 1 random number values related to the increased special figure 1 start information from the special figure 1 start information storage area. Then, the hit determination random number value and the special figure determination random number value in the acquired special figure 1 start information are prefetched. Then, prior to the success / failure determination in the special figure 1 related lottery process (step S231), whether or not the success / failure determination becomes a big hit by using the pre-read random number for hit determination and a big hit determination table (not shown). A pre-determination is made as to whether it is a win or a loss (step S256). Next, the main control unit 300 uses the pre-read special figure determination random value and the special figure determination table (not shown) to pre-determine a symbol (stop symbol) to be stopped and displayed after the fluctuation display of the special diagram 1 ( Step S256). These pre-determination processes are executed by referring to the jackpot determination table and the special figure determination table (see FIGS. 11 and 12) used at the time of the success / failure determination, but a special determination table is prepared for the prefetching process. May be.

  Next, the main control unit 300 stores the pre-determined special figure 1 variable game stop symbol as the special figure 1 prefetching result in the earliest free area of the special figure 1 prefetching result storage unit provided in the RAM 308. (Step S257), the special figure prefetching process is terminated.

  If it is determined in step S255 that the undetermined information setting condition is satisfied, the main control unit 300 does not prefetch the increased special figure 1 start information, and prefetches the "undecided" information for special figure 1 The result is stored in the result storage unit, and the special figure prefetching process is terminated.

  FIG. 9 illustrates a state in which the prefetch result is stored in the prefetch result storage unit. FIG. 9A illustrates a state in which the prefetch result is stored in the special figure 1 prefetch result storage unit, and FIG. 9B illustrates the prefetch result stored in the special figure 2 prefetch result storage unit. This is an example of the state being performed. Moreover, FIG.9 (c) has illustrated the information memorize | stored in the prefetch result memory | storage part for special figures 1 in an electric support.

  As shown in FIG. 9A, the special figure 1 prefetch result storage unit includes, for example, the same number (four in this embodiment) of storage areas “prefetch results 1” to the number of the special figure 1 variable game that can be held. “Prefetch result 4” The storage areas “prefetch result 1” to “prefetch result 4” are associated with the reservation order of the special figure 1 start information storage area.

  As shown in FIG. 9B, the special figure 2 prefetch result storage unit has, for example, the same number (four in this embodiment) of storage areas “prefetch result 1” to the number of special figure 2 variable games that can be held. It has “look-ahead result 4”. The storage areas “prefetch result 1” to “prefetch result 4” are associated with the reservation order of the special figure 2 start information storage area.

In FIG. 9A, “prefetch result 1” indicates that the stop symbol “special drawing F” is stored as the prefetch result 1. Similarly, the stop symbol “special diagram F” is stored in “prefetch result 2”, the stop symbol “special diagram A” is stored in “prefetch result 3”, and the stop symbol “special” is stored in “prefetch result 4”. FIG. F ”is stored.
In FIG. 9B, the stop symbol “special drawing d” is stored in “prefetch result 1”, and the state in which stop symbol information is not stored in “prefetch result 2” to “prefetch result 4” is illustrated. Has been. In FIG. 11, a state in which information such as a stop symbol is not stored is expressed as “none”.
In FIG. 9C, “not-read information” is stored in “prefetch result 1” instead of the stop symbol. When undetermined information is stored, it is expressed as “undetermined information”. In “prefetch result 2” to “prefetch result 4”, “none” in which information such as stop symbols is not stored is stored.

  Next, the special drawing 1 related lottery process in the pachinko machine 100 according to the present embodiment will be described with reference to FIG. The pachinko machine 100 according to the present embodiment executes, for example, a special drawing 1 related lottery process based on the flow shown in FIG. The special figure 1 related lottery process is executed, for example, when the CPU 304 of the main control unit 300 controls the ROM 306, the RAM 308, and the like.

  FIG. 10 is a flowchart showing an example of the flow of the special drawing 1 related lottery process. As shown in FIG. 10, in the special figure 1 related lottery process, first, it is determined whether or not the special symbol or special electric accessory is in operation, that is, whether or not the special figure variable game or hit game is in progress (step S301). . For example, if the main control unit 300 determines that the special figure variable game or the winning game is in progress, the main control unit 300 ends the special figure 1 related lottery process without executing steps S303 to S321 to be described later, and during the special figure variable game or the winning game. If it is determined that it is not, the process proceeds to step S303.

  In step S303 subsequent to step S301, it is determined whether or not there is a holding ball, that is, whether or not a special figure 1 random number set is stored in the special figure 1 holding number storage area. For example, if the main control unit 300 determines that the special figure 1 random value pair is stored in the special figure 1 holding number storage area, the main control unit 300 proceeds to step S305, and the special figure 1 random value set stores the special figure 1 holding number storage area. If it is determined that it is not stored in the area, the special drawing 1 related lottery process is terminated without executing steps S305 to S321 described later.

  In step S305 subsequent to step S303, it is determined whether or not the special figure 1 probability variation flag is in an on state. For example, if the main control unit 300 determines that the special figure 1 probability variation flag is on, the main control unit 300 proceeds to step S307, and if it determines that the flag is not on, the main control unit 300 proceeds to step S309.

  In step S307 subsequent to step S305, the success / failure determination is executed using the high / failure determination probability table for special figure 1, which will be described later with reference to FIG. Since the pachinko machine 100 according to the present embodiment is a gaming machine of a special figure 2 priority change machine that changes in preference to the special figure 2 over the special figure 1, for example, the main control unit 300 has a special figure 2 reservation number storage area. The special figure 2 random value set stored first is read, and if the special figure 2 random value set is not stored, the special figure 1 random value stored first in the special figure 1 holding number storage area. Is determined, the determination of success / failure is performed with reference to the high probability table for determination of success / failure [Special Figure 1] shown in FIG.

  On the other hand, in step S309 subsequent to step S305, the success / failure determination is executed by using the low / probability determination probability table [special view 1] for special view 1 described later using FIG. 11 (a). The processing in step S309 is the same as that in step S307 except that the table to be referred to in the determination of success / failure is a low probability table for determination of success / failure [Special Figure 1] shown in FIG. . When the process of step S309 ends, the main control unit 300 proceeds to step S311.

  In step S311 following step S307 or step S309, it is determined whether or not the determination result is a big hit. For example, if the main control unit 300 determines that the determination result is a big hit, the process proceeds to step S319. If the main control unit 300 determines that the determination result is not a big hit, the process proceeds to step S313.

  In step S319 following step S311, a big hit symbol is determined. For example, the main control unit 300 applies the special figure determination table for special figure 1 shown in FIG. 12A to the special figure determination random value in the special figure 1 random value group used for the determination of success / failure. Referring to FIG. 1], a symbol (stop symbol) to be stopped and displayed after the special figure 1 variable game is determined, and the process proceeds to step S321.

  On the other hand, in step S313 following step S311, it is determined whether or not the determination result is a small hit. For example, if the main control unit 300 determines that the determination result is a small hit, the process proceeds to step S317. If the determination result is not a small hit, the main control unit 300 proceeds to step S315.

  In step S317 subsequent to step S313, a small hit symbol is determined. For example, the main control unit 300 refers to the special figure determination table [Special Figure 1] shown in FIG. Then, the stop symbol after the special figure 1 variable game is determined, and the process proceeds to step S321. In the present embodiment, since there is one small hit symbol, it is determined as “Special E” with a probability of 100%.

  On the other hand, in step S315 subsequent to step S313, a missing symbol is determined. With reference to the special figure determination table [Special Figure 1] shown in FIG. 12A, the stop symbol after the special figure 1 variable game is determined, and the process proceeds to Step S321. In the present embodiment, since there is only one off symbol, it is determined as “special drawing F” with a probability of 100%.

  In step S321 following step S315, S317, or S319, the variation time is determined according to the symbol. For example, the main control unit 300 refers to the special figure 1 fluctuation time determination table shown in FIG. 13 to determine the fluctuation time of the symbol fluctuation display in the special figure 1 fluctuation game. Since the special drawing 2 related lottery process is the same, the description thereof is omitted.

  Next, the success / failure determination table and the special figure determination table used in the pachinko machine 100 according to the present embodiment will be described with reference to FIGS. 11 and 12. The tables shown in FIGS. 11 and 12 are stored in the ROM 306 of the main control unit 300, for example. 11 (a) to 11 (d) are used in the success / failure determination process of FIG. 1 or FIG. An example of the success / failure determination table is shown. FIG. 11A shows a table for special figure 1 used during the special figure low probability, and FIG. 11B shows a table for special figure 1 used during the special figure high probability. FIG. 11C shows a table for special figure 2 used during the special figure low probability, and FIG. 11D shows a table for special figure 2 used during the special figure high probability.

  11A and 11B, the success / failure determination table [Special Figure 1] includes “special figure probability” in the first column from the left, “random number range” in the second column, “random number range” in the third column, It is composed of items of “result of determination”. The “low probability” in the “special figure probability” in the first column shown in FIG. 11A indicates that the gaming state at the time of the determination is a special figure low probability state. The “random number range” in the second column indicates a numerical range (0 to 65535) of random numbers to be compared with the acquired hit determination random number value. The “random number range” is divided into four values of a numerical value 0 to 10000, a numerical value 10001 to 10219, a numerical value 10220 to 10383, and a numerical value 10384 to 65535. In the third column, the “results of success / failure determination” is assigned “low probability”, “0” to 10000, “loss” corresponding to the values 10384 to 65535, and “big hit” corresponding to the values 10001 to 10219. The “small hit” is assigned corresponding to the numerical values 10220 to 10383.

  The “high probability” in the “special figure probability” in the first column shown in FIG. 11B indicates that the gaming state at the time of the determination is a special figure high probability state. The “random number range” in the second column indicates a numerical range (0 to 65535) of random numbers to be compared with the acquired hit determination random number value. The “random number range” is divided into four values of a numerical value 0 to 10000, a numerical value 10001 to 12185, a numerical value 12186 to 12349, and a numerical value 12350 to 65535. In the third column, the “result of determination” is assigned “high probability”, “0” to 10000, “loss” corresponding to the values 12350 to 65535, and “big hit” corresponding to the values 10001 to 12185. , “Small hit” is assigned corresponding to the numerical values 12186 to 12349.

  The basic circuit 302 of the main control unit 300 determines whether the result of the special figure 1 variable game is winning (winning) or not winning (missing) with respect to the acquired random number for winning determination. The success / failure determination is performed with reference to the determination table [Special Figure 1]. For example, if the gaming state at the time of the determination of success / failure is a special figure high probability state, the basic circuit 302 reads the high probability table for determination of success / failure [Special Figure 1] shown in FIG. When the gaming state is a special figure low probability state, the success / failure determination low probability table [Special figure 1] shown in FIG.

  FIG. 11C shows a table for special figure 2 used during the special figure low probability, and FIG. 11D shows a table for special figure 2 used during the special figure high probability. 11C and 11D, the success / failure determination table [Special Figure 2] includes “Special Figure Probability” in the first column from the left, “Random Number Range” in the second column, “Random Number Range” in the third column, It is composed of items of “result of determination”. The “low probability” in the “special figure probability” in the first column shown in FIG. 11C indicates that the gaming state at the time of the determination is a special figure low probability state. The “random number range” in the second column indicates a numerical range (0 to 65535) of random numbers to be compared with the acquired hit determination random number value. The “random number range” is divided into three values: a numerical value 0 to 10000, a numerical value 10001 to 10219, and a numerical value 10220 to 65535. In the third column, the “result of determination” is assigned “low probability”, “0” to 10000, “loss” corresponding to the values 10220 to 65535, and “big hit” corresponding to the values 10001 to 10219. ing. In FIG. 2, “small hit” is not assigned.

  The “high probability” in the “special figure probability” in the first column shown in FIG. 11D indicates that the gaming state at the time of the determination is a special figure high probability state. The “random number range” in the second column indicates a numerical range (0 to 65535) of random numbers to be compared with the acquired hit determination random number value. The “random number range” is divided into three values: a numerical value 0 to 10,000, a numerical value 10001 to 12185, and a numerical value 12186 to 65535. In the third column, “Win / Fail determination result” is assigned “high probability”, “0” to 10000, “loss” corresponding to the values 12186 to 65535, and “big hit” corresponding to the values 10001 to 12185. ing. In FIG. 2, “small hit” is not assigned.

  The basic circuit 302 of the main control unit 300 determines whether the result of the special figure 2 variable game is winning (winning) or not winning (missing) with respect to the acquired random number for hit determination. The success / failure determination is performed with reference to the determination table [Special Figure 2]. For example, if the gaming state at the time of the determination of success / failure is a special figure high probability state, the basic circuit 302 reads the high probability table for determination of success / failure [Special Figure 2] shown in FIG. When the game state is a special figure low probability state, the low / probability determination low probability table [Special figure 2] shown in FIG. 11C is read from the ROM 306 and referred to.

  In the present embodiment, the small hit probability of special figure 2 is set to 0 as one example in which the small hit probability of special figure 2 is lower than the small hit probability of special figure 1. Of course, a special random number range may be set in the special figure 2 as a small hit. Further, the small hit probability of special figure 2 may be the same as or higher than special figure 1.

  As described above, in this embodiment, the special figure 1 win / fail judgment result by the special figure 1 variable game is selected with the first probability, and the special figure 2 win / fail judgment result by the special figure 2 variable game is obtained by the first probability. Small hits are selected with a lower second probability.

  The pachinko machine 100 of the present embodiment is a special figure 2 priority change machine. Further, the small hit probability of the special figure 2 success / failure determination result based on the special figure 2 variable game is lower than the small hit probability of the special figure 1 success / failure determination result based on the special figure 1 variable game. For this reason, during the electric support, a penalty is given to the player who does not play the game intended by the pachinko machine developer so as to increase the small hit, and the pachinko machine developer is encouraged to play the game as intended. There are cases where it is possible. For example, in the case where the special figure 2 starting port is arranged in the right area of the game board 200, the developer intends that the player makes a right turn in the electric support state. In this case, if the player does not make a right strike and makes a left strike different from the intention of the developer, if the player is in a disadvantageous state, the player thinks that it is more advantageous to hit the right. There is a case that can be made. Further, since the small hit probability of the special figure 2 win / fail determination result based on the special figure 2 variable game is low, the small hit in the electric support is often the special figure 1 win / fail determination result based on the special figure 1 variable game. Therefore, by changing the production that can be changed when a predetermined change condition is established, the player is indirectly notified that the special figure 2 starting port 232 has not entered too much, thereby suppressing gambling. May be possible.

  In addition, according to the pachinko machine 100 of the present embodiment, the small hit probability of the special figure 2 success / failure determination result based on the special figure 2 variable game is lower than the small hit probability of the special figure 1 success / failure determination result based on the special figure 1 variable game. Therefore, by reducing the small hits that are disadvantageous in terms of performance in the special figure 2 variable game, it is possible to highlight that the special figure 2 variable game is more advantageous than the special figure 1 variable game and to improve the interest of the game. There is a case.

  FIG. 12 shows a special figure determination table. FIG. 12A shows a special figure determination table [special figure 1] for special figure 1. FIG. FIG. 12B shows a special figure determination table [special figure 2] for special figure 2. FIG. In FIG. 12A, the special figure determination table [special figure 1] is composed of items of “result / no-good determination result”, “random number range”, and “stop symbol” from the left column. The “win / fail judgment result” in the left column is divided into “big hit”, “small hit”, and “out of line”. “Big hit” indicates a case where it is determined as “big hit” as a result of the success / failure determination using the determination table for special determination shown in FIG. 11 (a) or FIG. 11 (b). As a result of the success / failure determination using the special figure success / failure determination table [Special Figure 1], the case where it is determined as “small hit” is shown, and “out” indicates the success / failure using the special figure success / failure determination table [Special Figure 1]. As a result of the determination, a case where it is determined as “disconnected” is shown.

  The item “random number range” in the middle column of the table shown in FIG. 12A indicates the numerical range of random numbers to be compared with the acquired special figure determination random number value. The “random number range” is divided into four values of 0-24, numerical values 25-49, numerical values 50-54, and numerical values 55-99, corresponding to the item “big hit” in the left column “results of success / failure determination”, Corresponding to “small hit”, it is divided into one of numerical values 0 to 99, and corresponding to “off”, it is divided into one of numerical values 0 to 99.

  The item “stop symbol” in the right column of the table shown in FIG. 12A represents a stop symbol in the special figure 1 variable game. The “stop symbol” is “big hit” and the range of the design random number corresponds to the numerical values 0 to 24, “special drawing A (15R probability variation)”, the numerical values 25 to 49, “special drawing B (15R)”, Stop symbols of “special drawing C (sudden probability change)” corresponding to numerical values 50 to 54 and “special drawing D (latency probability change)” corresponding to numerical values 55 to 99 are assigned. In addition, the “stop symbol” is assigned a stop symbol pattern of “special drawing E (small hit)” corresponding to the value “0” to “99” in the “random hit” range. Further, the “stop symbol” is assigned a stop symbol pattern of “special drawing F (missing)” corresponding to “0” and “99” in the range of the symbol random number.

  As described above, the basic circuit 302 of the main control unit 300 causes the special figure 1 display device 212 to display any one of the special figures A to F when the determination result based on the ball entering the special figure 1 starting port 230 is a big hit. Whether to stop and display the stop symbol pattern is determined for the acquired special figure determination random value with reference to the special figure determination table [Special Figure 1]. In addition, the basic circuit 302 of the main control unit 300 displays the stop symbol form of the special figure E on the special figure 1 display device 212 when the determination result based on the entrance to the special figure 1 starting port 230 is a small hit. Decide what to do. Further, the basic circuit 302 of the main control unit 300 causes the special figure 1 display device 212 to stop and display the stop symbol form of the special figure F when the determination result based on the winning in the special figure 1 starting port 230 is out of place. To decide.

  In FIG. 12B, the special figure determination table [special figure 2] is composed of items of “result / no-good determination result”, “random number range”, and “stop symbol” from the left column. In order to facilitate understanding, a “description of symbol” is attached to the right side of the “stop symbol”. The “win / fail judgment result” in the left column is divided into “big hit”, “small hit”, and “out of line”. “Big hit” indicates a case where it is determined as “big hit” as a result of the hit determination using the determination table [special drawing 2] shown in FIG. 11 (c) or FIG. 11 (d). The case where it is determined as “out of” as a result of the determination as to whether or not the figure determination table [special drawing 2] is used is shown.

  The item “random number range” in the middle column of the table shown in FIG. 12B indicates the numerical range of random numbers to be compared with the acquired special figure determination random number value. “Random number range” is divided into three values of 0 to 69, 70 to 74, and 75 to 99 corresponding to the item “big hit” in the left column “result of judgment”, and corresponds to “out of” Thus, it is divided into one of numerical values 0 to 99.

  The item “stop symbol” in the right column of the table shown in FIG. 12B represents a stop symbol in the special figure 2 variable game. The “stop symbol” is “big hit” and the range of the design random number corresponds to the numerical values 0 to 69, “special diagram a (16R probability variation)”, and the numerical value 70 to 74 corresponds to “special diagram b (8R probability variation)”. , Corresponding to the numerical values 75 to 99, the special symbol c (8R) stop symbol form is respectively assigned. In addition, the “stop symbol” is assigned a stop symbol pattern of “special drawing d (missing)” corresponding to a numerical value of 0 to 99 and a “random” symbol random number range.

  As described above, the basic circuit 302 of the main control unit 300 causes the special figure 2 display device 214 to display any one of the special figure a to the special figure c when the success / failure determination result based on the ball entering the special figure 2 starting port 232 is a big hit. Whether to stop and display the stop symbol pattern is determined for the acquired special figure determination random value with reference to the special figure determination table [Special Figure 2]. Further, the basic circuit 302 of the main control unit 300 causes the special figure 2 display device 214 to stop and display the stop symbol form of the special figure d when the determination result based on the winning in the special figure 2 starting port 232 is out of place. To decide.

  FIG. 13 shows an example of the special figure 1 fluctuation display time determination table for determining the fluctuation time of the symbol fluctuation stop display in the special figure 1 fluctuation game. The special figure 1 variable display time determination table is mainly used in the special figure 1 related lottery process (step S231) of the main control unit timer interruption process. The data table shown in FIG. 13 is stored in the ROM 306 of the main control unit 300, for example. As shown in FIG. 13, the special figure 1 variable display time determination table has four items of “stop symbol”, “variable time”, “random number selection range”, and “effect mode on the decorative symbol display device” from the left column. It is configured.

  In the special figure 1 variable time determination table, sub-tables are divided for each item “stop symbol”. In the present embodiment, the first to fifth sub-tables are provided. The first sub-table is used when the “stop symbol” is special figure A or special figure B. This sub-table is used in common regardless of whether the gaming state at the time of the determination is a power support or a non-power support. The “random number selection range” in the first sub-table is divided into three values: a numerical value 0 to 1000, a numerical value 1001 to 20000, and a numerical value 20001 to 65535. If the acquired random number for determining the special figure timer number is within the range of the numerical value 0 to 1000, the effect that the variation time is 15000 ms and the effect mode on the decorative symbol display device 208 is per normal reach is selected. If the random number for determining the special figure timer number is within the range of 1001 to 20000, an effect in which the variation time is 45000 ms and the effect mode on the decorative symbol display device 208 is per super reach A is selected. If the special figure timer number determination random number value is in the range of numerical values 20001 to 65535, an effect in which the variation time is 65000 ms and the effect mode on the decorative symbol display device 208 is per super reach B is selected.

  The second sub-table is used when the “stop symbol” is special figure C. This sub-table is used in common regardless of whether the gaming state at the time of the determination is a power support or a non-power support. The “random number selection range” in the second sub-table is divided into three values: a numerical value 0 to 30000, a numerical value 30001 to 45000, and a numerical value 45001 to 65535. If the acquired special figure timer number determination random number value is within the range of the numerical value 0 to 30000, the effect that the variation time is 12000 ms and the effect mode on the decorative symbol display device 208 is the chance stop is selected. If the random number for determining the special figure timer number is within the range of the numbers 30001 to 45000, the effect that the variation time is 45000 ms and the effect on the decorative symbol display device 208 is Super reach A lose / chance stop is selected. . Here, the super reach A losing / chance stop is a display in which the chance eye is stopped after the effect of notifying the decorative symbol display device 208 that the super reach A is off is completed. The special figure stop symbol is stopped and displayed after at least the chance display. If the special figure timer number determination random number value is within the range of values 45001 to 65535, an effect that the variation time is 65000 ms and the effect mode on the decorative symbol display device 208 is Super reach B loss / chance stop is selected. . Here, the super reach B losing / chance eye stop is a display that stops the chance eye after the effect of notifying the decorative symbol display device 208 that the super reach B is off is completed. The special figure stop symbol is stopped and displayed after at least the chance display.

  The third sub-table is used when the “stop symbol” is special figure D or special figure E. This sub-table is used in common regardless of whether the gaming state at the time of the determination is a power support or a non-power support. The “random number selection range” in the third sub-table is divided into two values, a numerical value 0 to 30000 and a numerical value 30001 to 65535. If the acquired special figure timer number determination random number value is within the range of the numerical value 0 to 30000, the effect that the variation time is 12000 ms and the effect mode on the decorative symbol display device 208 is the chance stop is selected. If the random number value for determining the special figure timer number is within the range of the numerical values 30001 to 65535, an effect that the variation time is 15000 ms and the effect mode on the decorative symbol display device 208 is the normal reach lose / chance stop is selected. Here, the normal reach loss / chance eye stop is a display for stopping the chance eye after the effect of notifying the decorative symbol display device 208 that the normal reach is off is completed. The special figure stop symbol is stopped and displayed after at least the chance display.

  The fourth sub-table is used when the “stop symbol” is the special figure F, the game state at the time of the determination of success / failure is the non-electric support, and the number of holds in the special figure 1 is three. The “random number selection range” in the fourth sub-table is divided into four values of a numerical value 0 to 65000, a numerical value 65001 to 65400, a numerical value 65401 to 65500, and a numerical value 65501 to 65535. If the acquired random number for determining the special figure timer number is in the range of the numerical value 0 to 65000, the effect that the variation time is 3000 ms and the effect mode on the decorative symbol display device 208 is shortened is selected. If the random number value for determining the special figure timer number is within the range of the numerical values 65001 to 65400, the effect that the variation time is 10,000 ms and the effect mode on the decorative symbol display device 208 is normal reach loss is selected. If the special figure timer number determination random number value is within the range of numerical values 65401 to 65500, an effect in which the variation time is 40,000 ms and the effect mode on the decorative symbol display device 208 is Super reach A lose is selected. If the special figure timer number determination random number value is within the range of numerical values 65501 to 65535, an effect in which the variation time is 60000 ms and the effect mode on the decorative symbol display device 208 is Super reach B loss is selected.

  The fifth sub-table is for the case where the stop symbol is special figure F, the game state at the time of determination of success / failure is non-electric support and the number of holdings of special figure 1 is 0 to 2, or the game at the time of determination of success / failure It is used when the status is electric support and the number of holds in Fig. 1 is 0-3. The “random number selection range” in the fifth sub-table is divided into four values of a numerical value 0 to 50000, a numerical value 50001 to 60000, a numerical value 60001 to 65000, and a numerical value 65001 to 65535. If the acquired special figure timer number determination random number value is in the range of the numerical value 0 to 50000, the effect that the variation time is 8000 ms and the effect mode on the decorative symbol display device 208 is lost is selected. If the random number value for determining the special figure timer number is within the range of the numerical values 50001 to 60000, the effect that the variation time is 10000 ms and the effect mode on the decorative symbol display device 208 is normal reach loss is selected. If the special figure timer number determination random number value is in the range of 60001 to 65000, an effect in which the effect time on the decorative symbol display device 208 is Super Reach A Loss with a variation time of 40000 ms is selected. If the special figure timer number determination random number value is within the range of the numerical values 65001 to 65535, an effect in which the variation time is 60000 ms and the effect mode on the decorative symbol display device 208 is Super reach B loss is selected.

  FIG. 14 shows an example of the special figure 2 variable display time determination table for determining the variable time of the symbol fluctuation stop display in the special figure 2 variable game. The special figure 2 variable display time determination table is mainly used in the special figure 2 related lottery process (step S229) of the main control unit timer interrupt process. The data table shown in FIG. 14 is stored in the ROM 306 of the main control unit 300, for example. As shown in FIG. 14, the special figure 2 variable display time determination table includes four items of “stop symbol”, “variable time”, “random number selection range”, and “effect mode on the decorative symbol display device” from the left column. It is configured.

  In the special figure 2 variable time determination table, sub-tables are divided for each item “stop symbol”. In the present embodiment, there are four sub-tables from first to fourth. The first sub-table is used when the stop symbol is special figure a to special figure c. This sub-table is used in common regardless of whether the gaming state at the time of the determination is a power support or a non-power support. The “random number selection range” in the first sub-table is divided into three values: a numerical value 0 to 1000, a numerical value 1001 to 20000, and a numerical value 20001 to 65535. If the acquired random number for determining the special figure timer number is within the range of the numerical value 0 to 1000, the effect that the variation time is 15000 ms and the effect mode on the decorative symbol display device 208 is per normal reach is selected. If the random number for determining the special figure timer number is within the range of 1001 to 20000, an effect in which the variation time is 45000 ms and the effect mode on the decorative symbol display device 208 is per super reach A is selected. If the special figure timer number determination random number value is in the range of numerical values 20001 to 65535, an effect in which the variation time is 65000 ms and the effect mode on the decorative symbol display device 208 is per super reach B is selected.

  The second sub-table is used when the “stop symbol” is the special figure d, and the gaming state at the time of the determination of success / failure is the electric support, and the number of holds in the special figure 2 is 1 to 3. The “random number selection range” in the second sub-table is divided into one of numerical values 0 to 65535. If the acquired random number for determining the special figure timer number is within the range of the numerical value 0 to 65535, the effect that the variation time is 1500 ms and the effect mode on the decorative symbol display device 208 is an extremely shortened loss is selected.

  The third sub-table is used when the “stop symbol” is the special figure d, and the gaming state at the time of the determination of success / failure is the electric support, and the holding number of the special figure 2 is 0. The “random number selection range” in the third sub-table is divided into one of numerical values 0 to 65535. If the acquired special figure timer number determination random number value is in the range of numerical values 0 to 65535, an effect in which the effect time on the decorative symbol display device 208 is lost with a variation time of 8000 ms is selected.

  The fourth sub-table is used when the “stop symbol” is the special figure d, the game state at the time of the determination of success / failure is non-electric support, and the number of holds in the special figure 2 is 0-3. The “random number selection range” in the fourth sub-table is divided into four values: a numerical value 0 to 50000, a numerical value 50001 to 60000, a numerical value 60001 to 65000, and a numerical value 65001 to 65535. If the acquired special figure timer number determination random number value is in the range of the numerical value 0 to 50000, the effect that the variation time is 8000 ms and the effect mode on the decorative symbol display device 208 is lost is selected. If the random number value for determining the special figure timer number is within the range of the numerical values 50001 to 60000, the effect that the variation time is 10000 ms and the effect mode on the decorative symbol display device 208 is normal reach loss is selected. If the special figure timer number determination random number value is in the range of 60001 to 65000, an effect in which the effect time on the decorative symbol display device 208 is Super Reach A Loss with a variation time of 40000 ms is selected. If the special figure timer number determination random number value is within the range of the numerical values 65001 to 65535, an effect in which the variation time is 60000 ms and the effect mode on the decorative symbol display device 208 is Super reach B loss is selected.

  Next, processing of the first sub control unit 400 will be described with reference to FIG. FIG. 5A is a flowchart of main processing executed by the CPU 404 of the first sub control unit 400. FIG. 6B is a flowchart of command reception interrupt processing (strobe interrupt processing) of the first sub control unit 400. FIG. 6C is a flowchart of the timer variable update interrupt process of the first sub control unit 400. FIG. 4D is a flowchart of the image control process of the first sub control unit 400.

  First, in step S401 in FIG. 9A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization processing, initialization of input / output ports, initialization processing of a storage area in the RAM 408, and the like are performed. This initialization process takes about 30 seconds, for example.

  In step S403 following step S401, it is determined whether or not the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S405. . In step S405, 0 is assigned to the timer variable.

  In step S407 following step S405, command processing is performed. The CPU 404 of the first sub control unit 400 determines whether a command has been received from the main control unit 300.

  In step S409 following step S407, an effect control process is performed. For example, when there is a new command in step S407, processing such as reading the effect data corresponding to this command from the ROM 406 is performed, and when the effect data needs to be updated, the effect data is updated. Details of the effect control process will be described later with reference to FIG.

  In step S411 subsequent to step S409, when it is detected that the chance button has been pressed, the effect data updated in step S409 is changed to effect data corresponding to the press of the chance button.

  In step S413 following step S411, if there is a command to the VDP 434 in the effect data read in step S409, this command is output to the VDP 434 (details will be described later).

  In step S415 subsequent to step S413, if there is a command to the sound source IC 416 in the effect data read in step S409, this command is output to the sound source IC 416.

  In step S417 following step S415, if there is a command to the various lamps 418 in the effect data read in step S409, this command is output to the drive circuit 420.

  In step S419 following step S417, if there is a command to the shielding device 246 in the effect data read in step S409, this command is output to the drive circuit 432.

  In step S421 following step S419, if there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S409, the control command is set to be output, and the process returns to step S403. .

  Next, the command reception interrupt process of the first sub-control unit 400 will be described using FIG. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal output from the main control unit 300. In step S501 of the command reception interrupt process, the command output from the main control unit 300 is stored as an unprocessed command in a command storage area provided in the RAM 408.

  Next, the first sub control unit timer interrupt process executed by the CPU 404 of the first sub control unit 400 will be described with reference to FIG. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this embodiment, once every 2 ms). Execute in the cycle. In step S601 of the first sub control unit timer interrupt process, 1 is added to the value of the timer variable storage area of the RAM 408 described in step S403 in the first sub control unit main process shown in FIG. Is stored in the timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).

  In step S603 subsequent to step S601, transmission of a control command to the second sub-control unit 500 set in step S421 in the main process of the first sub-control unit 400, update processing of random numbers for other effects, and the like are performed.

  Next, the image control process in step S413 in the main process of the first sub-control unit 400 will be described with reference to FIG. FIG. 5 is a flowchart showing the flow of image control processing. In step S701, an instruction to transfer image data is issued. Here, the CPU 404 first swaps the designation of the display areas A and B in the VRAM 436. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the decorative design display device 208. Next, the CPU 404 sets ROM coordinates (transfer source address of the ROM 406), VRAM coordinates (transfer destination address of the VRAM 436) and the like in the attribute register of the VDP 434 based on the position information table and the like, and then the image from the ROM 406 to the VRAM 436. Set an instruction to start data transfer. The VDP 434 transfers the image data from the ROM 406 to the VRAM 436 based on the command set in the attribute register. Thereafter, the VDP 434 outputs a transfer end interrupt signal to the CPU 404.

  In step S703 following step S701, it is determined whether or not a transfer end interrupt signal from the VDP 434 is input. If a transfer end interrupt signal is input, the process proceeds to step S705. Wait for the input signal to be input. In step S705, parameters are set based on the production scenario configuration table and attribute data. Here, in order to form a display image in the display area A or B of the VRAM 436 based on the image data transferred to the VRAM 436 in step S701, the CPU 404 has information on the image data constituting the display image (coordinate axis and image size of the VRAM 436). , VRAM coordinates (arrangement coordinates, etc.) are instructed to the VDP 434. The VDP 434 sets parameters according to attributes based on instructions stored in the attribute register.

  In step S707 following step S705, a drawing instruction is performed. In this drawing instruction, the CPU 404 instructs the VDP 434 to start drawing an image. The VDP 434 starts drawing an image in the frame buffer in accordance with an instruction from the CPU 404. In step S709 following step S707, it is determined whether or not a generation end interrupt signal from the VDP 434 based on the end of image drawing is input. If a generation end interrupt signal is input, the process proceeds to step S711. Waits for the generation end interrupt signal to be input. In step S711, a scene display counter which is set in a predetermined area of the RAM 408 and counts how many scene images have been generated is incremented (+1), and the process ends.

  Next, the processing of the second sub control unit 500 will be described with reference to FIG. FIG. 6A is a flowchart of main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 7B is a flowchart of command reception interrupt processing of the second sub control unit 500. FIG. 8C is a flowchart of the timer interrupt process of the second sub control unit 500.

  First, in step S801 in FIG. 9A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S801. In this initialization processing, initial setting of input / output ports, initialization processing of a storage area in the RAM 508, and the like are performed.

  In step S803 following step S801, it is determined whether or not the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S805. . In step S805, 0 is assigned to the timer variable.

  In step S807 following step S805, command processing is performed. The CPU 504 of the second sub control unit 500 determines whether a command has been received from the CPU 404 of the first sub control unit 400.

  In step S809 following step S807, effect control processing is performed. For example, if there is a new command in step S807, the effect data corresponding to this command is read from the ROM 506, and if the effect data needs to be updated, the effect data is updated.

  In step S811 following step S809, if there is a command from the first sub-control unit 400 to the game board lamp 532 or the game table frame lamp 542, the command is output to the serial communication control circuit 520.

  In step S813 following step S811, if there is a command from the first sub-control unit 400 to the effect movable body 224, this command is output to the drive circuit 516, and the process returns to step S803.

  Next, the command reception interrupt process of the second sub control unit 500 will be described with reference to FIG. This command reception interrupt process is a process executed when the second sub control unit 500 detects the strobe signal output from the first sub control unit 400. In step S901 of the command reception interrupt process, the command output from the first sub control unit 400 is stored as an unprocessed command in a command storage area provided in the RAM 508.

  Next, the second sub control unit timer interrupt process executed by the CPU 504 of the second sub control unit 500 will be described with reference to FIG. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this embodiment, once every 2 ms), and a timer interrupt process is performed in response to this timer interrupt. Execute in the cycle. In step S1001, 1 is added to the value of the timer variable storage area of the RAM 508 described in step S803 in the second sub-control unit main process shown in FIG. 16A, and the result is stored in the original timer variable storage area. Therefore, in step S803, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S1003 of the second sub-control unit timer interrupt process, an effect random number update process is performed.

  Next, Example 1 of the rendering operation by the pachinko machine 100 of the present embodiment will be described with reference to FIGS. FIG. 17 is a flowchart showing the flow of the selection effect control process that is one of the effect control processes (step S409) of the main process in the first sub-control unit 400. In the selection effect control process, the first sub-control unit 400 first determines whether it is the start timing of the selection effect (step S1101). Here, the start timing of the selection effect may be, for example, a standby state in which the symbol variation game is not performed (including during the demonstration screen), or may be during a special diagram variation game. Further, the gaming state may be any of a normal gaming state, a probability variation state, a short time state, and the like. Further, it may be a predetermined round during the jackpot game (for example, the first round of 15R jackpot), or all the rounds during the jackpot game (for example, excluding the start effect and end effect of the jackpot game). Good.

  The first sub-control unit 400 proceeds to step S1103 if it is determined in step S1101 that it is the selection effect start timing, and ends the selection effect control process if it is determined that it is not the selection effect start timing. When the process proceeds to step S1103, the first sub-control unit 400 displays a selection effect. As a display example of the selection effect, for example, description of the effect (for example, performance of the song by the speaker 120) selected by the player at a predetermined position of the decorative symbol display device 208 (for example, a song name or description of the song) ) Is included. Also, displaying the effects that can be selected by the player is also included in the display of the selected effects. For example, a display of an effect list for causing the player to select one of a plurality of effects, and a display for prompting the player to select (for example, a display prompting the player to press the chance button 136) are also included in the display of the selected effect. .

  When the selection effect is displayed, the first sub-control unit 400 determines whether or not a selection operation by the player has been performed (step S1105). Examples of the selection operation include, for example, pressing the chance button 136, pressing any one of the direction keys 139, and the like. If it is determined in step S1105 that there is no selection operation, the first sub-control unit 400 proceeds to step S1109 and performs a continuation process of the currently executed effect (for example, effect A and effect α in FIG. 18) to select the effect. The control process ends. If it is determined in step S1105 that there has been a selection operation, the first sub-control unit 400 proceeds to step S1107 and determines whether it is the production start timing. If it is determined in step S1107 that it is not the production start timing, the first sub-control unit 400 proceeds to step S1109 and performs the continuation processing of the currently executed production (for example, production A, production α in FIG. 18) to select the production effect. The control process ends. If it is determined in step S1107 that it is the production start timing, the first sub-control unit 400 proceeds to step S1111 and selects and performs processing for executing the selected production (for example, production B and production β in FIG. 18). The effect control process ends.

  Examples of the production start timing in step S1107 include the elapse of a specified time, the end of the delay time until the selection result is reflected, and the start timing of the special figure variable game. The execution of the selected effect in step S1111 includes transmitting a command related to the selected effect to each control means (image, sound, etc.).

  FIG. 18 shows the temporal operation of the pachinko machine 100 in Example 1 according to the present embodiment. The horizontal axis of FIG. 18 shows a time series, and time passes from left to right. In the upper part of FIG. 18, t0 to t6 indicate various operations, or the start and end times of effects. The middle part of FIG. 18 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  First, at time t0, the first effect means is executing effect A (eg, included in the first effect) or starts effect A from time t0, and the second effect at time t0. It is assumed that the effect means is executing the effect α (eg, included in the first effect) or starts the effect α from the time point t0. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. When the player presses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from time t0, the first effect means ends the effect A and the effect B (for example, included in the second effect). To start). In the second effect means, the effect α ends and the effect β (for example, included in the second effect) is started. In addition, on the operation means, on the condition that the chance button 136 is pressed, the selectable period ends at the time t1, and the selectable period in which the effect selection is impossible is started. The non-selectable period is a period during which the detection result of the sensor is not accepted even if the selection operation is performed. The non-selectable period is a predetermined T seconds.

  Even if the player depresses the chance button 136 at, for example, time t2 during the non-selectable period, the selection is not accepted, so the effects of both the first effect means and the second effect means are not changed.

  The operation means enters the selectable period again after time t3 when the predetermined T seconds elapse and the selectable period ends. When the player depresses the chance button 136 of the operation means at a time t4 when a certain time has elapsed from the time t3, the effect B is ended and the effect C is started in the first effect means. In the second effect means, the effect β ends and the effect γ starts. Further, the selectable period of the operation means ends at the time t4, and the selectable period in which the effect selection is impossible is started. The non-selectable period is a predetermined T seconds.

Even if the player presses the chance button 136 during the non-selectable period, the selection is not accepted, so the effects of both the first effect means and the second effect means are not changed.
The operation means again enters the selectable period from time t5 after the selectable period ends. When the player presses the chance button 136 of the operation means at a time t6 when a certain time has elapsed from the time t5, the effect C is ended and the effect D is started in the first effect means. In the second effect means, the effect γ ends and the effect δ starts.

  According to this embodiment, since the operation result of the selection means is not accepted (invalidated) for T seconds after the selected production starts, the player cannot select the production. Since the player always sees the selected effect for a certain period, it may be possible to prevent an unintended change of the effect due to an erroneous operation.

  19 and 20 show selection effects executed by the first effect means and the second effect means of the pachinko machine 100 according to the first embodiment. 19 (a) to 19 (d) and FIG. 20 (a) show the display area of the decorative symbol display device 208 included in the first effect means. FIGS. 19A to 19D and FIG. 20A schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 19A shows an effect performed by the decorative symbol display device 208 at the time point t0 shown in FIG. At the time t0, the special figure variation game is executed, and in the center of the display area of the decorative symbol display device 208, the decoration 0 to decoration 9 sequentially move from the top to the bottom in the left middle right decorative symbol display areas 208a, 208b, 208c. The decorative pattern is displayed in a variable manner (indicated by a downward arrow in the figure). In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. As shown in FIG. 19A, at the time point t0, an effect α in which a song 810 having a song name “May be there ...” flows from the speaker 120.

  FIG.19 (b) has shown the effect performed with the decoration symbol display apparatus 208 in the time t1 shown in FIG. As described with reference to FIG. 18, the time point t <b> 1 is a time point when the player presses the chance button 136. At the time t1, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In the selected effect display area 800 at the lower right of the display area of the decorative symbol display device 208, the effect A for displaying the character string “M1: Might be there” at the time t1 ends, and “M2: Production B is started to display the character string “Kiseki no Universe”. The character string “M2: miracle universe” in the production B indicates the title of the song flowing from the speaker 120. Further, at time t1, the production α that the song 810 “may be there” on the speaker 120 is finished, and the song name is “Kiseki no Universe” as shown in FIG. 19B. The production β in which the song 810 flows is started. In the operating means, the selectable period ends at time t1, and a T-selectable non-selectable period of T seconds is displayed in which no effect selection is possible even if the chance button 136 is pressed.

  FIG. 19C shows an effect performed by the decorative symbol display device 208 at the time point t2 shown in FIG. At the time t2, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. As described with reference to FIG. 18, the time point t2 is within the selection impossible period since T seconds have not elapsed since the time point t1, so even if the player presses the chance button 136 at the time point t2, the processing by the pressing is not performed. It is invalidated and the production is not changed. For this reason, in the selected effect display area 800 at the time point t2, the effect B that displays the character string “M2: miracle universe” is continued. In addition, as shown in FIG. 19C, the effect β that the song 810 having the song name “Kiseki no Universe” flows from the speaker 120 at time t2 is continued.

  FIG. 19D shows an effect performed by the decorative symbol display device 208 at time t4 shown in FIG. At time t4, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. As described with reference to FIG. 18, since the time point t4 is within the selectable period started at the time point t3, when the player presses the chance button 136, the selection effect display area 800 displays “M2: Kiseki” at the time point t4. The production B for displaying the character string “universe” is finished, and the production C for displaying the character string “M3: Your Fragrance” is started. The production C displays the character string of the song title of the song that flows from the speaker 120 called “M3: Your Fragrance”. Also, at time t4, the effect β in which the song 810 of “Kiseki no Universe” flows on the speaker 120 is finished, and as shown in FIG. 19C, the effect γ in which the song 810 with the song name “Kimi no Kakera” flows Is started. In the operating means, the selectable period ends at time t4, and a T unselectable period of T seconds is displayed in which no effect selection is possible even if the chance button 136 is pressed.

  FIG. 20A shows an effect performed by the decorative symbol display device 208 at time t6 shown in FIG. At time t6, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. As described with reference to FIG. 18, since the time point t6 is within the selectable period started at the time point t5, when the player presses the chance button 136, “M3: The effect C for displaying the character string “Kakera” ends, and the effect D for displaying the character string “M4: Mega! Giga! Summer!” Is started. The production D displays a character string of a song title of a song flowing from the speaker 120, “M4: Mega! Giga! Summer!”. Also, at time t6, the stage γ in which the song 810 of “Your Fragrance” flows on the speaker 120 is finished, and as shown in FIG. 20A, a song 810 with the song name “Mega! Giga! Summer!” The flowing effect δ is started. In the operating means, the selectable period ends at time t6, and a T unselectable period of T seconds in which the effect selection is impossible even when the chance button 136 is pressed is started.

  The pachinko machine 100 according to the present embodiment includes, for example, a decorative symbol display device 208 and a speaker 120 as an effect means capable of executing at least an effect, and as an effect change means capable of changing the effect at least, for example, a first sub-control unit 400 includes an effect control process ((step S409) and a sound control process (step S415)), an operation means that can be operated by the player, for example, a chance button 136, and the decorative symbol display device 208 is the first The first effect (for example, effect A) and the second effect (for example, effect B) can be executed at least, and the first sub-control unit 400 starts from the first effect when a predetermined condition is satisfied. As change control that can be changed at least to the second effect, for example, step S1107 of the selected effect control process shown in FIG. 1 is executed, and the predetermined condition is satisfied at least by the player operating the operating means during the execution of the first effect (for example, pressing the chance button 136). The changing means is characterized in that an operation of the operating means by the player is not accepted for a predetermined period (for example, T seconds) after the predetermined condition is established.

According to the pachinko machine 100, since the selection of the effect by the operation means is not accepted (disabled) for a predetermined period after the selected effect is started, the player cannot select the effect. Thereby, since the player always views the selected effect for a certain period, it may be possible to prevent an unintended change in the effect due to an erroneous operation.
The selection effect display area of the present embodiment displays a character string, but may display an image. The selection effect display area may be a combination of an image and a character string, only an image, only a character string, or the like. The same applies to the selection effect display areas shown in the second and subsequent embodiments.
The operation means may be other than the chance button, and may be any operation means that can be operated by the player, such as a handle or a direction key. The operation means shown in the second and subsequent embodiments is also the same.

  FIG. 21 shows the temporal operation of the pachinko machine 100 in Example 2 according to the present embodiment. The horizontal axis of FIG. 21 shows a time series, and time passes from left to right. In the upper part of FIG. 21, t0 to t6 indicate various operations or points in time when the production starts or ends. The middle part of FIG. 21 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  First, at time t0, the first effect means is executing effect A (eg, included in the first effect) or starts effect A from time t0, and the second effect at time t0. It is assumed that the effect means is executing the effect α (for example, included in the second effect) or starts the effect α from the time point t0. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. In this embodiment, the production selection is always possible. When the player presses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from the time t0, the first effecting means ends the effect A and the effect B (at the time t3 T seconds after the time t1. For example, it is included in the third effect). In the second effect means, the effect α ends and the effect β (for example, included in the fourth effect) is started. Thus, in the present embodiment, the selected effect is reflected in the first and second effect means when a delay time of T seconds elapses after selection of the effect by pressing the chance button 136, and the first effect is produced. To the third effect, and similarly, the second effect is switched to the fourth effect.

  Further, when the player presses the chance button 136 of the operation means at time t2 during the delay time of T seconds, at the time t4 T seconds after time t2, the first effect means ends the effect B and the effect C Is started. In the second effect means, the effect β ends and the effect γ starts. In this example, if there is an operation for selecting an effect again during the delay period, the delay periods are overlapped, but after the previously started delay period ends, the next delay period starts. It may be.

  When the player depresses the chance button 136 of the operation means at a time t5 when a certain time has elapsed from the time t4, at the time t6 T seconds after the time t5, the effect C is finished and the effect D is finished in the first effect means. Be started. In the second effect means, the effect γ ends and the effect δ starts.

  According to the present embodiment, it is possible to give the player a sense of incongruity by reflecting the changed result after a while, and to attract the player's attention until the changed performance is started. There are cases where it is possible. If the changed result is immediately reflected in the production, the production will be monotonous, but by performing the production using the time lag as described above, variations can be made in the production, and the player You may not be bored.

  22 and 23 show selection effects executed by the first effect means and the second effect means of the pachinko machine 100 according to the second embodiment. 22 (a) to 22 (d) and FIGS. 23 (a) to 23 (c) show display areas of the decorative symbol display device 208 included in the first effect means. 22 (A) to (D) and FIGS. 23 (A) to (C) schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 22A shows an effect performed by the decorative symbol display device 208 at the time point t0 shown in FIG. At the time t0, the special figure variation game is executed, and in the center of the display area of the decorative symbol display device 208, the decoration 0 to decoration 9 sequentially move from the top to the bottom in the left middle right decorative symbol display areas 208a, 208b, 208c. The decorative pattern is displayed in a variable manner (indicated by a downward arrow in the figure). In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. As shown in FIG. 22A, at the time t0, an effect α in which a song 810 having a song name “May be there ...” flows from the speaker 120.

  FIG.22 (b) has shown the effect performed with the decoration symbol display apparatus 208 in the time t1 shown in FIG. As described with reference to FIG. 21, the time point t1 is a time point when the player presses the chance button 136. At the time t1, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In this example, even if the player presses the chance button 136 with the intention of changing the effect, the effect is not changed until T seconds of a predetermined delay time have elapsed. For this reason, in the selected effect display area 800 at the lower right of the display area of the decorative symbol display device 208, the effect A that displays the character string “M1: It may be there” continues at the time point t1. Also, as shown in FIG. 22 (B), at time t1, the production α that the song 810 “may be there” continues on the speaker 120.

  FIG.22 (c) has shown the effect performed with the decoration symbol display apparatus 208 in the time t2 shown in FIG. As described with reference to FIG. 21, the time point t2 is a time point when the player presses the chance button 136. At the time t2, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In this example, even if the player intends to change the production and presses the chance button 136, the production is not changed because it is during the predetermined delay time. For this reason, in the selected effect display area 800 at the lower right of the display area of the decorative symbol display device 208, the effect A that displays the character string “M1: It may be there” continues at the time point t1. In addition, as shown in FIG. 22C, at time t1, the production α that the song 810 “may be there” continues on the speaker 120.

  FIG.22 (d) has shown the effect performed with the decoration symbol display apparatus 208 in the time t3 shown in FIG. The time point t3 is a time point when a predetermined delay time T seconds has elapsed since the time point t1 when the player first pressed the chance button 136. At the time point t3, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. At the time t3, in the selected effect display area 800, the effect A that displays the character string “M1: Might be there ...” ends, and the effect B that displays the character string “M2: miracle universe” is displayed. Be started. The production B displays the character string of the song title of the song “M2: miracle of miracle” flowing from the speaker 120. Also, at time t3, the production α that the song 810 of “M1: It may be there ...” is finished on the speaker 120, and the title of the song is “the universe of Kiseki” as shown in FIG. The production [beta] in which the song 810 of "" flows is started.

  FIG. 23A shows an effect performed by the decorative symbol display device 208 at the time point t4 shown in FIG. Time t4 is a time when a predetermined delay time T seconds elapses from time t2 when the player presses the chance button 136 following time t1. At time t4, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. At time t4, in the selected effect display area 800, the effect B for displaying the character string “M2: miracle of miracle” is finished, and the effect C for displaying the character string “M3: Your Fragrance” is started. The production C displays the character string of the song title of the song “M3: Your Fragrance” flowing from the speaker 120. In addition, at time t4, the effect β in which the music 810 “M2: Universe of miracle” flows on the speaker 120 is finished, and as shown in FIG. The production γ is started.

  FIG.23 (b) has shown the effect performed with the decoration symbol display apparatus 208 in the time t5 shown in FIG. As described with reference to FIG. 21, the time point t5 is a time point when the player presses the chance button 136. At the time point t5, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. In this example, even if the player presses the chance button 136 with the intention of changing the effect, the effect is not changed until T seconds of a predetermined delay time have elapsed. For this reason, in the selected effect display area 800 at the lower right of the display area of the decorative symbol display device 208, the effect C that displays the character string “M3: Your Fragrance” continues at time t5. Also, as shown in FIG. 23 (B), at time t5, an effect γ in which the song “810” of “Your Fragrance” continues on the speaker 120.

  FIG. 23C shows an effect performed by the decorative symbol display device 208 at time t6 shown in FIG. The time point t6 is a time point when a predetermined delay time T seconds has elapsed since the time point t5 when the player pressed the chance button 136. At time t6, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. At the time point t6, in the selected effect display area 800, the effect C for displaying the character string “M3: Your Fragrance” ends, and the effect D for displaying the character string “M4: Mega! Giga! Summer!” Is started. . The production D displays a character string of a song title of “M4: Mega! Giga! Summer!” Flowing from the speaker 120. Also, at time t6, the production γ in which the song 810 of “Your Fragrance” is played on the speaker 120 is finished, and as shown in FIG. 23C, the song 810 with the song name “Mega! Giga! Summer!” The flowing effect δ is started.

  The pachinko machine 100 according to the present embodiment includes, for example, a decorative symbol display device 208 and a speaker 120 as an effect unit capable of executing at least an effect. 400 (step S409) and sound control processing (step S415), the decorative symbol display device 208 includes a first effect (for example, effect A) and a third effect (for example, effect). B) can be executed at least, the speaker 120 can execute at least a second effect (for example, an effect α) and a fourth effect (for example, an effect β), and the first sub-control unit 400 can As the first change control that can be changed at least from the first effect to the third effect when one condition is satisfied (for example, an operation by the operation means), for example, FIG. Step S1107 of the selected effect control process shown in FIG. 17 is Yes and the effect selected in Step S1111 is executed, and the first sub-control unit 400 determines that the second condition is satisfied (for example, an operation by the operation means). If there is, as the second change control that can be changed at least from the second effect to the fourth effect, for example, the effect selected in step S1111 is Yes in step S1107 of the selected effect control process shown in FIG. The first change control is a control that is executed after the first time has elapsed since the first condition is satisfied (for example, after T seconds), and the second change control. The control is characterized in that the control is executed after the second time has elapsed since the second condition is satisfied (for example, after T seconds).

  According to the pachinko machine 100, the first effect is changed to the third effect after the first time has elapsed, and the second effect is changed to the fourth effect after the second time has elapsed. Therefore, there are cases where the player's interest can be improved because various effects can be performed. More specifically, the result of the change after a certain amount of time is reflected to give the player a sense of incongruity and can attract the player's attention until the changed performance starts. There is a case. If the changed result is immediately reflected in the production, the production will be monotonous, but by performing the production using the time lag as described above, variations can be made in the production, and the player You may not be bored.

  In the pachinko machine 100, the time when the first condition is satisfied is at least coincident with the time when the second condition is satisfied. According to the pachinko machine 100, since the establishment time of the first condition and the second condition overlap, there are cases where the effect can be more noticed. In addition, there may be cases where variations in production can be increased. In addition, there may be a case where a variation can be given to the execution timing of the effect even though the change conditions for the plurality of effects are satisfied at substantially the same timing.

  FIG. 24 shows the temporal operation of the pachinko machine 100 in Example 3 according to the present embodiment. The horizontal axis of FIG. 24 shows the time series, and time passes from the left to the right. In the upper part of FIG. 24, t0 to t6 indicate various operations, or the start and end times of production. The middle part of FIG. 24 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  First, at time t0, the first effect means is executing effect A (eg, included in the first effect) or starts effect A from time t0, and the second effect at time t0. It is assumed that the effect means is executing the effect α (for example, included in the second effect) or starts the effect α from the time point t0. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. In this embodiment, the production selection is always possible. When the player presses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from the time t0, the first effect means ends the effect A and the effect B (for example, included in the third effect) from the time t1. Will be started). On the other hand, in the second effect means, the effect α ends at the time t3 T seconds after the time t1, and the effect β (for example, included in the fourth effect) is started. Thus, in the present embodiment, the selection result is reflected in the first effect means simultaneously with the selection of the effect by pressing the chance button 136 (first time is zero), and the first effect is changed to the third effect. When a delay time of T seconds (second time T seconds) has passed after selection of the effect by pressing the chance button 136, the selected effect is reflected in the second effect means, and the second effect To the fourth production.

  Further, when the player presses the chance button 136 of the operation means at a time point t2 during the delay time of T seconds in the second effect means, the effect B is ended and the effect C is finished in the first effect means at the time point t2. Be started. On the other hand, the production β is continued in the second production means. At time t4, which is T seconds after time t2, the second effect means ends the effect β and starts the effect γ. In this example, if there is an operation for selecting an effect again during the delay period, the delay periods are overlapped, but after the previously started delay period ends, the next delay period starts. It may be.

  When the player presses the chance button 136 of the operation means at a time t5 when a certain time has elapsed from the time t4, the effect C is ended and the effect D is started in the first effect means at the time t5. On the other hand, the production β is continued in the second production means. At time t6 T seconds after time t5, the second effect means ends the effect γ and starts the effect δ.

  In the present embodiment, the first time is zero, which is different from T second of the second time. According to the pachinko machine 100, since the first time and the second time are different, there are cases where the effects can be paid more attention. In addition, there may be cases where variations in production can be increased. Furthermore, there are cases where variations can be given to the execution timing of effects.

  25 and 26 show selection effects executed by the first effect means and the second effect means of the pachinko machine 100 according to the third embodiment. FIGS. 25A to 25D and FIGS. 26A to 26C show display areas of the decorative symbol display device 208 included in the first effect means. 25A to 25D and FIGS. 26A to 26C schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 25A shows an effect performed by the decorative symbol display device 208 at the time point t0 shown in FIG. At the time t0, the special figure variation game is executed, and in the center of the display area of the decorative symbol display device 208, the decoration 0 to decoration 9 sequentially move from the top to the bottom in the left middle right decorative symbol display areas 208a, 208b, 208c. The decorative pattern is displayed in a variable manner (indicated by a downward arrow in the figure). In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. As shown in FIG. 25A, at the time point t0, an effect α in which a song 810 having a song name “May be there ...” flows from the speaker 120.

  FIG. 25B shows an effect performed by the decorative symbol display device 208 at the time point t1 shown in FIG. As described with reference to FIG. 24, the time point t1 is a time point when the player presses the chance button 136. At the time t1, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In this example, when the player presses the chance button 136 at the time t1 with the intention of changing the production, the character string “M1: May be there ...” is displayed in the selection production display area 800 at the time t1. The effect A to be displayed is ended, and the effect B displaying the character string “M2: miracle universe” is started. On the other hand, the production α is continued in the second production means.

  FIG. 25C shows an effect performed by the decorative symbol display device 208 at the time point t2 shown in FIG. As described with reference to FIG. 24, the time point t2 is a time point when the player presses the chance button 136. At the time t2, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In this example, when the player presses the chance button 136 with the intention of changing the effect, the effect is immediately changed from effect B to effect C in the first effect means. At the time t2, in the selected effect display area 800, the effect B displaying the character string “M2: miracle of miracle” ends, and the effect C displaying the character string “M3: Your Fragrance” is started. On the other hand, in the second effect means, the effect is not changed because it is during the predetermined delay time. For this reason, as shown in FIG. 25C, at the time point t1, the effect α that the song 810 “may be there” continues on the speaker 120.

  FIG. 25D shows an effect performed by the decorative symbol display device 208 at the time point t3 shown in FIG. The time point t3 is a time point when a predetermined delay time T seconds has elapsed since the time point t1 when the player first pressed the chance button 136. At the time point t3, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. At the time point t3, the effect C is continued in the selected effect display area 800. Also, at time t3, the production α that the song 810 “M1: It may be there ...” is finished at the speaker 120, and the title of the song is “the universe of Kiseki” as shown in FIG. The production [beta] in which the song 810 "" is started.

  Fig.26 (a) has shown the effect performed with the decoration symbol display apparatus 208 in the time t4 shown in FIG. Time t4 is a time when a predetermined delay time T seconds elapses from time t2 when the player presses the chance button 136 following time t1. At time t4, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. At the time t4, the effect C continues in the selected effect display area 800. Also, at time t4, the effect β in which the song 810 of “Kiseki no Universe” flows on the speaker 120 is finished, and as shown in FIG. Is started.

  FIG.26 (b) has shown the effect performed with the decoration symbol display apparatus 208 in the time t5 shown in FIG. As described with reference to FIG. 24, the time point t5 is a time point when the player presses the chance button 136. At the time point t5, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. In this example, when the player presses the chance button 136 at the time t5 with the intention of changing the effect, the effect C for displaying the character string “M3: Your Fragrance” in the selected effect display area 800 ends at the time t5. Then, the production D for displaying the character string “M4: Mega! Giga! Summer!” Is started. On the other hand, the effect γ is continued in the second effect means.

FIG.26 (c) has shown the production | presentation performed with the decoration symbol display apparatus 208 in the time t6 shown in FIG. The time point t6 is a time point when a predetermined delay time T seconds has elapsed since the time point t5 when the player pressed the chance button 136. At time t6, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. At the time t6, the effect D continues in the selected effect display area 800. Also, at time t6, the production γ in which the song “810 of yours” flows on the speaker 120 is finished, and as shown in FIG. 26C, the song 810 with the song name “Mega! Giga! Summer!” The flowing effect δ is started.
It should be noted that while the special figure variable game is stopped, the presentation may not be changed even if the chance button 136 is pressed. For example, when the chance button 136 is pressed until the special figure variable game is finished and the next special figure variable game is started, the selection operation may be accepted, and the result of the selection operation is not accepted. You may do it. Even when the demonstration screen is being executed, the result of the selection operation may not be accepted. In addition, when the state until the special figure variable game is stopped is included in the period until the selection result is reflected, the result of the selection operation may not be accepted. Also, the result of the selection operation may not be accepted only when there is a hold until the next special figure variable game is started after the special figure variable game is ended.
Further, even during the special figure change, the selection operation may not be accepted during a specific period (for example, when one of a plurality of decorative symbols is stopped and displayed).
Further, the delay in this embodiment may include a time from when the operating means is operated until it is received. For example, the time from when the sensor is detected until the control command is sent to the sub-control unit 400 may be included.
Note that the modification examples regarding the reception of the result of the selection operation can be applied to other examples.

  FIG. 27 shows a temporal operation of the pachinko machine 100 in Example 4 according to the present embodiment. The horizontal axis in FIG. 27 indicates a time series, and time passes from left to right. In the upper part of FIG. 27, t0 to t5 indicate various operations or points in time when the production starts or ends. The middle part of FIG. 27 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  First, at time t0, the first effect means is executing effect A or the effect A is started from time t0, and at time t0, the second effect means is the effect α (for example, included in the first effect). It is assumed that the production α is started or the production α is started from the time point t0. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. In this embodiment, the production selection is always possible during a predetermined period. For example, in the first round in the big hit game, the effect selection by the operation means may be always possible. When the player depresses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from the time t0, the effect A ends and the effect B starts at the first effect means from the time t1. On the other hand, in the second production means, the production is changed on the condition that a waiting time of T seconds has elapsed since the player operated the operation means, and the production is performed until the standby time has elapsed. No changes are made. Therefore, the production α is continued at time t1.

  Further, when the player depresses the chance button 136 of the operation means at the time point t2 during the waiting time of T seconds in the second effect means, the effect B ends and the effect C starts in the first effect means. On the other hand, since the time T1 from the time point t1 to the time point t2 is shorter than the standby time T, the production α is continued without changing the production in the second production means at the time t2.

  Further, when the chance button 136 is pressed at time t2, the measurement of the standby time started by the first sub-control unit 400 by pressing the previous chance button 136 is reset, and a new standby time is set from time t2. The

  Further, when the player depresses the chance button 136 of the operation means at a time point t3 during the waiting time of T seconds in the second effect means, the effect C is ended and the effect D is started in the first effect means. On the other hand, since the time T2 from the time point t2 to the time point t3 is shorter than the standby time T, the production α is continued without changing the production at the second production means at the time t3.

  Further, when the chance button 136 is pressed at time t3, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time is set from time t3.

  At time t4 when the waiting time T seconds has elapsed from time t3, the second effect means ends the effect α and starts the effect δ (for example, included in the second effect). On the other hand, the production D is continued in the first production means.

  In the present embodiment, the first effect means reflects the selected effect immediately, and the second effect means does not reflect unless the standby time elapses after selection. In other words, if the predetermined time period T seconds has not passed since the selection, the second effect means does not start the selected effect, thereby preventing the annoyance felt by starting the effect that changes immediately. There are cases where it is possible.

  Time t5 indicates the end time of the selectable period in which the effect can be selected by the operation means. For example, the case where the first round of the jackpot game is a selectable period but the second round is a nonselectable period is included. Hereinafter, the case where the time t5 is the start time of the second round of the jackpot game will be described. When the time T3 from the time t3 when the player last pressed the chance button 136 to the start time t5 of the second round is longer than the waiting time T from the time t3, the second effect means produces the effect δ at the time t4. To time t5, and further in the second round from time t5. In the first effect means, a new effect D ′ is executed from time t5. When the time T3 from the time t3 when the player last pressed the chance button 136 to the start time t5 of the second round is shorter than the waiting time T from the time t3, the effect in the second effect means is not changed.

  28 and 29 show selection effects executed by the first effect means and the second effect means of the pachinko machine 100 according to the fourth embodiment. FIGS. 28A to 28D and FIGS. 29A to 29D show display areas of the decorative symbol display device 208 included in the first effect means. FIGS. 28A to 28D and FIGS. 29A to 29D schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 28A shows an effect performed on the decorative symbol display device 208 before time t0 shown in FIG. Before the time t0, the result of the special figure variation game is a big hit, and the start effect of the big hit game is executed, and the “big hit” display is performed in the center of the display area of the decorative symbol display device 208. As shown in FIG. 28 (A), before the time point t0, an effect in which a song 810 of a big hit start BGM (background music) flows from the speaker 120 is executed.

  FIG. 28B shows an effect performed by the decorative symbol display device 208 at the time point t0 shown in FIG. At time t0, for example, an effect at 1R (first round) where a 15R big hit game is started is shown. The number of rounds is displayed as “1R” in the upper right area of the decorative symbol display device 208. In the center of the display area of the decorative symbol display device 208, a selection effect is executed. A selection screen for selecting an effect is displayed, and an effect list is displayed. For example, "M1: May be there ..." indicating the song code and the song title as production 1, "M2: Space of miracle" showing the song code and song title as production 2, and song code as production 3. “M3: Kimi no Kakera” indicating the song title, “M4: Mega! Giga! Summer!” Indicating the song code and song title as production 4, and “M5: Onsen” showing the song code and song title as production 5 "Hormones" are sequentially displayed from the upper left to the lower right of the display area. Further, an explanation screen to the player with an image imitating the chance button 136 in the lower left and a message “Please select a song” (may be a notification prompting selection of an effect (for example, a song)) and a downward arrow. Is displayed. The selection screen and the explanation screen are displayed as the 1R effect. In addition, the selection screen and the explanation screen are in the state shown in FIG. 28A or the big hit round (between the 1R effect and the end of the final round (in this example, 15R, 16R, 8R, 2R)), For example, it may be displayed when the player presses the chance button 136.

  In this state, the currently selected effect on the selection screen is displayed with a thick frame. As shown in FIG. 28 (b), production 1 is selected on the selection screen at time t0. In this embodiment, when the chance button 136 is pressed once, the selected effect frame is shifted downward by one. In this example, on the selection screen of the decorative symbol display device 208 at the time point t0, the effect frame that displays the character string “M1: May be there ...” is displayed in bold, and other effect frames are usually displayed. An effect A to be displayed is executed. In addition, as shown in FIG. 28B, at time t0, an effect α in which a song 810 having a song name “may be there” is played from the speaker 120. That is, the production α is executed simultaneously with the production A. The effect α may be executed after the effect A is executed, or may be executed before the effect A is executed.

  FIG. 28C shows an effect performed by the decorative symbol display device 208 at the time point t1 shown in FIG. As described with reference to FIG. 27, the time point t1 is a time point when the player presses the chance button 136. At time t1, 1R of the jackpot game is continuing. In this example, when the player presses the chance button 136 at the time t1 with the intention of changing the production, the character string “M2: miracle space” is displayed on the selection screen of the decorative symbol display device 208 at the time t1. An effect B is executed in which the frame is displayed thick and the other effect frames are normally displayed. On the other hand, in the speaker 120, the effect is changed on the condition that the waiting time of T seconds has elapsed from the time when the player operates the operating means, so the effect is not changed until the waiting time has elapsed. Therefore, as shown in FIG. 28C, the production α is continued at time t1.

  FIG. 28D shows an effect performed by the decorative symbol display device 208 at the time point t2 shown in FIG. When the player depresses the chance button 136 of the operation means at a time point t2 during the T second waiting time on the speaker 120 of the second effect means, the selection screen of the decorative symbol display device 208 at the time t2 displays “M3: Your The effect frame that displays the character string “Kakera” is displayed in bold, and the effect C in which the other effect frames are normally displayed is executed. On the other hand, since the time T1 from the time point t1 to the time point t2 (for example, T1 = 0.5 seconds) is shorter than the waiting time T (for example, T = 1 second), as shown in FIG. At time t2, the production is not changed at the speaker 120, and the production α is continued.

  Further, when the chance button 136 is pressed at time t2, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time T (= 1 second) is set from time t2. .

  FIG. 29A shows an effect performed by the decorative symbol display device 208 at the time point t3 shown in FIG. When the player depresses the chance button 136 of the operation means at a time point t3 during the T second waiting time on the speaker 120, “M4: Mega! Giga! Summer!” Is displayed on the selection screen of the decorative symbol display device 208 at the time point t3. The effect D in which the effect frame for displaying the character string is displayed thick and the other effect frames are normally displayed is executed. On the other hand, since the time T2 from the time point t2 to the time point t3 (for example, T2 = 0.5 seconds) is shorter than the standby time T, as shown in FIG. The production α is continued without being performed.

  Further, when the chance button 136 is pressed at time t3, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time T (= 1 second) is set from time t3. .

  FIG. 29B shows an effect performed by the decorative symbol display device 208 at the time point t4 shown in FIG. At the time t4 when the waiting time T seconds has elapsed from the time t3, the speaker 120 has finished the production α in which the music 810 with the music name “may be there ...” has ended, as shown in FIG. In addition, the production δ in which the song 810 having the song name “Mega! Giga! Summer!” Flows is started. On the other hand, the effect D is continued in the decorative symbol display device 208.

FIG.29 (c) has shown the effect performed with the decoration symbol display apparatus 208 at the time t5 shown in FIG. Time t5 indicates the start time of the second round of the jackpot game. In the decorative symbol display device 208, a new effect D ′ is executed from time t5. At time t5, on the selection screen of the decorative symbol display device 208, the effect frame displaying the character string “M4: Mega! Giga! Summer!” Is displayed in bold, the other effect frames are displayed in normal, and the display is further thick. An effect D ′ in which the display contrast of the other effect frames is reduced with respect to the effect frame is executed. Thereby, the player can know that the production including the performance of “Mega! Giga! Summer!” Has been confirmed.
When the effect D ′ is executed for a predetermined period from the time point t5, the effect of the image associated with the song “Mega! Giga! Summer!” Is displayed on the decorative symbol display device 208 as shown in FIG. Displayed in the area. In this example, since the time T3 from the time t3 when the player last pressed the chance button 136 to the start time t5 of the second round is longer than the waiting time T from the time t3, the production δ is timed from the time t4. The process is executed until t5, and as shown in FIGS. 29C and 29D, the effect δ is also executed in the second round from time t5. The production δ may be such that the song continues from before the time t5, or may start from the beginning of the song again from the time t5. In addition, the effect D ′ may be a notification (or display) indicating that the execution of the effect D is confirmed.

  The pachinko machine 100 according to the present embodiment includes, for example, a decorative symbol display device 208 and a speaker 120 as an effect means capable of executing at least an effect, and as an effect change means capable of changing the effect at least, for example, a first sub-control unit For example, a chance button 136 is provided as an operation means that can be operated by the player, and the decorative symbol display device 208 is a first design display device 208 that includes a production control process (step S409) and a sound control process (step S415). At least an effect (for example, an effect α) and a second effect (for example, an effect δ) can be executed, and the first sub-control unit 400 changes the first effect from the first effect when a predetermined condition is satisfied. As change control that can be changed to at least the second effect, for example, step S1107 of the selected effect control process shown in FIG. The predetermined condition is that the player operates the operating means during the execution of the first presentation, and a predetermined waiting time (for example, 1 At least when the second) elapses.

  According to the pachinko machine 100, the selected effect is immediately reflected in the first effect means, and the selected effect is not reflected in the second effect means unless T seconds have elapsed after selection. In other words, if the predetermined period does not elapse after the selection, the second effect means does not start the selected effect, so that the annoyance felt by starting the effect immediately selected after selection can be prevented. There is.

  FIG. 30 shows the temporal operation of the pachinko machine 100 in Example 5 according to the present embodiment. The horizontal axis of FIG. 30 shows a time series, and time passes from left to right. In the upper part of FIG. 30, t0 to t7 indicate various operations or time points such as start and end of production. The middle part of FIG. 30 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  First, at time t0, the first effect means is executing effect A or starting effect A from time t0, and at time t0, the second effect means is executing effect α or from time t0. It is assumed that the production α has started. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. When the player depresses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from the time t0, the first effect means ends the effect A and the effect B is started. In the second effect means, the effect α ends and the effect β starts.

  The time point t2 indicates a point in time when a certain time has elapsed from the time point t1 and the effect L is further started in addition to the effect B in the first effect means. The effect L includes an effect that prompts the player to operate the operating means (pressing the chance button 136). The operation means used in the effect L is the same as the operation means used in the effect selection. With the operating means, on the condition that the effect L has been started, the selectable period ends at the time t2, and an unselectable period in which the effect cannot be selected is started. That is, the operation reception valid period of the operation means in the effect L using the operation means (for example, the chance button 136) is a selection effect non-selectable period. The non-selectable period here is a regulation period that is performed in order to prioritize the effect L over the selection effect in reflecting the reception result of the operation means. The meaning is different from the non-selectable period in the first embodiment. The non-selectable period is a predetermined T seconds. For example, when the player depresses the chance button 136 at the time t3 during the non-selectable period, the depressing is effective for the effect L and does not select the effect for the first and second effect means. The effects of both the first effect means and the second effect means are not changed. Note that the selectable period may be immediately after the operation means is operated during the operation reception valid period. For example, the selectable period may also be between time t3 and time t4. Further, the second rendering means may reflect the operation result after a certain period as in the second to fourth embodiments when the selection operation is performed during the operation reception valid period.

  When a predetermined T second elapses and the selectable period ends, the operation means enters the selectable period again. When the player presses the chance button 136 of the operation means at a time point t4 during the selectable period, the first effect means ends the effect B and starts the effect C. In the second effect means, the effect β ends and the effect γ starts.

  The production L ends at time t5. When the player presses the chance button 136 of the operation means at a time t6 when a certain time has elapsed from the time t5, the effect C is ended and the effect D is started in the first effect means. In the second effect means, the effect γ ends and the effect δ starts.

  According to this embodiment, since the operation result of the selection means is not accepted (invalidated) for T seconds after the production L different from the selection production starts, the player can select the production. Can not. There is a case where the player can concentrate on the production L for a certain period of time and can improve the interest.

  31 to 34 show selection effects executed by the first effect means and the second effect means of the pachinko machine 100 according to the fifth embodiment. (A)-(d) of FIGS. 31-34 has shown the display area of the decoration symbol display apparatus 208 contained in a 1st effect means. FIGS. 31A to 34D schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 31A shows an effect performed on the decorative symbol display device 208 at the time point t0 shown in FIG. At the time t0, the special figure variation game is executed, and in the center of the display area of the decorative symbol display device 208, the decoration 0 to decoration 9 sequentially move from the top to the bottom in the left middle right decorative symbol display areas 208a, 208b, 208c. The decorative pattern is displayed in a variable manner (indicated by a downward arrow in the figure). In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. As shown in FIG. 31 (A), at the time point t0, an effect α in which a song 810 having a song name “may be there” is played from the speaker 120.

  FIG. 31B shows an effect performed by the decorative symbol display device 208 at the time point t1 shown in FIG. As described with reference to FIG. 30, the time point t <b> 1 is a time point when the player presses the chance button 136. At the time t1, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In the selected effect display area 800 at the lower right of the display area of the decorative symbol display device 208, the effect A for displaying the character string “M1: Might be there” at the time t1 ends, and “M2: Production B is started to display the character string “Kiseki no Universe”. The character string “M2: miracle universe” in the production B indicates the title of the song flowing from the speaker 120. Also, at time t1, the production α that the song 810 “may be there” on the speaker 120 is ended, and the song name is “the universe of miracle” as shown in FIG. The production β in which the song 810 flows is started.

  FIG.31 (c) has shown the effect performed with the decoration symbol display apparatus 208 in the time t2 shown in FIG. As described with reference to FIG. 30, the time point t <b> 2 is a time point when a certain time has elapsed from the time point t <b> 1 and the effect L is started in addition to the effect B on the decorative symbol display device 208. As shown in FIG. 31C, in the effect L, for example, an image is displayed so as to partially hide the left middle right decorative symbol display areas 208a, 208b, and 208c. The image includes, for example, a character image 903 indicating a samurai on the left side, and an explanation image 901 imitating a chance button 136 and an indicator indicating an operation reception period of the button on the right side. The display indicating the operation reception period may be other than the gauge, and may be, for example, a numerical display or a display by the number of images such as characters. The chance button 136 is shared by the operation means used for the effect L and the operation means used for the effect selection. As shown in FIG. 31C, the effect β is continued in the speaker 120.

  FIG. 31D illustrates a state in which the effect L is being executed. It is shown that the black bar of the indicator in the explanation image 901 is shortened, and the operation reception period is shortening. The special figure variable game continues, and the effect B continues in the selection effect display area 800. As shown in FIG. 31D, the effect β continues in the speaker 120.

  FIG. 32A shows an effect performed by the decorative symbol display device 208 at the time point t3 shown in FIG. As described with reference to FIG. 30, the time point t3 is a time point when the player presses the chance button 136. At the time point t3, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. Since the time t3 is in a period during which selection is impossible, pressing of the chance button 136 is not accepted, and in the selected effect display area 800, the effect B displaying the character string “M2: miracle universe” continues. On the other hand, since the effect L is during the operation acceptance period, pressing of the chance button 136 is accepted, and the effect that the character “chance?” Is displayed in the explanation image 901 is executed. As shown in FIG. 32A, in the speaker 120, the production β in which the song 810 having the song name “Kiseki no Universe” continues is continued.

  FIG. 32B shows an effect performed by the decorative symbol display device 208 at time t4 shown in FIG. As described with reference to FIG. 30, the time point t4 is a time point when the player presses the chance button 136. At time t4, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, and 208c in the center of the display region of the decorative symbol display device 208. At the time t4, the operation acceptance period at the effect L has already ended and the selectable period is in effect. Therefore, when the chance button 136 is pressed, the effect B displaying the character string “M2: miracle universe” ends, and “M3 Production C is started to display the character string: Also, at time t4, the stage 120 in which the song 810 of “Kiseki no Universe” flows on the speaker 120 ends, and as shown in FIG. Is started. On the other hand, for the effect L, an effect of notifying the result of the special figure variable game is performed. The advance notice is given in a manner determined based on a predetermined reliability. In this example, an effect is displayed in which a character image 905 showing a princess on the right side, for example, on the lower side of the description image 901 and the character image 903, and characters “Do your best! The explanation images 901 and 907 and the character images 903 and 905 hide the left middle decorative symbol display areas 208a and 208b and a part of the right decorative symbol display area 208c. On the other hand, the selection effect display area is not hidden. Part or all of the selected effect display area may be hidden by effect L (description images 901 and 907, character images 903 and 905).

FIG. 32C shows an effect performed by the decorative symbol display device 208 at time t5 shown in FIG. As described with reference to FIG. 30, the effect L ends at the time point t5, the character images 903 and 905 and the explanation images 901 and 907 disappear from the display area, and the state where the special figure variable game continues is visually recognized. . In the selected effect display area 800, the effect C is continued. Further, the effect γ is continued as shown in FIG.
If the operating means is not operated for T seconds from the start of execution of the effect L (t2), the character images 903 and 905 and the explanation images 901 and 907 disappear from the display area as in FIG. You may do it. Further, the character image 903 and the explanation image 901 may be displayed in the same manner as in FIG. 32A, and the character images 903 and 905 and the explanation images 901 and 907 may be displayed in the same manner as in FIG. May be.
The explanatory image may be an effect (notification, display) that suggests the reliability of the change, or may be a prefetch effect (notification, display) that indicates the reliability of the change after the change. Good.

  FIG. 32D shows an effect performed by the decorative symbol display device 208 at time t6 shown in FIG. At time t6, the special symbol variation game is continuously executed, and the decorative symbol variation display is performed in the left middle right decorative symbol display regions 208a, 208b, 208c in the center of the display region of the decorative symbol display device 208. In the left decorative design display area 208a, the design of the decoration 2 is stopped and displayed. As described with reference to FIG. 30, when the player presses the chance button 136 at time t6, in the selected effect display area 800, the effect C for displaying the character string “M3: Your Fragrance” ends at time t6. Then, the production D for displaying the character string “M4: Mega! Giga! Summer!” Is started. The production D displays a character string of a song title of a song flowing from the speaker 120, “M4: Mega! Giga! Summer!”. Also, at time t6, the production γ in which the song “810 of yours” is played on the speaker 120 is finished, and as shown in FIG. 32D, the song 810 with the song name “Mega! Giga! The flowing effect δ is started.

  FIG. 33A shows an effect performed by the decorative symbol display device 208 at time t7 shown in FIG. At time t7, the special symbol variation game is continuously executed, the symbol of decoration 2 is displayed in the left decorative symbol display area 208a, the symbol of decoration 5 is displayed in the middle decorative symbol display region 208b, and the right decorative symbol display region 208c. Is displayed with a decoration 0 symbol, which fluctuates. In the selected effect display area 800, the effect D is continued at time t7. In addition, as shown in FIG. 33A, the effect δ is continued in the speaker 120. It should be noted that the selection / selection may not be changed during fluctuation of the shaking. Further, the selection effect may be changeable. In this case, both may be changed, and one (for example, the effect by the first effect means) can be changed, and the other (the effect by the second effect means) is changed with a delay. May be.

  FIG. 33B shows an effect performed by the decorative symbol display device 208 after time t7 shown in FIG. After time t7, the special symbol variation game symbol variation stop display is performed, the left decorative symbol display area 208a displays the decoration 2 symbol stopped, the middle decorative symbol display region 208b displays the decoration 5 symbol stopped, and the right In the decorative symbol display area 208c, it is informed that the symbol of decoration 0 is stopped and displayed and the game is shifted to the special symbol variable game. In the selected effect display area 800, the effect D is continued after time t7. In addition, as shown in FIG. 33B, the effect δ is continued in the speaker 120. When the symbol is determined, the selected effect may not be performed, for example, a silence state may be set.

  FIG. 33 (c) shows another example of effects performed by the decorative symbol display device 208 at time t7 shown in FIG. At time t7, the special symbol variation game is continuously executed, the symbol of decoration 2 is stopped and displayed in the left and right decorative symbol display areas 208a and 208c, and the middle decorative symbol display region 208b is still in a reach state. In the selected effect display area 800, the effect D is continued at time t7. In addition, as shown in FIG. 33C, the speaker 120 starts a reach effect that causes the reach BGM to flow. The reach BGM is started after the left and right decorative symbol display areas 208a and 208 are stopped and displayed. During the reach, the selection / selection may not be changed. Further, the selection effect may be changeable. Even if it can be changed, one side (for example, the effect by the first effect means) is notified, and the other (the effect by the second effect means) is not notified (for example, the reach BGM is displayed). In order to flow, the changed BGM may not be heard). Further, both may be changed, and one (for example, the effect by the first effect means) can be changed, and the other (the effect by the second effect means) is changed with a delay. Also good. The reach BGM may be started before the left and right decorative symbol display areas 208a and 208 are stopped and displayed, or the reach BGM is started simultaneously with the left and right decorative symbol display areas 208a and 208 being stopped and displayed. Good.

  FIG. 33 (d) shows a super reach effect performed by the decorative symbol display device 208 after time t 7 shown in FIG. 30 following FIG. 33 (c). In the super reach effect, the decorative symbol variation display is displayed in a relatively small display area 911 at the upper right of the display area. Further, the selection effect display area 800 disappears and no selection effect is performed. A super reach effect image 913 is displayed in a large area in the center of the decorative symbol display device 208. In addition, as shown in FIG. 33D, the effect δ ends in the speaker 120 and the super reach BGM is started. After the super reach effect image 913 is displayed on the decorative symbol display device 208, the super reach BGM is started. Note that the selection effect may not be performed during super reach. In this case, the result of the selection operation may be reflected. Note that the same processing as in the reach may be performed. It should be noted that a fourth symbol (not shown) may be displayed on the decorative symbol display device 208 at least during symbol variation. Note that the super reach BGM may be started before the super reach effect image 913 is displayed on the decorative symbol display device, and at the same time the super reach effect image 913 is displayed on the decorative symbol display device. The reach BGM may be started.

  FIG. 34 (a) shows the reach effect in the special figure variable game or the super reach effect performed in the decorative symbol display device 208 subsequent to FIG. 33 (c) or FIG. 33 (d). In the left and right decorative design display areas 208a and 208c, the design of decoration 2 is displayed in a swinging manner, and in the middle decorative design display region 208b, the design of decoration 3 is displayed in a swinging manner. Further, the selection effect display area 800 disappears and no selection effect is performed. Further, as shown in FIG. 34A, in the speaker 120, the reach BGM and the super reach BGM are finished and are in a silent state (indicated as the silent 820 in the figure). After the middle decorative symbol display area is swayed and displayed, it is silent. After the middle decorative symbol display area is stopped and displayed, it is silent. It should be noted that the middle decoration symbol display area may be silent before the middle decoration symbol display area is swayed, or may be silenced at the same time as the middle decoration symbol display area is swayed and displayed.

  FIG. 34 (b) shows a state in which the final display is confirmed as a result of the special figure variable game performed in the decorative symbol display device 208 following FIG. 34 (a). The decoration 2 symbol is stopped and displayed in the left and right decorative symbol display areas 208a and 208c, and the decoration 3 symbol is stopped and displayed in the middle decorative symbol display area 208b. Further, the selection effect display area 800 disappears and no selection effect is performed. Further, as shown in FIG. 34B, the speaker 120 is silent. After the middle decorative symbol display area is swayed and displayed, it is silent. After the middle decorative symbol display area is stopped and displayed, it is silent. It should be noted that the middle decoration symbol display area may be silent before the middle decoration symbol display area is swayed, or may be silenced at the same time as the middle decoration symbol display area is swayed and displayed.

  FIG. 34 (c) shows a reach effect in the special figure change game or a shake change effect in the super reach effect performed by the decorative symbol display device 208 subsequent to FIG. 33 (c) or 33 (d). In the left middle right decorative symbol display areas 208a, 208b, and 208c, the symbol of decorative 2 is displayed in a shaking manner. Further, the selection effect display area 800 disappears and no selection effect is performed. Further, as shown in FIG. 34 (c), in the speaker 120, the reach BGM and the super reach BGM are finished and become silent (indicated as silence 820 in the figure).

  FIG. 34 (d) shows a state in which the jackpot is confirmed and displayed as a result of the special figure variable game performed by the decorative symbol display device 208 following FIG. 34 (c). In the left middle right decorative symbol display areas 208a, 208b, and 208c, the symbol of decorative 2 is stopped and displayed. Further, the selection effect display area 800 disappears and no selection effect is performed. As shown in FIG. 34D, the speaker 120 is silent. Note that the selection effect display area 800 may be displayed even in the states shown in FIGS.

    FIG. 35 shows the game board 200 of the pachinko machine 100 in Example 6 according to the present embodiment. The game board 200 shown in FIG. 3 has only one liquid crystal display device, and the liquid crystal display device functions as a decorative symbol display device 208, whereas the game board 200 of this embodiment shown in FIG. It is characterized in that a plurality of liquid crystals are provided. 35, the first liquid crystal display device (main liquid crystal display device) functions as the decorative symbol display device 208, and the second liquid crystal display device (sub liquid crystal display device) functions as the effect display device 915. It is supposed to be. The effect display device 915 is disposed above the decorative symbol display device 208. In this example, the first liquid crystal display device is larger than the second liquid crystal display device, but the size of the liquid crystal display region may be the same or vice versa. For example, the decorative symbol display device 208 performs a decorative symbol display, a fourth symbol, various effects including a selection effect, an error display, and the like, and the effect display device 915 performs various effects including a hold display and a selection effect. The decorative symbol display device 208 may perform the hold display, and the effect display device 915 may perform the decorative symbol, the fourth symbol, an error display, and the like. Also, the effect on the decorative symbol display device 208 and the effect on the effect display device 915 may be linked. Further, the effect display device 915 may be provided in the effect movable body 224, and the operation of the effect movable body 224 may be interlocked with the effect on the decorative symbol display device 208 and the effect on the effect display device 915. The decorative symbol display device 208 may be provided in the effect movable body 224.

  A lamp 940 shaped like a character string “Yatsushiro” is arranged on the upper right side of the game board 200 shown in FIG. The lamp 940 is included in various lamps 418 shown in FIG. 4, and can change color according to the current background mode, for example, based on control by the first sub-control unit 400.

  FIG. 36 shows the operating means 700 of the pachinko machine 100 in Example 6 according to the present embodiment. FIG. 36 shows the external appearance of the operating means 700 as viewed from above. The operation unit 700 has an operation unit 702. The operation unit 702 includes a chance button 136, a setting operation unit 139, an operation unit decoration member 720, a chance button lamp 138 (see FIG. 1), a ball extraction button 130, and a chance button detection unit (press detection sensor) 724 (FIG. 4). See).

  The chance button 136 includes a chance button cap 704 and a chance button decoration member 706. The chance button cap 704 is formed of a transparent resin material, for example, and has a hollow cylindrical shape whose upper surface is closed. The upper surface of the chance button 704 is formed in a curved shape that swells upward. Since the chance button cap 704 is formed of a transparent resin material, the player can visually recognize the light emitted from the chance button lamp 138 disposed below the chance button cap 704. The chance button decoration member 706 is configured to rotate.

  In the chance button 136, a drive unit (see FIG. 4) 708 of the chance button 136 is arranged. The driving unit 708 controls the vibration motor connected to the second sub control unit 500. Thus, the player can feel that the chance button cap 704 is vibrating.

  As shown in FIG. 36, the chance button 136 is arranged from the left in the operation unit decoration member 720. A setting operation unit 139 is disposed on the right side of the chance button 136. The setting operation unit 139 is a push button type switch that can be pressed by the player, and a confirmation (OK) button 139a, an upper button 139b positioned behind the confirmation button 139a, and a lower button positioned in front of the confirmation button 139a. A button 139c, a right button 139d positioned to the right of the confirm button 139a, a left button 139e positioned to the left of the confirm button 139a, and a cancel (clear) button 139f positioned further to the right of the right button 139d. I have. The setting operation unit 136 includes an operation unit sensor that detects pressing of the buttons 139b to 139f. The setting operation unit 139 of this example has a unit structure in which the buttons 139b to 139f and the operation unit sensor are integrated. The player can input the player's unique identification information by operating the buttons 139b to 139f, and store his / her player information and the like in an external server.

  As shown in FIG. 36, a ball removal button 130 is attached to the right of the setting operation unit 139 of the operation unit base 722. The upper surface of the ball removal button is exposed from an opening of a predetermined shape provided on the operation unit decoration member 720. Thereby, the player can push the ball removal button 130 to discharge the game balls stored in the upper plate 126 to the lower plate 128.

  In the pachinko machine 100 according to the present embodiment, when the chance button lamp 138 is in a light emitting state, the chance button 136 is in a light emitting state. In addition, when the change button decoration member 706 is rotated by the operation of an electric motor (not shown), the chance button 136 is rotated. Further, when the chance button cap 704 is vibrated by the operation of the vibration motor of the drive unit 708 of the chance button 136, the chance button 136 is vibrated.

  FIG. 37 shows a temporal operation of the pachinko machine 100 in Example 6 according to the present embodiment. The horizontal axis of FIG. 37 shows a time series, and time passes from left to right. In the upper part of FIG. 37, t0 to t7 indicate various operations or points in time when the production starts or ends. The middle part of FIG. 37 shows execution states of various effects by the first effect means and the second effect means in order from the top. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The first operation means is used to select an effect by the first and second effect means. The first operation means of this example includes a chance button 136 of the operation means 700, for example. The lower part of FIG. 37 shows the execution state of various effects by the third effect means. The third effect means of this example includes an effect display device 915. The second operation means is used to select an effect by the third effect means. The second operation means of this example includes a setting operation unit 139 of the operation means 700, for example. By selecting one of the buttons 139a to 139e of the setting operation unit 139, an effect is selected by the second operation means.

  First, time t0 is the start time of the special figure variable game. Whether the first effect means is executing effect A at time t0 or starting effect A from time t0, and whether the second effect means is executing effect α at time t0, effect α from time t0 Is assumed to have started. Further, it is assumed that the first operation means at the time point t0 is during a selectable period in which the player can select an effect by pressing the chance button 136 or at the start time of the period. In the first operation means, the selectable period continues at least until time t7. It is assumed that the third effect means is executing the effect X at the time t0 or starts the effect X from the time t0. In addition, at time t0, the second operation means is during a selectable period in which an effect can be selected by pressing any of the buttons 139a to 139e of the player's setting operation unit 139, or at the start of the period. To do. In the second operating means, the selectable period continues at least until time t7.

  When the player presses the chance button 136 of the first operation means at a time t1 when a certain time has elapsed from time t0, the first effect means ends the effect A and the effect B is started. In the second effect means, the effect α ends and the effect β starts. At time t1, the player is pressing the chance button 136 of the first operating means, but since none of the buttons 139a to 139e of the setting operation unit 139 of the second operating means is pressed, the second Production selection by the operating means is not performed. Production X continues in the third production means.

  When the player presses the chance button 136 of the first operation means at a time t2 when a certain time has elapsed from the time t1, the effect B is ended and the effect C is started in the first effect means. In the second effect means, the effect β ends and the effect γ starts.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at a time t3 when a certain time has elapsed from the time t2, the selection provided in the RAM 408 of the first sub control unit 400 Although the value of the effect counter increases by 1, the effect X continues in the third effect means. At time t3, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means, but the first button is not pressed because the chance button 136 of the first operation means is not pressed. Production selection by the operating means is not performed. Therefore, the first effect means continues the effect C, and the second effect means continues the effect γ.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at a time t4 when a certain time has elapsed from the time t3, the selection provided in the RAM 408 of the first sub control unit 400 Although the value of the effect counter increases by 1, the effect X continues in the third effect means. At time t4, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, the first effect means continues the effect C, and the second effect means continues the effect γ.

  The time point t5 is a time point when the special figure variation game for T seconds started at the time point t0 is finished and the next special figure variation game is started. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t0 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is two, the second effect Z is selected from the effect X using the effect list arranged in the order of effects X, Y, Z,. Therefore, the effect Z is executed from the third effect means from the time point t5. At time t5, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the first effect means continues the effect C, and the second effect means continues the effect γ.

  When the player depresses the chance button 136 of the first operation means at a time t6 when a certain time has elapsed from time t5, the effect C is ended and the effect D is started in the first effect means. In the second effect means, the effect γ ends and the effect δ starts. At time t6, the chance button 136 of the first operation means is pressed, but none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed, so the second operation means No production selection is made. Production Z continues in the third production means.

  Time t7 is the time when the special figure variation game for T seconds started at time t5 is completed and the next special figure variation game is started. From time t5 to time t7, the setting operation unit 139 of the second operating means is not pressed and the value of the selected effect counter is zero, so that the effect Z continues in the third effect means from time t7.

  Thus, in the present embodiment, the selection result is reflected periodically (every T seconds) by the third rendering means corresponding to the second operation means. If there is a selection operation during T seconds, it is reflected at the next stage where the effect can be started.

  38 to 40 show selection effects executed by the first to third effect means of the pachinko machine 100 according to the sixth embodiment. FIGS. 38, 39 (a) to 39 (c) and FIGS. 40 (a) and 40 (b) show the display area of the decorative symbol display device 208 included in the first rendering means in the lower stage, The display area of the effect display device 915 included in the effect means is shown in the upper part. FIGS. 38 and 39 (A) to (C) and FIGS. 40 (A) and 40 (B) schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), and (c) and (C) show the effects of the same period, respectively.

  FIG. 38A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t0 shown in FIG. At the time point t0, the special-figure variable game is finished, and the decoration 2-decoration 5-decoration 0 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c in the center of the display area of the ornamental symbol display device 208 of the first effect means. It is displayed, and the next special figure variable game starts immediately after this. In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. On the effect display device 915 of the third effect means, an effect X for notifying (displaying) that the background mode being executed is the “Yoshimune mode” is executed. As shown in FIG. 38 (A), at time t0, an effect α in which a song 810 having a song name “May be there ...” is executed from the speaker 120.

  FIG. 38B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t1 shown in FIG. At time t1 when a certain time has elapsed from time t0, an image in which decoration 0 to decoration 9 sequentially move from top to bottom in each of the left middle right decorative symbol display areas 208a, 208b, and 208c at the center of the display area of the decorative symbol display device 208. The decorative symbols are displayed in a variable manner (indicated by a downward arrow in the figure). When the player depresses the chance button 136 of the first operation means at the time t1, in the selection effect display area 800 of the first effect means, the characters “M1: May be there ...” at the time t1. The effect A for displaying the column is ended, and the effect B for displaying the character string “M2: miracle universe” is started. The character string “M2: miracle universe” in the production B indicates the title of the song flowing from the speaker 120. Also, at the time point t1, the production α in which the song 810 “may be there” ends on the speaker 120 of the second production means is finished, and as shown in FIG. The production β in which the song 810 of “Kiseki no Universe” flows is started. At time t1, the player is pressing the chance button 136 of the first operating means, but since none of the buttons 139a to 139e of the setting operation unit 139 of the second operating means is pressed, the second Production selection by the operating means is not performed. Production display device 915 as the third production means continues production X (Yoshimune mode).

  FIG. 38C shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t2 shown in FIG. At a time point t2 when a certain time has elapsed from the time t1, the decorative symbols are displayed in a variable manner in the left middle right decorative symbol display areas 208a, 208b, and 208c. When the player depresses the chance button 136 of the first operation means at the time point t2, in the selection effect display area 800 of the first effect means, the effect B that displays the character string “M2: miracle universe” at the time point t2. Is finished, and the production C for displaying the character string “M3: Your Fragrance” is started. The character string “M3: Your Fragrance” in the production C indicates the name of the song that flows from the speaker 120. Also, at time t2, the stage β in which the song 810 of “M2: miracle universe” flows in the speaker 120 of the second presentation means is finished, and as shown in FIG. The production [beta] in which the song 810 of "" flows is started. At time t2, the player presses the chance button 136 of the first operation means, but the second operation means does not press any of the buttons 139a to 139e of the setting operation unit 139, so the second Production selection by the operating means is not performed. Production display device 915 as the third production means continues production X (Yoshimune mode).

  FIG. 39A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t3 shown in FIG. At a time point t3 when a certain time has elapsed from the time t2, the decorative symbols are displayed in a variable manner in the left middle right decorative symbol display areas 208a, 208b, and 208c. When the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at the time t3, the value of the selection effect counter provided in the RAM 408 of the first sub control unit 400 increases by 1. However, production X (Yoshimune mode) continues in the third production means. At time t3, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means, but the first button is not pressed because the chance button 136 of the first operation means is not pressed. Production selection by the operating means is not performed. Therefore, in the selected effect display area 800, the effect C for displaying the character string “M3: Your Fragrance” continues at time t3. Further, as shown in FIG. 39A, the performance of the song 810 having the song name “Your Fragrance” continues on the speaker 120.

  FIG. 39B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t4 shown in FIG. At a time t4 when a certain time has elapsed from the time t3, the decorative symbols are displayed in a variable manner in the left middle right decorative symbol display areas 208a, 208b and 208c. When the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at the time t4, the value of the selection effect counter provided in the RAM 408 of the first sub control unit 400 increases by 1. However, production X (Yoshimune mode) continues in the third production means. At time t4, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, in the selected effect display area 800, the effect C for displaying the character string “M3: Your Fragrance” continues at time t4. Further, as shown in FIG. 39B, the effect γ in which the song 810 having the song name “Your Fragrance” flows on the speaker 120 continues.

  FIG. 39C shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t5 shown in FIG. The time point t5 is a time point when the special figure variation game for T seconds started at the time point t0 ends and the next special figure variation game starts. At the time t5, the special-figure variable game ends, and the decoration 1-decoration 6-decoration 7 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c at the center of the display area of the ornamental symbol display device 208 of the first effect means. It is displayed, and the next special figure variable game starts immediately after this. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t0 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is two, the second effect Z (princess mode) is selected from the effect X using the effect list arranged in the order of effects X, Y, Z,. Therefore, from time t5, the effect Z for notifying (displaying) that the background mode being executed from the effect display device 915 is the “princess mode” is executed. In this example, the effect Z (“princess mode”) is displayed simultaneously with the start of the change. The production Z may be started before the fluctuation starts. Further, the effect Z may be started simultaneously with the start of fluctuation. It should be noted that the production Z does not have to be started before the change starts. At time t5, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the effect C is continued in the decorative symbol display device 208, and the effect γ in which the song 810 having the song name “Your Fragrance” continues on the speaker 120 as shown in FIG. 39C.

  FIG. 40A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t6 shown in FIG. At time t6 when a certain time has elapsed from time t5, an image in which decoration 0 to decoration 9 sequentially moves from top to bottom in each of the left middle right decorative symbol display areas 208a, 208b, and 208c at the center of the display area of the decorative symbol display device 208. The decorative symbols are displayed in a variable manner (indicated by a downward arrow in the figure). When the player depresses the chance button 136 of the first operation means at the time t6, in the selection effect display area 800 of the first effect means, an effect C that displays the character string “M3: Your Fragrance” at the time t6. Is finished, and the production D for displaying the character string “M4: Mega! Giga! Summer!” Is started. The character string “M4: Mega! Giga! Summer!” In the production D indicates the name of the song that flows from the speaker 120. At time t6, the production γ in which the song 810 of “Kimi no Kakera” flows is finished on the speaker 120 of the second production means, and the song title is “Mega! Giga! The production δ in which the song 810 of “!” Flows is started. At time t6, the player presses the chance button 136 of the first operation means, but since the buttons 139a to 139e of the setting operation unit 139 of the second operation means are not pressed, the second Production selection by the operating means is not performed. In the effect display device 915 as the third effect means, the effect Z (princess mode) is continued.

  FIG. 40B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at time t7 shown in FIG. Time t7 is the time when the special figure variation game for T seconds started at time t5 is completed and the next special figure variation game is started. The decorative display of the decorative symbols is displayed in the left middle right decorative symbol display areas 208a, 208b and 208c. In the selection effect display area 800 of the first effect means, the effect C for displaying the character string “M4: Mega! Giga! Summer!” Continues at time t7. From time t5 to time t7, the setting operation unit 139 of the second operating means is not pressed and the value of the selected effect counter is zero, so effect Z (princess mode) continues in effect display device 915 from time t7. To do. In addition, as shown in FIG. 40B, in the speaker 120, the effect δ in which the song 810 having the song name “Mega! Giga! Summer!” Flows continues.

  FIG. 41 shows the temporal operation of the pachinko machine 100 in Example 7 according to the present embodiment. The horizontal axis of FIG. 41 shows the time series, and time has passed from left to right. In the upper part of FIG. 41, t0 to t10 indicate various operations, or the start and end times of effects. The middle part of FIG. 41 shows execution states of various effects by the first effect means and the second effect means in order from the top. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The first operation means is used to select an effect by the first and second effect means. The first operation means of this example includes a chance button 136 of the operation means 700, for example. The lower part of FIG. 41 shows the execution state of various effects by the third effect means. The third effect means of this example includes an effect display device 915. The second operation means is used to select an effect by the third effect means. The second operation means of this example includes a setting operation unit 139 of the operation means 700, for example. By selecting one of the buttons 139a to 139e of the setting operation unit 139, an effect is selected by the second operation means.

  First, time t0 is the start time of the special figure variable game. Whether the first effect means is executing effect A at time t0 or starting effect A from time t0, and whether the second effect means is executing effect α at time t0, effect α from time t0 Is assumed to have started. Further, it is assumed that the first operation means at the time point t0 is during a selectable period in which the player can select an effect by pressing the chance button 136 or at the start time of the period. In the first operation means, the selectable period continues until at least time t10.

  When the player presses the chance button 136 of the first operation means at a time t1 when a certain time has elapsed from time t0, the first effect means ends the effect A and the effect B is started. On the other hand, in the second production means, the production is changed on the condition that the waiting time of Ta seconds has elapsed from the time when the player operated the operation means, and the production is performed until the standby time has elapsed. No changes are made. Therefore, the production α is continued at time t1. It is assumed that the third effect means is executing the effect X at the time t0 or starts the effect X from the time t0. Further, it is assumed that the second operation means at the time point t0 is during a selectable period in which an effect can be selected by pressing any of the buttons of the player's setting operation unit 139 or at the start time of the period. In the second operating means, the selectable period continues at least until time t10. At time t1, the player is pressing the chance button 136 of the first operating means, but since none of the buttons 139a to 139e of the setting operation unit 139 of the second operating means is pressed, the second Production selection by the operating means is not performed. Production X continues in the third production means.

  Further, when the player depresses the chance button 136 of the operation means at a time point t2 during the waiting time of Ta seconds in the second effect means, the effect B ends and the effect C starts in the first effect means. On the other hand, since the time T1 from the time point t1 to the time point t2 is shorter than the standby time Ta, the second effect means does not change the effect at the time point t2 and the effect α is continued. At time t2 when a certain time has elapsed from time t1, none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed, so that the effect selection by the second operation means is not performed. Production X continues in the third production means.

  Further, when the chance button 136 is pressed at time t2, the measurement of the standby time started by the first sub-control unit 400 by pressing the previous chance button 136 is reset, and a new standby time is set from time t2. The

  Further, when the player depresses the chance button 136 of the operation means at a time point t3 during the waiting time of T seconds in the second effect means, the effect C is ended and the effect D is started in the first effect means. On the other hand, since the time T2 from the time point t2 to the time point t3 is shorter than the standby time Ta, the production α is continued without changing the production in the second production means at the time t3. At a time t3 when a certain time has elapsed from the time t2, none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed, so that the effect selection by the second operation means is not performed. Production X continues in the third production means.

  Further, when the chance button 136 is pressed at time t3, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time is set from time t3.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at a time t4 when a certain time has elapsed from the time t3, the selection provided in the RAM 408 of the first sub control unit 400 Although the value of the effect counter increases by 1, the effect X continues in the third effect means. At time t4, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Thus, the first effect means continues the effect D, and the second effect means continues the effect α.

  At time t5 when the standby time Ta seconds has elapsed from time t3, there is no depression of the chance button 136 within the period from time t3 to time t5, and time T3 (> Ta) from time t3 to the next depression of the chance button 136. Since the time t8 has elapsed, the second effect means ends the effect α and starts the effect δ. On the other hand, the production D is continued in the first production means.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at a time t6 when a certain time has elapsed from the time t5, the selection provided in the RAM 408 of the first sub control unit 400 Although the value of the effect counter increases by 1, the effect X continues in the third effect means. At time t6, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, the first effect means continues the effect D, and the second effect means continues the effect δ.

  The time point t7 is the time point when the special figure variation game for Tb seconds started at the time point t0 is finished and the next special figure variation game is started. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t0 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is two, the second effect Z is selected from the effect X using the effect list arranged in the order of effects X, Y, Z,. Therefore, the effect Z is executed from the third effect means from the time point t7. At time t7, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the first effect means continues the effect D, and the second effect means continues the effect δ.

  Further, when the player presses the chance button 136 of the operation means at a time point t8 after the waiting time of T seconds in the second effect means, the effect D ends and the effect E starts in the first effect means. . On the other hand, in the second effect means, the effect is changed on the condition that a waiting time of Ta seconds has elapsed from the time when the player operates the operation means. Therefore, the effect is not changed until the wait time elapses. I will not. Therefore, the production δ is continued at time t8. At a time point t8 when a certain time has elapsed from time t7, none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed, so that the effect selection by the second operation means is not performed. Production Z continues in the third production means.

  The time point t9 is a time point when the special figure variation game for Tb seconds started at the time point t7 is completed and the next special figure variation game is started. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t7 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is 0, the 0th effect (ie, effect Z) is selected from effect Z using the effect list arranged in the order of effects X, Y, Z,. Therefore, the effect Z is executed from the third effect means from the time point t9. At time t9, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the first effect means continues the effect E, and the second effect means continues the effect δ.

  At time t10 when the waiting time Ta seconds elapses from time t8, there is no depression of the chance button 136 within the period from time t8 to time t10, and time T4 (> Ta) from time t8 to the next depression of the chance button 136. Therefore, the second effect means ends the effect δ and starts the effect ε. On the other hand, the production E is continued in the first production means.

  42 to 45 show selection effects executed by the first to third effect means of the pachinko machine 100 according to the seventh embodiment. 42 (a) to 44 (c) and FIGS. 45 (a) and 45 (b) show the display area of the decorative symbol display device 208 included in the first rendering means in the lower stage, The display area of the effect display device 915 included in the effect means is shown in the upper part. 42A to 44C and FIGS. 45A and 45B schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), and (c) and (C) show the effects of the same period, respectively.

  FIG. 42A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t0 shown in FIG. At the time point t0, the special-figure variable game is finished, and the decoration 2-decoration 5-decoration 0 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c in the center of the display area of the ornamental symbol display device 208 of the first effect means. It is displayed, and the next special figure variable game starts immediately after this. In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. On the effect display device 915 of the third effect means, an effect X for notifying (displaying) that the background mode being executed is the “Yoshimune mode” is executed. As shown in FIG. 42A, at the time point t0, an effect α in which a song 810 having a song name “May be there ...” flows from the speaker 120.

  FIG. 42B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t1 shown in FIG. As described with reference to FIG. 41, the time point t1 is a time point when the player presses the chance button 136. At time t1, the special figure variation game is continuing. In the selected effect display area 800 of the first effect means, the effect A that displays the character string “M1: may be there” at the time t1 ends, and the characters “M2: miracle universe” are displayed. Production B displaying the columns is started. The character string “M2: miracle universe” in the production B indicates the title of the song flowing from the speaker 120. On the other hand, in the speaker 120, the effect is changed on the condition that the waiting time of Ta seconds has elapsed since the player operated the first operating means. Therefore, the effect is not changed until the waiting time elapses. I will not. Therefore, as shown in FIG. 42 (B), at the time point t1, the effect α in which the song 810 having the song name “May be there ...” is continued. At the time t1, the player presses the chance button 136 of the first operation means, but since none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed, the second Production selection by the operating means is not performed. Production display device 915 as the third production means continues production X (Yoshimune mode).

  FIG. 42 (c) shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t2 shown in FIG. When the player depresses the chance button 136 of the first operation means at the time t2 during the Ta second standby time on the speaker 120 of the second effect means, the time t2 is selected in the selection effect display area 800 of the first effect means. Then, the effect B for displaying the character string “M2: miracle of miracle” is finished, and the effect C for displaying the character string “M3: Your Fragrance” is started. The character string “M3: Your Fragrance” in the production C indicates the name of the song that flows from the speaker 120. On the other hand, since the time T1 from the time point t1 to the time point t2 (for example, T1 = 0.5 seconds) is shorter than the waiting time Ta (for example, Ta = 1 second), as shown in FIG. At time t2, the effect is not changed on the speaker 120, and the effect α in which the song 810 having the song name “may be there” continues is played. At time t2, the player presses the chance button 136 of the first operation means, but none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed. Production selection by the operating means is not performed. Production display device 915 as the third production means continues production X (Yoshimune mode).

  In addition, when the chance button 136 is pressed at time t2, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time Ta (= 1 second) is set from time t2. .

  FIG. 43A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t3 shown in FIG. When the player presses the chance button 136 of the first operation means at the time t3 during the Ta second standby time on the speaker 120 of the second effect means, the time t3 is displayed in the selection effect display area 800 of the first effect means. Then, the effect C for displaying the character string “M3: Your Fragrance” ends, and the effect D for displaying the character string “M4: Mega! Giga! Summer!” Is started. The character string “M4: Mega! Giga! Summer!” In the production D indicates the name of the song that flows from the speaker 120. On the other hand, since the time T2 from the time point t2 to the time point t3 (for example, T2 = 0.8 seconds) is shorter than the waiting time Ta (for example, Ta = 1 second), as shown in FIG. At time t3, the presentation is not performed on the speaker 120 and the production α is continued. At the time t3, the player presses the chance button 136 of the first operation means, but the second operation means does not press any of the buttons 139a to 139e of the setting operation unit 139. Production selection by the operating means is not performed. Production display device 915 as the third production means continues production X (Yoshimune mode).

  Furthermore, when the chance button 136 is pressed at time t3, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time Ta (= 1 second) is set from time t3. .

  FIG. 43B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t4 shown in FIG. At a time point t4 when a certain time has elapsed from the time t3, the decorative symbol variation display continues in the left middle right decorative symbol display areas 208a, 208b, and 208c. When the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at the time t4, the value of the selection effect counter provided in the RAM 408 of the first sub control unit 400 increases by 1. However, production X (Yoshimune mode) continues in the third production means. At time t4, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, in the selected effect display area 800, the effect D for displaying the character string “M4: Mega! Giga! Summer!” Continues at time t4. In addition, as shown in FIG. 43B, an effect α in which a song 810 having a song name “May be there ...” flows from the speaker 120 is continued.

  FIG. 43C shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t5 shown in FIG. At a time point t5 when a certain time has elapsed from the time t4, the decorative symbol variation display is continued in the left middle right decorative symbol display areas 208a, 208b, 208c. At the time t5 when the standby time Ta seconds has elapsed from the time t3, the chance button 136 of the first operating means is not pressed within the period from the time t3 to the time t5, so the production α is finished in the second directing means. The production δ is started. As shown in FIG. 43 (C), an effect δ in which a song 810 having a song name “Mega! Giga! Summer!” Flows from the speaker 120 is started. On the other hand, the production D is continued in the first production means. Further, in the third effect means, effect X (Yoshimune mode) continues.

  FIG. 44A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at time t6 shown in FIG. At time t6, the decorative symbol variation display continues in the left middle right decorative symbol display areas 208a, 208b and 208c. When the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at the time t6, the value of the selection effect counter provided in the RAM 408 of the first sub control unit 400 increases by 1. However, production X (Yoshimune mode) continues in the third production means. At time t6, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, in the selected effect display area 800, effect D for displaying the character string “M4: Mega! Giga! Summer!” Continues at time t6. In addition, as shown in FIG. 44A, an effect δ in which a song 810 having a song name “Mega! Giga! Summer!” Flows from the speaker 120 is continued.

  FIG. 44 (b) shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t7 shown in FIG. The time point t7 is a time point when the special figure variation game for Tb seconds started at the time point t0 ends and the next special figure variation game starts. At the time t7, the special-figure variable game is finished, and the decoration 1-decoration 6-decoration 7 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c at the center of the display area of the ornamental symbol display device 208 of the first effect means. It is displayed, and the next special figure variable game starts immediately after this. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t0 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is two, the second effect Z (princess mode) is selected from the effect X using the effect list arranged in the order of effects X, Y, Z,. Therefore, from time t7, the effect Z for notifying (displaying) that the background mode being executed from the effect display device 915 is the “princess mode” is executed. In this example, the effect Z (“princess mode”) is displayed simultaneously with the start of the change. The production Z may be started before the fluctuation starts. Further, the effect Z may be started simultaneously with the start of fluctuation. It should be noted that the production Z does not have to be started before the change starts. At time t7, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the effect D is continued in the decorative symbol display device 208, and the effect δ in which the song 810 with the song name "Mega! Giga! Summer!" Flows continues on the speaker 120 as shown in FIG.

  FIG. 44 (c) shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t8 shown in FIG. At time t8, the special figure variation game started at time t0 continues. When the player presses the chance button 136 of the first operation means at time t8, the character string “M4: Mega! Giga! Summer!” Is displayed at time t8 in the selection effect display area 800 of the first effect means. The effect D to be displayed is ended and the effect E to display the character string “M5: hot spring hormone” is started. The character string “M5: hot spring hormone” in the production E indicates the name of the music flowing from the speaker 120. On the other hand, in the speaker 120, the effect is changed on the condition that the waiting time of Ta seconds has elapsed since the player operated the first operating means. Therefore, the effect is not changed until the waiting time elapses. I will not. Therefore, as shown in FIG. 44 (C), at the time t8, the effect δ in which the song 810 having the song name “Mega! Giga! Summer!” Flows is continued. At time t8, the player presses the chance button 136 of the first operation means, but the second operation means does not press any of the buttons 139a to 139e of the setting operation unit 139, so the second Production selection by the operating means is not performed. In the effect display device 915 as the third effect means, the effect Z (princess mode) is continued.

  FIG. 45A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at time t9 shown in FIG. The time point t9 is a time point when the special figure variation game for Tb seconds started at the time point t7 ends and the next special figure variation game starts. At the time t9, the special figure variable game is finished, and the decoration 3-decoration 9-decoration 8 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c at the center of the display area of the ornamental symbol display device 208 of the first effect means It is displayed, and the next special figure variable game starts immediately after this. At time t9, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the effect E is continued in the decorative symbol display device 208. From time t7 to time t9, the setting operation unit 139 of the second operating means is not pressed and the value of the selected effect counter is zero, so effect Z (princess mode) continues in effect display device 915 from time t9. To do. Also, as shown in FIG. 45 (A), the effect δ in which the song 810 with the song name “Mega! Giga! Summer!” Flows on the speaker 120 continues.

  FIG. 45B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t10 shown in FIG. At a time point t10 when a certain time has elapsed from time t9, the decorative symbol variation display continues in the left middle right decorative symbol display areas 208a, 208b, 208c. At the time t10 when the waiting time Ta seconds elapses from the time t8, the chance button 136 of the first operating means is not pressed during the period from the time t8 to the time t10, so the effect δ ends in the second directing means. The production ε is started. As shown in FIG. 45 (B), an effect ε in which a song 810 having a song name “hot spring hormone” flows from the speaker 120 is started. On the other hand, the production E is continued in the first production means. Further, in the third effect means, effect Z (princess mode) continues.

  FIG. 46 shows the temporal operation of the pachinko machine 100 in Example 8 according to the present embodiment. The horizontal axis of FIG. 46 shows a time series, and time passes from left to right. In the upper part of FIG. 46, t0 to t7 indicate various operations, or the start and end times of effects. The middle part of FIG. 46 shows execution states of various effects by the first effect means and the second effect means in order from the top. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The first operation means is used to select an effect by the first and second effect means. The first operation means of this example includes a chance button 136 of the operation means 700, for example. The lower part of FIG. 46 shows execution states of various effects by the third effect means and the fourth effect means. The third effect means of this example includes an effect display device 915, and the fourth effect means includes a lamp 940. The second operation means is used to select an effect in the third and fourth effect means. The second operation means of this example includes a setting operation unit 139 of the operation means 700, for example. By selecting one of the buttons 139a to 139e of the setting operation unit 139, an effect is selected by the second operation means.

  First, time t0 is the start time of the special figure variable game. Whether the first effect means is executing effect A at time t0 or starting effect A from time t0, and whether the second effect means is executing effect α at time t0, effect α from time t0 Is assumed to have started. Further, it is assumed that the first operation means at the time point t0 is during a selectable period in which the player can select an effect by pressing the chance button 136 or at the start time of the period. In the first operation means, the selectable period continues at least until time t7. It is assumed that the third effect means is executing the effect X at the time t0 or starts the effect X from the time t0. It is assumed that the fourth effect means is executing the effect χ at the time t0 or has started the effect χ from the time t0. In addition, at time t0, the second operation means is during a selectable period in which an effect can be selected by pressing any of the buttons 139a to 139e of the player's setting operation unit 139, or at the start of the period. To do. In the second operating means, the selectable period continues at least until time t7.

  When the player presses the chance button 136 of the first operation means at a time t1 when a certain time has elapsed from time t0, the first effect means ends the effect A and the effect B is started. In the second effect means, the effect α ends and the effect β starts. At time t1, the player is pressing the chance button 136 of the first operating means, but since none of the buttons 139a to 139e of the setting operation unit 139 of the second operating means is pressed, the second Production selection by the operating means is not performed. The third effect means continues the effect X, and the fourth effect means continues the effect χ.

  When the player presses the chance button 136 of the first operation means at a time t2 when a certain time has elapsed from the time t1, the effect B is ended and the effect C is started in the first effect means. In the second effect means, the effect β ends and the effect γ starts.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at a time t3 when a certain time has elapsed from the time t2, the selection provided in the RAM 408 of the first sub control unit 400 Although the value of the effect counter increases by 1, the effect X continues in the third effect means. On the other hand, the fourth effect means ends the effect χ and starts the effect ψ. At time t3, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means, but the first button is not pressed because the chance button 136 of the first operation means is not pressed. Production selection by the operating means is not performed. Therefore, the first effect means continues the effect C, and the second effect means continues the effect γ.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at a time t4 when a certain time has elapsed from the time t3, the selection provided in the RAM 408 of the first sub control unit 400 Although the value of the effect counter increases by 1, the effect X continues in the third effect means. On the other hand, in the fourth effect means, the effect ψ ends and the effect ω starts. At time t4, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, the first effect means continues the effect C, and the second effect means continues the effect γ.

  The time point t5 is a time point when the special figure variation game for T seconds started at the time point t0 is finished and the next special figure variation game is started. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t0 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is two, the second effect Z is selected from the effect X using the effect list arranged in the order of effects X, Y, Z,. Therefore, the effect Z is executed from the third effect means from the time point t5. On the other hand, in the fourth effect means, the effect ω ends and the effect ω ′ is started. At time t5, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Therefore, the first effect means continues the effect C, and the second effect means continues the effect γ.

  When the player depresses the chance button 136 of the first operation means at a time t6 when a certain time has elapsed from time t5, the effect C is ended and the effect D is started in the first effect means. In the second effect means, the effect γ ends and the effect δ starts. At time t6, the chance button 136 of the first operation means is pressed, but none of the buttons 139a to 139e of the setting operation unit 139 of the second operation means is pressed, so the second operation means No production selection is made. Therefore, the third effect means continues the effect Z, and the fourth effect means continues the effect ω ′.

  Time t7 is the time when the special figure variation game for T seconds started at time t5 is completed and the next special figure variation game is started. From time t5 to time t7, the setting operation unit 139 of the second operation means is not pressed and the value of the selection effect counter is zero. Therefore, the effect Z is continued in the third effect means from time t7, In the fourth effect means, the effect ω ′ is continued.

  Thus, in the present embodiment, the selection result is reflected periodically (every T seconds) by the third rendering means corresponding to the second operation means. If there is a selection operation during T seconds, it is reflected at the next stage where the effect can be started. In the fourth effect means corresponding to the second operation means, the operation result is immediately reflected.

  47 to 49 show selection effects executed by the first to fourth effect means of the pachinko machine 100 according to the eighth embodiment. 47 (a) to (c) and FIGS. 49 (a) and 49 (b) show the display area of the decorative symbol display device 208 included in the first rendering means in the lower stage, and FIG. The display area of the effect display device 915 included in the effect means is shown in the upper part. 47A and 47B and FIGS. 49A and 49B schematically show the speaker 120 included in the second effect unit and the lamp 940 included in the fourth effect unit. It shows. In each figure, (a) and (A), (b) and (B), and (c) and (C) show the effects of the same period, respectively.

  FIG. 47A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t0 shown in FIG. At the time point t0, the special-figure variable game is finished, and the decoration 2-decoration 5-decoration 0 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c in the center of the display area of the ornamental symbol display device 208 of the first effect means. It is displayed, and the next special figure variable game starts immediately after this. In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect A in this example, the name of a song flowing from the speaker 120 is displayed in characters. On the effect display device 915 of the third effect means, an effect X for notifying (displaying) that the background mode being executed is the “Yoshimune mode” is executed. As shown in FIG. 47A, at the time point t0, an effect α in which a song 810 having a song name “May be there ...” is executed from the speaker 120 of the second effect means. The lamp 940 of the fourth effect means executes an effect χ in which an LED of a color corresponding to the effect X (Yoshimune mode) emits light and the character “Yatsushiro” is visually recognized.

  FIG. 47B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t1 shown in FIG. At time t1 when a certain time has elapsed from time t0, an image in which decoration 0 to decoration 9 sequentially move from top to bottom in each of the left middle right decorative symbol display areas 208a, 208b, and 208c at the center of the display area of the decorative symbol display device 208. The decorative symbols are displayed in a variable manner (indicated by a downward arrow in the figure). When the player depresses the chance button 136 of the first operation means at the time t1, in the selection effect display area 800 of the first effect means, the characters “M1: May be there ...” at the time t1. The effect A for displaying the column is ended, and the effect B for displaying the character string “M2: miracle universe” is started. The character string “M2: miracle universe” in the production B indicates the title of the song flowing from the speaker 120. Also, at the time point t1, the effect α in which the song 810 “may be there” is finished on the speaker 120 of the second effect means, and the song name is as shown in FIG. 47 (B). The production β in which the song 810 of “Kiseki no Universe” flows is started. At time t1, the player is pressing the chance button 136 of the first operating means, but since none of the buttons 139a to 139e of the setting operation unit 139 of the second operating means is pressed, the second Production selection by the operating means is not performed. Therefore, the effect X is continued in the effect display device 915 of the third effect means. As shown in FIG. 47B, the fourth effect means continues the effect χ.

  FIG. 47 (c) shows the effect performed on the decorative symbol display device 208 and the effect display device 915 at the time point t2 shown in FIG. At a time point t2 when a certain time has elapsed from the time t1, the decorative symbols are displayed in a variable manner in the left middle right decorative symbol display areas 208a, 208b, and 208c. When the player depresses the chance button 136 of the first operation means at the time point t2, in the selection effect display area 800 of the first effect means, the effect B that displays the character string “M2: miracle universe” at the time point t2. Is finished, and the production C for displaying the character string “M3: Your Fragrance” is started. The character string “M3: Your Fragrance” in the production C indicates the name of the song that flows from the speaker 120. Also, at time t2, the stage β in which the song 810 of “M2: miracle universe” flows on the speaker 120 of the second presentation means is finished, and as shown in FIG. The production [beta] in which the song 810 of "" flows is started. At time t2, the player presses the chance button 136 of the first operation means, but the second operation means does not press any of the buttons 139a to 139e of the setting operation unit 139, so the second Production selection by the operating means is not performed. In the effect display device 915 as the third effect means, the effect X is continued. Also, as shown in FIG. 47C, the fourth effect means continues the effect χ.

  FIG. 48A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t3 shown in FIG. At a time point t3 when a certain time has elapsed from the time t2, the decorative symbols are displayed in a variable manner in the left middle right decorative symbol display areas 208a, 208b, and 208c. When the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at the time t3, the value of the selection effect counter provided in the RAM 408 of the first sub control unit 400 increases by 1. However, production X (Yoshimune mode) continues in the third production means. The effect display device 915 displays a character image of “爺” along with a display of “from the next variation to a heel mode”. On the other hand, as shown in FIG. 48A, in the lamp 940 of the fourth effect means, the operation at the setting operation unit 139 is immediately reflected, the effect χ is ended, and the effect ψ is started. At time t3, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means, but the first button is not pressed because the chance button 136 of the first operation means is not pressed. Production selection by the operating means is not performed. Therefore, in the selected effect display area 800, the effect C for displaying the character string “M3: Your Fragrance” continues at time t3. Further, as shown in FIG. 48A, the performance of the song 810 having the song name “Your Fragrance” continues on the speaker 120.

  FIG. 48B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t4 shown in FIG. At a time t4 when a certain time has elapsed from the time t3, the decorative symbols are displayed in a variable manner in the left middle right decorative symbol display areas 208a, 208b and 208c. When the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the second operation means at the time t4, the value of the selection effect counter provided in the RAM 408 of the first sub control unit 400 increases by 1. However, production X (Yoshimune mode) continues in the third production means. The effect display device 915 displays a character image of “Princess” along with a display “Princess from next change”. On the other hand, as shown in FIG. 48 (B), in the lamp 940 of the fourth effect means, the operation at the setting operation unit 139 is immediately reflected, the effect ψ is ended, and the effect ω is started. At time t4, the player is pressing one of the buttons 139a to 139e of the setting operation unit 139 of the second operating means, but the first button is not pressed because the chance button 136 of the first operating means is not pressed. Production selection by the operating means is not performed. Therefore, in the selected effect display area 800, the effect C for displaying the character string “M3: Your Fragrance” continues at time t4. Further, as shown in FIG. 48B, the effect γ in which the song 810 having the song name “Your Fragrance” flows on the speaker 120 continues.

  FIG. 48C shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at time t5 shown in FIG. The time point t5 is a time point when the special figure variation game for T seconds started at the time point t0 ends and the next special figure variation game starts. At the time t5, the special-figure variable game ends, and the decoration 1-decoration 6-decoration 7 stops in the left middle right ornamental symbol display areas 208a, 208b, 208c at the center of the display area of the ornamental symbol display device 208 of the first effect means. It is displayed, and the next special figure variable game starts immediately after this. The number of times pressed by the setting operation unit 139 of the second operation means during the special figure variable game started at time t0 is stored in the selection effect counter. The first sub-control unit 400 determines an effect to be executed by the third effect means based on the number of times of pressing. In this example, since the number of times of pressing is two, the second effect Z (princess mode) is selected from the effect X using the effect list arranged in the order of effects X, Y, Z,. Therefore, from time t5, the effect Z for notifying (displaying) that the background mode being executed from the effect display device 915 is the “princess mode” is executed. In addition, as shown in FIG. 48C, the effect ω is ended and the effect ω ′ is started in the lamp 940 of the fourth effect means. In the effect ω ′, the LED of the color corresponding to the effect “Z” in the “princess mode” emits light and the character “Yatsushiro” is visually recognized. In this example, after the LED of the color corresponding to the effect Z is emitted from the lamp 940 (after the light is emitted at a predetermined brightness), the display of the image of the effect Z (“princess mode”) is completed. . At time t5, the chance button 136 of the first operation means is not pressed, so that the effect selection by the first operation means is not performed. Accordingly, the effect C is continued on the decorative symbol display device 208, and as shown in FIG. 48C, the effect γ in which the song 810 having the song name “Your Fragrance” continues on the speaker 120. Note that the light emission of the lamp 940 and the display of the effect Z may be started at the same time, the display of the effect Z may be started after the light emission of the lamp 940 is started, and the lamp after the display of the effect Z is started. The light emission of 940 may be started. In addition, the lamp 940 may emit the LED of the color corresponding to the effect Z, and at the same time, the display of the effect Z (“princess mode”) may be completed, or the display of the effect Z (“princess mode”) is completed. Later, the lamp 940 may emit an LED of a color corresponding to the effect Z.

  FIG. 49A shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t6 shown in FIG. At time t6 when a certain time has elapsed from time t5, an image in which decoration 0 to decoration 9 sequentially moves from top to bottom in each of the left middle right decorative symbol display areas 208a, 208b, and 208c at the center of the display area of the decorative symbol display device 208. The decorative symbols are displayed in a variable manner (indicated by a downward arrow in the figure). When the player depresses the chance button 136 of the first operation means at the time t6, in the selection effect display area 800 of the first effect means, an effect C that displays the character string “M3: Your Fragrance” at the time t6. Is finished, and the production D for displaying the character string “M4: Mega! Giga! Summer!” Is started. The character string “M4: Mega! Giga! Summer!” In the production D indicates the name of the song that flows from the speaker 120. Further, at time t6, the production γ in which the song 810 of “Your Fragrance” 810 flows on the speaker 120 of the second production means, and the song title is “Mega! Giga! Summer” as shown in FIG. The production δ in which the song 810 of “!” Flows is started. At time t6, the player presses the chance button 136 of the first operation means, but since the buttons 139a to 139e of the setting operation unit 139 of the second operation means are not pressed, the second Production selection by the operating means is not performed. In the effect display device 915 as the third effect means, the effect “Z” of “princess mode” is continued. Further, as shown in FIG. 49A, the effect ω ′ is continued in the lamp 940 of the fourth effect means.

  FIG. 49B shows an effect performed by the decorative symbol display device 208 and the effect display device 915 at the time point t7 shown in FIG. At the time t7, after the special figure variation game is finished, the decoration 3-decoration 9-decoration 8 is displayed in the left middle right ornamental symbol display areas 208a, 208b, 208c at the center of the display area of the ornamental symbol display device 208 of the first effect means. The display is stopped, and the next special figure variation game is started immediately after this. In the selection effect display area 800 of the first effect means, the effect C for displaying the character string “M4: Mega! Giga! Summer!” Continues at time t7. From time t5 to time t7, the setting operation unit 139 of the second operating means is not pressed and the value of the selected effect counter is zero, so that the effect Z continues in the effect display device 915 from time t7. Further, as shown in FIG. 49B, the effect δ in which the song 810 having the song name “Mega! Giga! Summer!” Continues on the speaker 120 as the third effect means, and the lamp 940 as the fourth effect means. Then, the production ω ′ is continued. Note that the lamp 940 of the fourth effect means may be the one that executes the selected effect when the next special figure variable game is started, similarly to the effect display device 915.

  FIG. 50 shows temporal operations of the pachinko machine 100 in Example 9 according to the present embodiment. The horizontal axis of FIG. 50 shows a time series, and time passes from left to right. In the upper part of FIG. 50, t0 to t9 indicate various operations or points in time when the production starts or ends. The middle part of FIG. 50 shows the execution state of various effects by the first effect means and the second effect means in order from the top. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The first operation means is used to select an effect by the first and second effect means. The first operation means of this example includes a setting operation unit 139 of the operation means 700, for example. By selecting one of the buttons 139a to 139e of the setting operation unit 139, the effect selection by the first operation means is performed. The lower part of FIG. 50 shows execution states of various effects by the first effect means based on the second operation means. The second operation means of this example includes a chance button 136 of the operation means 700, for example. As described above, in this example, the first effect means executes the selection effect by the first operation means and the second operation means, and two kinds of effects proceed simultaneously.

  First, time t0 is the start time of the special figure variable game. Whether the first effect means is executing effect A at time t0 or starting effect A from time t0, and whether the second effect means is executing effect α at time t0, effect α from time t0 Is assumed to have started. Further, at time t0, the first operating means is during a selectable period in which the player can select an effect by pressing any of the buttons 139a to 139e of the setting operation unit 139, or at the start of the period. To do. The selectable period of the first operating means continues at least until time t9. Further, at time t0, the first effect means is executing effect X or starting effect X from time t0. In addition, it is assumed that the second operating means at the time point t0 is during a selectable period in which the player can select an effect by pressing the chance button 136 or at the start point of the period. In the second operating means, the selectable period continues at least until time t9.

  When the player depresses one of the buttons 139a to 139e of the setting operation unit 139 of the first operation means at a time t1 when a certain time has elapsed from the time t0, the first effect means ends the effect A and the effect. B is started. On the other hand, in the second production means, the production is changed on the condition that the waiting time of Ta seconds has elapsed from the time when the player operated the operation means, and the production is performed until the standby time has elapsed. No changes are made. Therefore, the second effect means continues the effect α at time t1. At time t1, any one of the buttons 139a to 139e of the setting operation unit 139 of the first operation unit is pressed, but the chance button 136 of the second operation unit is not pressed, so the second operation unit No production selection is performed. Accordingly, in the first effect means, the effect B is started and the effect X is continued.

  Further, when the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the first operation means at the time point t2 during the waiting time of Ta seconds in the second effect means, the first effect means The production B is finished and the production C is started. On the other hand, since the time T1 from the time point t1 to the time point t2 is shorter than the standby time Ta, the second effect means does not change the effect at the time point t2 and the effect α is continued. At a time t2 when a certain time has elapsed from the time t1, the chance button 136 of the second operating means is not pressed, so that the effect selection by the second operating means is not performed. Accordingly, the first effect means starts the effect C and continues the effect X.

  Furthermore, when any one of the buttons 139a to 139e of the setting operation unit 139 is pressed at the time point t2, the waiting time that has been started in the first sub-control unit 400 by pressing any of the previous buttons 139a to 139e is measured. Is reset, and a new waiting time is set from time t2.

  Further, when the player depresses the chance button 136 of the operation means at a time point t3 during the waiting time of T seconds in the second effect means, the effect C is ended and the effect D is started in the first effect means. On the other hand, since the time T2 from the time point t2 to the time point t3 is shorter than the standby time Ta, the production α is continued without changing the production in the second production means at the time t3. At a time t3 when a certain time has elapsed from the time t2, the chance button 136 of the second operation means is not pressed, so that the effect selection by the second operation means is not performed. Accordingly, the first effect means starts the effect D and continues the effect X.

  Furthermore, when any one of the buttons 139a to 139e of the setting operation unit 139 at the time point t3 is pressed, the measurement of the standby time started by pressing any one of the previous buttons 139a to 139e is reset, and a new one is started from the time point t3. Is set to the waiting time.

  When the player depresses the chance button 136 of the second operation means at a time t4 when a certain time has elapsed from the time t3, the first effect means ends the effect X and starts the effect X ′. At time t4, the player presses the chance button 136 of the second operation means, but the first operation means does not press any of the buttons 139a to 139e of the setting operation unit 139, so the first Production selection by the operating means is not performed. Therefore, the first effect means continues the effect D with the start of the effect X ′, and the second effect means continues the effect α.

  At time t5 when the standby time Ta seconds has elapsed from time t3, none of the buttons 139a to 139e of the setting operation unit 139 is pressed during the period from time t3 to time t5, and the setting operation unit 139 is next from time t3. Any one of the buttons 139a to 139e is pressed at time t7 when the time T3 (> Ta) has elapsed, so that the production α is finished and the production δ is started in the second production means. On the other hand, the production D and the production X ′ are continued in the first production means.

  The time point t6 is a time point when the special figure variation game for Tb seconds started at the time point t0 is finished and the next special figure variation game is started. In addition, for the production by the first production means related to the second operation means, the production is changed with a predetermined probability as the special figure variable game is started. In the first effect means, the effect X ′ ends and the effect Y starts at time t6. Accordingly, the first effect means continues the effect D with the start of the effect Y, and the second effect means continues the effect δ.

  Further, when the player presses one of the buttons 139a to 139e of the setting operation unit 139 of the first operation means at a time point t7 after the waiting time of T seconds in the second effect means, the first effect means Then, the production D is finished and the production E is started. On the other hand, in the second effect means, the effect is changed on the condition that a waiting time of Ta seconds has elapsed from the time when the player operates the operation means. Therefore, the effect is not changed until the wait time elapses. I will not. Therefore, the production δ is continued at time t7. At time t7, since the chance button 136 of the second operation means is not pressed, the effect selection by the second operation means is not performed. In the first production means, production Y is continued with the start of production E.

  The time point t8 is a time point when the special figure variation game for Tb seconds started at the time point t6 is finished and the next special figure variation game is started. The production by the first production means related to the second operation means is changed with the start of the special figure variation game with a predetermined probability. In this example, the first production means has a time t8. The production Y continues without being changed. Accordingly, the first effect means continues the effect E together with the effect Y, and the second effect means continues the effect δ.

  At time t9 when the standby time Ta seconds has elapsed from time t7, there is no depression of each button 139a to 139e of the setting operation unit 139 within the period from time t7 to time t9, and the next setting operation unit 139 from time t7. Since the time T4 (> Ta) has elapsed until any one of the buttons 139a to 139e is pressed, the second effect means ends the effect δ and starts the effect ε. On the other hand, the production E and the production Y are continued in the first production means. As described above, in this embodiment, the third effect means in the seventh embodiment is changed to the first effect means, and an example in which a plurality of selected effects are displayed on the first effect means is shown. Yes. It should be noted that the timing at which the effect is switched may be at the start of fluctuation. In addition, the timing at which the effect changes is when the symbol stops (decoration symbol stops and shakes or when the symbol on the special symbol display device stops), or when a big hit starts (a big hit is displayed in the display area). For example, when the round lamp is lit), when the big hit ends (when the big hit end effect is displayed in the display area, when the round lamp is turned off, etc.) For example, 10 seconds) may have elapsed.

  FIG. 51 shows a selection effect executed by the first and second effect means of the pachinko machine 100 in the ninth embodiment. 51 (a) and 51 (b) show display areas of the decorative symbol display device 208 included in the first effect means. 51A and 51B schematically show the speaker 120 included in the second rendering means. 51 (a) and (A), (b) and (B) show the production of the same period, respectively.

  FIG. 51A shows an effect performed by the decorative symbol display device 208 between time t3 and time t4 shown in FIG. FIG. 51A shows an effect performed by the speaker 120 between time t3 and time t4 shown in FIG. In the center of the decorative symbol display device 208, a decorative symbol variable game by a special symbol variable game is executed. In the left middle right decorative symbol display areas 208a, 208b, 208c, decorative symbols are displayed in a variable manner (indicated by arrows in the figure). On the lower right side in the display area of the decorative symbol display device 208, a selection effect display area 800 is provided. In the selected effect display area 800, an effect of displaying the song code and song name of the song that can be output from the speaker 120 is performed. At a time point between time point t3 and time point t4, an effect D in which a character string “M4: Mega! Giga! Summer!” Is displayed in the selected effect display area 800 is executed. Below the selected effect display area 800, a character string 955 “Change BGM with direction keys” is displayed to notify that the effect D can be changed to another effect. The direction key is one of the buttons 139a to 139e of the setting operation unit 139 of the first operation means. An effect display area 950 is provided on the lower left side in the display area of the decorative symbol display device 208. In the effect display area 950, an effect X in which a character image of “Yoshimune mode” and a character image of “Tono-sama” are displayed under the character is executed. Below the effect display area 950, a character string “mode change by chance button” is displayed to notify that the effect X can be changed to another effect. FIG. 51A shows that an effect α in which a song 810 with a song name “May be there ...” is played on the speaker 120.

  FIG. 51 (b) shows an effect performed by the decorative symbol display device 208 between time t4 and time t5 shown in FIG. FIG. 51B shows an effect performed by the speaker 120 between time t4 and time t5 shown in FIG. In the center of the decorative symbol display device 208, a decorative symbol variable game by a special symbol variable game is executed. In the left middle right decorative symbol display areas 208a, 208b, 208c, decorative symbols are displayed in a variable manner (indicated by arrows in the figure). At a time point between time t4 and time t5, effect D in which a character string “M4: Mega! Giga! Summer!” Is displayed in selected effect display area 800 is executed. Below the selected effect display area 800, a character string 955 “Change BGM with direction keys” is displayed to notify that the effect D can be changed to another effect. In the effect display area 950, an effect X 'in which a character "Yoshimune mode next change to 爺 mode" and a character image of "爺" is displayed below the character is executed. In this example, the characters “Yoshimune mode next change to 爺 mode” and “爺” character image are displayed simultaneously. Note that the character image of “爺” may be displayed after the characters “Yoshimune mode next change to 変 動 mode” are displayed, and vice versa. Below the effect display area 950, a character string “mode change by chance button” is displayed to notify that the effect X ′ can be changed to another effect. FIG. 51B shows that an effect α in which a song 810 with a song name “May be there” is played on the speaker 120.

  FIG. 52 shows the temporal operation of the pachinko machine 100 in Example 10 according to the present embodiment. The horizontal axis in FIG. 52 represents time series, and time has passed from left to right. In the upper part of FIG. 52, t0 to t4 indicate various operations, or the start and end times of production. The middle part of FIG. 52 shows the execution state of various effects by the effect means. The production means of this example includes a decorative symbol display device 208, and the operation means includes, for example, a chance button 136.

  First, at time t0, the production means is executing one production (first production) A or starts production A from time t0, and the production means further produces the other production (second production) α. It is assumed that the production α is started from the time point t0. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. In the present embodiment, the effect selection is always possible during a predetermined period (t0 to t4). When the player depresses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from the time t0, the effect means ends one effect A and starts the effect B at the time t1. The other effect is such that the effect is changed on the condition that a waiting time of T seconds has elapsed since the player operated the operating means, and the effect is not changed until the waiting time elapses. I will not. Therefore, at the time t1, the production α is continued with the start of the production B.

  When the player depresses the chance button 136 of the operation means at a time point t2 during the waiting time of T seconds, one effect B is ended and the effect C is started. Since the time T1 from the time point t1 to the time point t2 is shorter than the standby time T, the effect α is continued at the time point t2 without changing the other effect.

  Further, when the chance button 136 is pressed at time t2, the measurement of the standby time started by the first sub-control unit 400 by pressing the previous chance button 136 is reset, and a new standby time is set from time t2. The

  At the time point t3 when the waiting time T seconds has elapsed from the time point t2, the effect means continues one effect C and the other effect α ends and the effect γ starts.

  The present embodiment is characterized in that a plurality of selection effects are performed by one effect means with respect to the selection effects described in the fourth embodiment. Also in the present embodiment, one effect is immediately reflected on the selected effect, and the other effect is not started until the standby time has elapsed after selection. In other words, if the predetermined time period T seconds has not passed since the selection, the selected effect is not started in the other effect, and the annoyance felt by starting the effect that changes immediately can be prevented. There is.

  Time t4 indicates the end time of the selectable period during which the effect can be selected by the operation means. For example, the special figure variable game from time t0 to time t4 includes a selectable period, but the special figure variable game from time t4 includes a nonselectable period. Hereinafter, the case where the time point t4 is the start time of the special figure variable game and the special figure variable game is not selectable will be described. If the time T2 from the time t2 to the time t4 when the player last pressed the chance button 136 is longer than the waiting time T from the time t2, the effect means executes the other effect γ from the time t3 to the time t4. Further, the special figure variation game from time t4 is also executed. From time t4, one effect C ′ is started as one effect. If the time T2 from the time t2 when the player last pressed the chance button 136 to the start time t4 of the next special figure variable game is shorter than the waiting time T from the time t2, the other effect is not changed.

  FIG. 53 shows a selection effect executed by the effect means of the pachinko machine 100 in the tenth embodiment. 53A to 53D show display areas of the decorative symbol display device 208 included in the effect means. 53 (a) to 53 (d), the decoration 2-display 5-decoration 0 is stopped and displayed on the decorative symbol display device 208 in the left middle right decorative symbol display areas 208a, 208b, 208c as a result of the special figure variable game. Has been. In this example, at least a selection effect can be executed while the symbol is changing and when the symbol is stopped. It should be noted that the selection effect may be executed only while the symbol is changing, and the selection effect can be executed only when the symbol is stopped.

  FIG. 53A shows an effect performed by the decorative symbol display device 208 between time t0 and time t1 shown in FIG. Production A is executed as one production. In the production A, the character image 965 of “Tono-sama” is displayed using the entire background of the display area. In addition, the production α is executed as the other production. In the effect α, a horizontally-long rectangular mode display area 960 is defined in the upper right corner of the display area, and a character string “Yoshimune mode” is displayed in the mode display area 960.

  FIG. 53 (b) shows an effect performed by the decorative symbol display device 208 between time t1 and time t2 shown in FIG. Production B is executed as one production. In effect B, the character image 965 of “爺” is displayed using the entire background of the display area. In addition, the production α is continued as the other production, and the character string “Yoshimune mode” is displayed in the mode display area 960.

  FIG. 53 (c) shows an effect performed on the decorative symbol display device 208 between time t2 and time t3 shown in FIG. Production C is executed as one production. In effect C, the “princess” character image 965 is displayed using the entire background of the display area. In addition, the production α is continued as the other production, and the character string “Yoshimune mode” is displayed in the mode display area 960.

  FIG. 53 (d) shows an effect performed on the decorative symbol display device 208 between time t3 and time t4 shown in FIG. As one effect, the effect C continues and the “princess” character image 965 is displayed using the entire background of the display area. In addition, the production α is finished and the production γ is executed as the other production. In the effect γ, a character string “princess mode” is displayed in the mode display area 960.

  FIG. 54 shows the temporal operation of the pachinko machine 100 in Modification 1 of Example 4 according to the present embodiment. The horizontal axis in FIG. 54 shows a time series, and time passes from left to right. 54, t0 to t5 and tv to ty in the upper part of FIG. 54 indicate various operations or points in time when the production starts or ends. The middle part of FIG. 54 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  First, at time t0, the first effect means is executing effect A or starting effect A from time t0, and at time t0, the second effect means is executing effect α or from time t0. It is assumed that the production α has started. Further, it is assumed that at time t0, the operation means is in a selectable period in which the player can select an effect by pressing the chance button 136 or at the start of the period. Production selection is always possible during a predetermined period. In this example, it is always possible to select effects during the entire period, but for example, it is possible to select effects only in the first round of the big hit game, for example, and it is always possible to select effects only during a predetermined special figure variation game It may be. When the player depresses the chance button 136 of the operation means at a time t1 when a certain time has elapsed from the time t0, the effect A ends and the effect B starts at the first effect means from the time t1. On the other hand, in the second production means, the production is changed on the condition that a waiting time of T seconds has elapsed since the player operated the operation means, and the production is performed until the standby time has elapsed. No changes are made. Therefore, the production α is continued at time t1.

  Further, when the player depresses the chance button 136 of the operation means at the time point t2 during the waiting time of T seconds in the second effect means, the effect B ends and the effect C starts in the first effect means. On the other hand, since the time T1 from the time point t1 to the time point t2 is shorter than the standby time T, the production α is continued without changing the production in the second production means at the time t2.

  Further, when the chance button 136 is pressed at time t2, the measurement of the standby time started by the first sub-control unit 400 by pressing the previous chance button 136 is reset, and a new standby time is set from time t2. The

  Further, when the player depresses the chance button 136 of the operation means at a time point t3 during the waiting time of T seconds in the second effect means, the effect C is ended and the effect D is started in the first effect means. On the other hand, since the time T2 from the time point t2 to the time point t3 is shorter than the standby time T, the production α is continued without changing the production at the second production means at the time t3.

  Further, when the chance button 136 is pressed at time t3, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time is set from time t3.

  At time t4 when the waiting time T seconds has elapsed from time t3, the second effect means ends the effect α and starts the effect δ. On the other hand, the production D is continued in the first production means.

  In the present embodiment, the first effect means reflects the selected effect immediately, and the second effect means does not reflect unless the standby time elapses after selection. In other words, if the predetermined time period T seconds has not passed since the selection, the second effect means does not start the selected effect, thereby preventing the annoyance felt by starting the effect that changes immediately. There are cases where it is possible.

  The time point tv is the time point when the decorative symbol in the special figure variable game is stopped and displayed. Time t5 is a time when a predetermined Ta seconds have elapsed from time tv. When the time T3 from the time t3 to the time t5 when the player last pressed the chance button 136 is longer than the standby time T from the time t3, the second effect means executes the effect δ from the time t4 to the time t5. Is done. The second production means stops the production for a certain period from time t5. When the second rendering means is the speaker 120, a silent state is entered. In terms of control, a command for making a sound may be output from the main control unit 300 to the first sub control 400. When the time T3 from the time point t3 to the time point t5 when the player last pressed the chance button 136 is shorter than the waiting time T from the time point t3, the effect α in the second effect means is not changed.

  The time point tw is a time point when Tb (> Ta) seconds have elapsed from the time point tv. From the time tw, the first effect means ends the effect D and starts the effect D ′. The effect D ′ is, for example, a demonstration screen (demo screen). When the player depresses the chance button 136 of the operation means at a time tx when a certain time has elapsed from the time tw, the effect D ′ is ended and the effect E is started in the first effect means. On the other hand, the stopped state of the effect continues in the second effect means.

  A point in time ty when a certain time has elapsed from the point in time tx is a start point of the special figure variable game. When the period Tc from the time point tx to the time point ty is Tc ≧ T, the effect ε is started from the time point ty by the second effect means. When the period Tc is Tc <T, the production δ starts with the second production means from the time ty.

  55 to 57 show selection effects executed by the first effect means and the second effect means of the pachinko machine 100 according to the first modification. 55 and 56 (a) to (d) and FIGS. 57 (a) to (c) show display areas of the decorative symbol display device 208 included in the first effect means. FIGS. 55 and 56 (A) to (D) and FIGS. 57 (A) to (C) schematically show the speaker 120 included in the second rendering means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 55A shows an effect performed by the decorative symbol display device 208 before the time t0 shown in FIG. Before the time point t0, the special figure variation game has been executed. In the center of the display area of the decorative symbol display device 208, the decoration 2 is displayed in a swinging manner in the left decorative symbol display area 208a, and the decoration 5 is displayed in the middle decorative symbol display area 208b. Is displayed in a swinging manner, and the decoration 0 is displayed in a swinging manner in the right decorative symbol display area 208c. In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. As shown in FIG. 55 (A), at time t0, an effect α in which a song 810 having a song name “May be there ...” flows from the speaker 120.

  FIG. 55B shows an effect performed by the decorative symbol display device 208 at the time point t0 shown in FIG. At the time t0, the special figure variation game is in progress, the decoration 2 is displayed in the stopped state in the left decorative symbol display area 208a, the decoration 5 is displayed in the stopped state in the middle decorative symbol display area 208b, and the right decorative symbol is displayed. The decoration 0 is displayed in a stopped state in the display area 208c. In the selected effect display area 800, the effect A is continued. As shown in FIG. 55 (B), the production α is continued from the speaker 120 at time t0.

  FIG. 55C shows an effect performed by the decorative symbol display device 208 at the time point t1 shown in FIG. At time t1, the decorative symbol display device 208 continues to display the decorative symbol in a stopped state. When the player presses the chance button 136 at the time point t1, the effect A ends in the selected effect display area 800 of the decorative symbol display device 208 of the first effect means, and is referred to as “M2: miracle universe”. Production B for displaying the character string is started. On the other hand, in the second production means, the production is changed on the condition that a waiting time of T seconds has elapsed since the player operated the operation means, and the production is performed until the standby time has elapsed. No changes are made. Therefore, at the time point t1, as shown in FIG. 55C, the effect α is continued from the speaker 120.

  FIG. 55D shows an effect performed by the decorative symbol display device 208 at the time point t2 shown in FIG. At time t2, the decorative symbol display device 208 continues to display the decorative symbol in a stopped state. When the player depresses the chance button 136 of the operation means at the time t2 during the T second waiting time on the speaker 120 of the second effect means, the effect B is displayed in the selected effect display area 800 of the decorative symbol display device 208 at the time t2. At the end, the production C for displaying the character string “M3: Your Fragrance” is started. On the other hand, since the time T1 from the time point t1 to the time point t2 (for example, T1 = 0.5 seconds) is shorter than the waiting time T (for example, T = 1 second), as shown in FIG. At time t2, the production is not changed at the speaker 120, and the production α is continued.

  Further, when the chance button 136 is pressed at time t2, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time T (= 1 second) is set from time t2. .

  FIG. 56A shows an effect performed by the decorative symbol display device 208 at the time point t3 shown in FIG. At the time point t3, the decorative symbol display device 208 continues to display the decorative symbol in a stopped state. When the player depresses the chance button 136 of the operation means at a time point t3 during the T second waiting time on the speaker 120, “M4: Mega! Giga! Summer!” Is displayed on the selection screen of the decorative symbol display device 208 at the time point t3. An effect D for displaying a character string is executed. On the other hand, since the time T2 from the time point t2 to the time point t3 (for example, T2 = 0.5 seconds) is shorter than the standby time T, as shown in FIG. The production α is continued without being performed.

  Further, when the chance button 136 is pressed at time t3, the measurement of the standby time started by pressing the previous chance button 136 is reset, and a new standby time T (= 1 second) is set from time t3. .

  FIG. 56B shows an effect performed by the decorative symbol display device 208 at the time point t4 shown in FIG. At the time t0, the special figure variation game is in progress, the decoration 2 is displayed in the stopped state in the left decorative symbol display area 208a, the decoration 5 is displayed in the stopped state in the middle decorative symbol display area 208b, and the right decorative symbol is displayed. The decoration 0 is displayed in a stopped state in the display area 208c. At the time t4 when the waiting time T seconds has elapsed from the time t3, the speaker 120 has finished the production α in which the music 810 with the music name “may be there ...” has ended, as shown in FIG. 56 (B). In addition, the production δ in which the song 810 having the song name “Mega! Giga! Summer!” Flows is started. On the other hand, the effect D is continued in the decorative symbol display device 208.

  The time tv shown in FIG. 54 is the time when the decorative symbol in the special figure variable game is stopped and displayed. Time t5 is a time when a predetermined Ta seconds have elapsed from time tv. FIG. 56C shows an effect performed by the decorative symbol display device 208 at time t5 shown in FIG. On the decorative symbol display device 208, the effect D is continued. In addition, as shown in FIG. 56 (C), the effect is stopped at the speaker 120 from the time point t5 and the sound becomes silent. Note that when Ta seconds have elapsed since the special figure fluctuation stop, not only the speaker 12 is silenced, but another BGM may be played. Also, when making silence, the volume may be gradually decreased, or the volume may be decreased at a stroke.

  FIG. 56D shows an effect performed by the decorative symbol display device 208 at the time point tw shown in FIG. The time point tw is a time point when Tb (> Ta) seconds have elapsed from the time point tv. In the decorative symbol display device 208, the effect D is ended and the effect D ′ is started from the time point tw. The effect D ′ includes an effect by a demonstration screen including the characters “Yoshimune”. As shown in FIG. 56D, the speaker 120 is kept silent at time tw.

  FIG. 57A shows an effect performed by the decorative symbol display device 208 at the time point tx shown in FIG. At the time tx, the effect on the speaker 120 is silent after the time tw. If the player presses the chance button 136 of the operating means while the demo screen is displayed at this time tx, the demo screen disappears, and the decoration 2 is stopped and displayed in the left decorative symbol display area 208a in the special figure variable game. An image is displayed in which the decoration 5 is stopped and displayed in the symbol display area 208b, and the decoration 0 is stopped and displayed in the right decoration symbol display area 208c. In addition, the selection effect display area 800 is displayed again, and the effect E for displaying the character string “M5: hot spring hormone” is started. On the other hand, in the speaker 120 of the second effect means, the effect is changed on the condition that the waiting time of T seconds has elapsed since the player operated the operating means. No change is made. Therefore, at the time point tx, as shown in FIG. 57A, the speaker 120 maintains a silent state. As described above, in this example, if a selection operation is performed while the demo screen is displayed, the demo display is canceled and the symbol display screen is displayed. However, after the demo screen is displayed for a certain period of time, the symbol display screen is displayed. You may make it do. Further, the selection operation may not be performed while the demonstration screen is displayed.

  FIG. 57B shows an effect performed by the decorative symbol display device 208 at the time ty shown in FIG. The time point ty is a time point when the special figure variation game is started after a time period of Tc seconds from the time point tx. In the selection effect display area 800, the effect E for displaying the character string “M5: hot spring hormone” is continued. On the other hand, in the speaker 120, when the period Tc from the time point tx to the time point ty is Tc ≧ T with respect to the standby time T, as shown in FIG. The production ε in which the song 810 having the song name “hot spring hormone” flows is started.

  FIG. 57C also shows an effect performed by the decorative symbol display device 208 at the time ty shown in FIG. In the selection effect display area 800, the effect E for displaying the character string “M5: hot spring hormone” is continued. On the other hand, in the speaker 120, when the period Tc from the time point tx to the time point ty is Tc <T with respect to the standby time T, as shown in FIG. A production δ in which a song 810 having the song name “Mega! Giga! Summer!” Is started.

  FIG. 58 shows the temporal operation of the pachinko machine 100 in Modification 2 of Example 4 according to the present embodiment. The horizontal axis in FIG. 58 represents a time series, and time has passed from left to right. 58, t0 to t5 in the upper part indicate various operations, or the start and end times of effects. The middle part of FIG. 58 shows the execution state of various effects by the effect means. The first effect means of this example includes a decorative symbol display device 208, and the second effect means includes a speaker 120. The lower part shows the operating means. The operation means of this example includes a chance button 136, for example.

  This modification is characterized in that, in addition to the operation shown in the fourth embodiment, when the pachinko machine 100 is in an error state, the first and second rendering means display an error. For this reason, since the time operation shown in FIG. 58 is the same as the time operation shown in FIG. 27 of the fourth embodiment except for the error display, the description of the same operation is omitted. As shown in FIG. 58, when an error state occurs in the pachinko machine 100 at a certain time between time t0 and time t1, the first effect means displays an error together with the selected effect. The error display is performed until a time after time t5 when the error state disappears. In addition, as shown in FIG. 58, the error sound is output together with the selected effect in the second effect means in synchronization with the error display in the first effect means.

  In the example shown in FIG. 58, error display and error sound output are started at the same time. However, an error image may be displayed first and an error sound may be output after a predetermined period (for example, 10 seconds). Or vice versa. In addition, an error image is displayed first for an error output pattern that always outputs an error display and an error sound, and if the error state is not resolved even after a predetermined time (for example, 30 seconds from error detection), the error sound is displayed. May be output, or vice versa. That is, an error output pattern that cancels a delayed output when the error state is resolved may be used. Further, the error sound may continuously flow until the error state is canceled, or the output of the error sound may be terminated after a predetermined time (for example, 30 seconds) has elapsed from the error state.

  FIG. 59 shows a selection effect executed by the first and second effect means of the pachinko machine 100 in the second modification. FIGS. 59A to 59D show the display area of the decorative symbol display device 208 included in the first effect means. FIGS. 59A to 59D schematically show the speaker 120 included in the second effect means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIG. 59A shows an effect performed by the decorative symbol display device 208 at the time point t0 shown in FIG. At the time point t0, the special-figure variable game is finished, and in the center of the display area of the decorative design display device 208 of the first effect means, the decoration 0 to decoration 9 are displayed from the top in the left middle right decorative design display areas 208a, 208b, 208c, respectively. The decorative symbols are displayed in a variable manner in the images that move sequentially downward (indicated by downward arrows in the figure). In the lower right of the display area of the decorative symbol display device 208, for example, a selection effect display area 800 is provided in a horizontally-long rectangular frame shape. In the selected effect display area 800, an effect A is displayed in which a character string “M1: Might be there ...” is displayed. In the selection effect in this example, the name of the song flowing from the speaker 120 is displayed in characters. As shown in FIG. 59 (A), at the time point t0, an effect α in which a song 810 having a song name “may be there” is played from the speaker 120.

  FIG. 59 (b) shows the effects performed by the decorative symbol display device 208 from time t1 to time t2 shown in FIG. Time t1 is the time when the player presses the chance button 136. At time t1, the special figure variation game is continuing. In the selected effect display area 800 of the first effect means, the effect A that displays the character string “M1: may be there” at the time t1 ends, and the characters “M2: miracle universe” are displayed. Production B displaying the columns is started. The character string “M2: miracle universe” in the production B indicates the title of the song flowing from the speaker 120. On the other hand, in the speaker 120, the effect is changed on the condition that the waiting time of Ta seconds has elapsed since the player operated the first operating means. Therefore, the effect is not changed until the waiting time elapses. I will not. Therefore, as shown in FIG. 59 (B), at the time t1, the production α that the song 810 with the song name “may be there ...” flows continues. In addition, the pachinko machine 100 is in an error state from a certain time point between the time point t0 and the time point t1, and as shown in FIG. An error display in which the character string of “error !!” is displayed with a higher contrast than the effect related to the floating game is displayed. As shown in FIG. 59 (B), at the time point t1, the speaker 120 outputs a sound error sound 830 that indicates “error !!” with a sound larger than the effect α at time t1. In this example, the display of “error !!” on the decorative symbol display device and the output of error sound from the speaker are started simultaneously. Note that an error sound may be output from the speaker after “error !!” is displayed on the decorative symbol display device. After the error sound is output from the speaker, “error !!!!” is output on the decorative symbol display device. May be displayed. In addition, while the pachinko machine 100 is in an error state, the error sound 830 is output from the speaker 120 together with the output of the production α 810 of the production α as described above, but the output of the music 810 is eliminated and only the error sound 830 is output. You may not hear it. Furthermore, the way of outputting the music 810 and the error sound 830 may be changed depending on the content of the error state. For example, in the case of “ball full tank error of lower plate 128” for mainly informing the player, the error notification can be ended by the player moving the ball from the lower plate to the box. The volume may be lower than the error sound 830 or the same state, and both the music 810 and the error sound 830 may be output, or “door opening error” that needs to be notified to at least the game clerk as well as the player. In the case of “payout error”, “magnet detection error”, etc., it is a serious error that needs to be confirmed by the store clerk, so only an error sound may be output.

  FIG.59 (c) has shown the effect performed with the decoration symbol display apparatus 208 from the time t2 to the time t3 shown in FIG. At time t2, the special figure variation game is continuing. When the player depresses the chance button 136 of the first operation means at the time t2 during the Ta second standby time on the speaker 120 of the second effect means, the time t2 is selected in the selection effect display area 800 of the first effect means. Then, the effect B for displaying the character string “M2: miracle of miracle” is finished, and the effect C for displaying the character string “M3: Your Fragrance” is started. The character string “M3: Your Fragrance” in the production C indicates the name of the song that flows from the speaker 120. On the other hand, since the time T1 from the time point t1 to the time point t2 (for example, T1 = 0.5 seconds) is shorter than the waiting time Ta (for example, Ta = 1 second), as shown in FIG. At time t2, the effect is not changed on the speaker 120, and the effect α in which the song 810 having the song name “may be there” continues is played. Further, the error state of the pachinko machine 100 continues, and as shown in FIG. 59 (c), the display area of the decorative symbol display device 208 has a higher contrast than the effect related to the special figure variable game at the time t2. An error is displayed with a large string of “Error!”. As shown in FIG. 59C, at the time point t2, the speaker 120 outputs a sound error sound 830 that indicates “error !!” with a sound larger than the effect α at time t2.

  FIG. 59 (d) shows the effects performed by the decorative symbol display device 208 from time t4 to time t5 shown in FIG. At a time point t4 when a certain time has elapsed from the time t3, the decorative symbol variation display continues in the left middle right decorative symbol display areas 208a, 208b, and 208c. In the selected effect display area 800, an effect D for displaying a character string “M4: Mega! Giga! Summer!” Is performed at time t4. In addition, as shown in FIG. 59D, an effect δ in which a song 810 having a song name “Mega! Giga! Summer!” Flows from the speaker 120 is performed. Further, the error state of the pachinko machine 100 continues, and as shown in FIG. 59 (d), the display area of the decorative symbol display device 208 has a higher contrast than the effect related to the special figure variable game at the time t4. An error is displayed with a large string of “Error!”. As shown in FIG. 59D, the speaker 120 outputs a sound error sound 830 that informs “error !!” with a sound larger than the effect δ, together with the effect δ at the time t2. As described above, the selection effect can be performed even in the error state, but the selection effect may not be performed in the error state. Further, there may be a case where a selection effect can be performed for each error content, and a case where the selection effect display area 800 may not be displayed during the error, and at least a part or all of the selection effect is displayed due to the error display. May be in a state where it is difficult to visually recognize (or cannot be visually recognized).

  FIG. 60 shows another example of the selection effect executed by the first and second effect means of the pachinko machine 100 in the second modification. FIGS. 60A to 60D show display areas of the decorative symbol display device 208 included in the first effect means. 60A to 60D schematically show the speaker 120 included in the second effect means. In each figure, (a) and (A), (b) and (B), (c) and (C), and (d) and (D) show the production of the same period, respectively.

  FIGS. 60A and 60A show the effects performed by the decorative symbol display device 208 at the time point t0 shown in FIG. 58, and the same effects as those shown in FIGS. 59A and 59A are performed. Yes.

  The stage of the production shown in FIGS. 60B, 60B to 60D, and 60D corresponds to FIGS. 59B, 59B, 59D, and 59D, respectively. . 59 (b) to 59 (d), the selection effect display area 800 is displayed even during the error state so that the selection effect can be performed. On the other hand, in this example, as shown in FIGS. 60B to 60D, an error display image indicating that an error has occurred in the entire display area of the decorative symbol display device 208 is displayed. The selection effect cannot be performed during the error state. Note that even when the selection effect display area is not displayed on the decorative symbol display device 208, the selection effect may be performed. In this example, the display of the error display image on the decorative design display device and the output of the error sound from the speaker are started simultaneously. After the error display image is displayed on the decorative design display device, an error sound may be output from the speaker. After the error sound is output from the speaker, the error display image is displayed on the decorative design display device. You may make it do.

  Next, Example 11 to Example 19 will be described with reference to FIGS. First, a configuration that is used in common among the configurations illustrated in the drawings used in the following embodiments will be described mainly with reference to FIGS. 61 (a) and 61 (g). FIG. 61 (a) shows a decorative symbol display device 208, a special figure 1 display device 212, a special figure 2 display device 214, and a universal map display device that constitute a part of the game board 200 of the pachinko machine 100 shown in FIG. 210, special figure 1 holding lamp 218, special figure 2 holding lamp 220, and general figure holding lamp 216 are schematically shown. The special figure 1 display device 212, the special figure 2 display device 214, the special figure display device 210, the special figure 1 hold lamp 218, the special figure 2 hold lamp 220, and the universal figure hold lamp 216 are shown below the decorative symbol display device 208. The special figure 2 display device 214 is shown on the right side of the special figure 1 display device 212, and the universal figure display device 210 is shown on the right side of the special figure 2 display device 214. The special figure 1 hold lamp 218 is shown on the upper side of the special figure 1 display device 212, the special figure 2 hold lamp 220 is shown on the upper side of the special figure 2 display device 214, and the universal figure hold lamp 216 is shown on the universal map display device 210. Shown on the top. The special figure 1 display device 212, the special figure 2 display device 214, the universal map display device 210, the special figure 1 hold lamp 218, the special figure 2 hold lamp 220, and the universal figure hold lamp 216 are shown in white. The illuminated portion is shown in black. In addition, since the maximum number of the usual figure hold in this embodiment can be accumulated, four LEDs of the usual figure hold lamp 216 are provided.

  In FIG. 61 (a), symbol display areas 208a to 208c for performing decorative display variation display and stop display are allocated to the center of the image display area of the decorative symbol display device 208. When the predetermined display is executed by enlarging the effect display area 208d, the symbol display areas 208a to 208c are reduced and displayed in an area other than the center of the image display area, for example, the lower right corner as necessary. In some cases.

  A fourth symbol display area is provided on the upper right side in the effect display area 208d. The upper side in the fourth symbol display area is the fourth symbol display area t3 for ordinary symbols, the middle side is the fourth symbol display area t1 for special symbols 1, and the lower side is the fourth symbol display region t2 for special symbols 2. It is. When the special figure 1 variable game is not in operation, an image representing “◯” as the special figure 1 fourth symbol is displayed in the special symbol 1 fourth symbol display area t1. While the special figure 2 variable game is not in operation, an image representing “Δ” is displayed in the special symbol 2 fourth symbol display area t2 as the special symbol 2 fourth symbol. While the usual figure variable game is not in operation, an image representing “◇” is displayed in the fourth figure display area t3 for ordinary figures as the fourth figure of the ordinary figure. Further, during the execution of the special figure variable game or the normal figure variable game, a white background image is displayed as the fourth symbol in each of the fourth symbol display areas t1 to t3.

  A region surrounded by a square frame at the lower center of the effect display region 208d is a variation icon display region C in which variation icons can be displayed. The variation icon is an icon displayed in the variation icon display area C when the hold is consumed and the special figure variation game is started. By changing the display mode of the variation icon in the variation icon display area C, whether or not the special figure variation game is successful can be notified with a predetermined reliability (the variation notice). The frame image on the outer periphery of the variation icon display area C may be displayed only when a predetermined condition is satisfied (for example, when the variation icon is not displayed in the variation icon display area C). It may be displayed constantly or may not be displayed at all times. Further, only the hold icon may be displayed without displaying the fluctuation icon.

  A horizontally long rectangular figure 1 holding icon display area A is provided adjacent to the change icon display area C on the lower left side in the effect display area 208d. In the special figure 1 hold icon display area A, a number of special figure 1 hold icons a1, a2, etc. corresponding to the number of holds are displayed. Further, according to the display mode of the special figure 1 hold icon, whether or not the result of the special figure 1 variable game related to the hold is appropriate can be notified (pre-reading notice) with a predetermined reliability. In this example, a white circular hold icon is displayed as the display mode with the lowest reliability. In this embodiment, up to four special figure 1 hold icons can be displayed in the special figure 1 hold icon display area A. A plurality of special figure 1 hold icons are arranged and displayed in order from right to left in the special figure 1 hold icon display area as the holding order decreases. In this example, only the special figure 1 hold icon display area is displayed, but the special figure 2 hold icon display area may be displayed together. In that case, for example, a vertically long rectangular special figure 2 reserved icon display area B is provided adjacent to the right side surface of the effect display area 208d. The special figure 2 hold icon display area B is not displayed when there is no special figure 2 hold, and is displayed only when the special figure 2 hold is accumulated, but may be always displayed. Good. During the promiscuous electric power supply support, it is easy for a game ball to enter the special figure 2 start port 232, so that the player can easily visually recognize the special figure 2 hold icon displayed in the special figure 2 hold icon display area B. As described above, the display position of the special figure 1 hold icon display area A and the display position of the special figure 2 hold icon display area B are switched.

  In addition, the state in which all segments are represented in white in the special figure 1 display device 212 indicates that the special figure 1 variable display is being performed (see FIG. 61B). The same applies to the special figure 2 display device 214 and the universal figure display device 210. The variation display of each decorative symbol in the symbol display areas 208a to 208c during execution of the special symbol variable game is indicated by a downward arrow (see FIG. 61 (f)).

  FIG. 61 (g) shows a state where a button effect is displayed in the effect display area 208d of the decorative symbol display device 208 as a display means. The display of the button effect includes a display related to the chance button 136 as the first type of display. Among the displays related to the chance button 136, there is a button display. In the button display, an operation request image having a display form imitating the chance button 136 (hereinafter may be referred to as “button image”) and a button operation acceptance valid period (hereinafter referred to as “operation valid period”). At least one of an effective period image indicating the remainder of (there is) and a display prompting other button operations is included. In addition, the display of the button effect can include an effect display such as a notice notice executed in conjunction with the button display as the second display. The display of the button effect is performed by any one of still image display and animation display or a combination of them. The effective period image in the present embodiment is an image (for example, a meter (gauge) image) that changes the display mode from the start position to the end position with the passage of time. A countdown display may be used.

  The special figure variable game and jackpot game shown in the following embodiments are executed by the same control operation as described in the above embodiments. In the following embodiments, the effects performed in the special figure variation game and the big hit game will be specifically described, and the control operation will be referred to only when the necessity arises.

(Example 11)
The special figure variable game and jackpot game in the pachinko machine 100 according to Example 11 of the present embodiment will be described with reference to FIGS. First, an example of a flow of a series of effects when the result of the special figure variable game is a big hit will be described with reference to FIGS. 61 and 62. FIG. 61 (a) to 62 (h) show the special figure variable games in this order in this order. In the figure showing the special figure variation game in time series, the passage of time between one figure and the next figure does not necessarily match between the figures.

  FIG. 61 (a) shows a state in which the variable games of FIG. 1 and FIG. 2 are inactive, and the normal figure variable game is also inactive. The special figure 1 display device 212 stops displaying the special figure “Special figure F”. The special figure 2 display unit 214 stops and displays the special symbol “special figure d”. The general-purpose display device 210 stops and displays the symbol “General-purpose B”. Each of the fourth symbol display areas t1 to t3 in the image display area of the decorative symbol display device 208 stops and displays the fourth symbol indicating that the game is inactive. In the symbol display areas 208a to 208c, “decoration 4-decoration 1-decoration 7” is stopped and displayed as a combination of ornamental symbols, and it is notified that the result of determining whether or not the previous special symbol variable game is wrong has been missed. Yes.

  The special figure 1 hold lamp 218 reports that there are two special figure 1 holds. The special figure 2 hold lamp 220 notifies that there is no special figure 2 hold. A general hold lamp 216 informs that there is no general hold.

  In the special figure 1 hold icon display area A, two special figure 1 hold icons a1 and a2 are displayed in a white circular display mode.

  FIGS. 61B to 61F show a state in which the special figure 1 variable game is started. In this embodiment, the special figure 1 variable game is started in the same manner as the special figure 1 holding lamp 218, and the special figure 1 display device 212 starts the variable display. The fourth symbol in the region t1 starts to display a variation (see FIG. 61 (b)), and then a special animation 1 holding icon reduction animation is displayed (see FIGS. 61 (c) to (e)). Then, the decorative symbol variation display is started (see FIG. 61 (f)). Note that the order of the start time of these operations may be changed.

  In the display of the reduced animation of the special figure 1 hold icon, the displayed special figure 1 hold icons start to move to the right all at once (see FIG. 61 (c)), and the special figure 1 with the highest hold order is displayed. The hold icon a1 goes over the special figure 1 hold icon display area A and enters the variable icon display area C, and the remaining hold icons move to the right one position from the original position to raise the hold rank by one respectively. (See FIGS. 61C to 61E). An icon image that has entered the variation icon display area C is referred to as a variation icon.

  FIG. 61 (g) shows a state in which the display of the button effect is started in the effect display area 208d. A horizontally long button effect area is secured in the center of the effect display area 208d, a character image is displayed in the left quarter of the button effect area, and a button image is displayed in the remaining three quarters. And button display for displaying a valid period image. The validity period image is displayed at the bottom of the button image. The display priority of the button effect area is set higher than the display priority of the symbol display areas 208a to 208c. For this reason, the symbol variation display of the symbol display areas 208a to 208c on the back side of the button effect area is hidden by the image of the button effect area and cannot be visually recognized. The player knows that the button effect has started by looking at the image shown in FIG. 61 (g), but at this stage, since the countdown of the operation valid period has not started, the button operation cannot be accepted. Even if 136 is pressed, the pressing operation is not accepted.

  FIG. 61 (h) shows a button operation acceptance permission state after a predetermined time (for example, 0.5 seconds) has elapsed since the button display shown in FIG. 61 (g) was started. Although the display in the button effect area has not changed, since the countdown of the operation valid period has started at this stage, when the chance button 136 is pressed, the pressing operation is accepted.

  FIG. 61 (i) shows a state in which the button operation acceptance effective period has slightly passed and the bar-shaped portion of the display of the effective period image is somewhat shortened in the right direction.

  FIG. 61J illustrates a button effect display that is performed when the player presses the chance button 136 and the press is accepted. The button image and the effective period image are erased, and an image of the character string “Chance!” Is displayed in the right quarter of the button effect area. The display of the character string image may be a notice of the result of the special figure variation game. Further, it may be a notice of the possibility of developing into SP (super) reach production. In this example, the display of the button effect ends with the display of the character string image.

  FIG. 61 (k) shows a state in which the button effect area disappears and the decorative symbol variation display in the symbol display areas 208a to 208c becomes visible.

  In FIG. 61 (l), “decoration 7” is temporarily stopped in a swinging fluctuation state in the left symbol display area 208a and the right symbol display area 208c, and the decorative symbol fluctuation display is continued in the middle symbol display area 208b. The state where the reach production is started is shown.

  FIG. 61 (m) shows a state where the image display of the reach effect gradually changes to a white display by the fade-out process. The symbol display areas 208a to 208c are moved to the lower right corner of the image display area, and the decorative symbol variation is reduced and displayed. The special figure 1 hold icon display area A, the special figure 1 hold icon, the fluctuation icon display area C, and the fluctuation icon are not displayed during the SP reach effect shown in FIGS. 61 (m) to 62 (h).

  FIGS. 61 (n) to 62 (a) show a state in which an SP reach effect with a scene where two samurai fight is executed. 62 (b) to 62 (d) are continuations of the SP reach production, and an effect that one samurai has won has been made, and it is highly probable that the determination result of the change is likely to be a hit. doing. FIG. 62D shows a state where the combination of decorative symbols is temporarily stopped at “decoration 7-decoration 7-decoration 7” in the symbol display areas 208a to 208c displayed in a reduced size.

  FIG. 62E shows a state in which the image display of the SP reach effect is gradually changed to a white display by the fade-out process. The fourth symbol display areas t1 to t3 are displayed, but the symbol display areas 208a to 208c are not displayed.

  In FIG. 62 (f), the symbol display areas 208 a to 208 c are enlarged to the original position in the center of the image display area, and “decoration 7-decoration 7-decoration 7” is temporarily stopped and displayed as a combination of ornamental symbols. Indicates the state.

  FIG. 62 (g) shows a state in which “Special Figure A” of the big hit symbol is stopped on the Special Figure 1 display device 212. In the fourth symbol display area t1 for the special figure 1 in the image display area, the fourth graphic indicating that the special figure 1 variable game is not operating is stopped and displayed. In the symbol display areas 208a to 208c, “decoration 7-decoration 7-decoration 7” indicating a hit as a combination of ornamental symbols is stopped and displayed.

  FIG. 62 (h) is a big hit start display, and shows a state in which a character string image of “probable big hit” is displayed almost over the entire image display area and it is notified that the 15R special big hit has been won. In this embodiment, if the determination result is special figure A, and the decoration symbol is a combination for probability variation big hit, the big hit start display is displayed as “probability big hit”, and the result is determined as special figure A or special figure. In FIG. B, when the decorative symbol is a combination for big hit, the big hit start display is displayed as “big hit”.

  62 (f ′) to (h ′), in the same state as FIG. 61 (l), when the reach effect of “decoration 6” is started in the left symbol display area 208a and the right symbol display area 208c, In place of the effects of FIGS. 62 (f) to 62 (h), an effect in the case of winning 15R jackpot is illustrated. FIG. 62 (f ′) continues from FIG. 62 (e). In FIG. 62 (f ′), the symbol display areas 208 a to 208 c are enlarged to the original position in the center of the image display area, and “decoration 6-decoration 6-decoration 6” is temporarily stopped as a combination of the ornamental symbols. It shows the state.

  FIG. 62 (g ′) shows a state in which “Special Figure B” of the big hit symbol is stopped and displayed on the special figure 1 display device 212. In the image display area, the fourth symbol indicating that the special figure 1 variable game is not operating is stopped and displayed in the special symbol 1 fourth symbol display area t1. In the symbol display areas 208a to 208c, “decoration 6-decoration 6-decoration 6” indicating a winning combination as a combination of ornamental symbols is stopped and displayed.

  FIG. 62 (h ′) shows a state in which a “big hit” character string image is displayed on almost the entire image display area, and it is notified that the 15R big hit has been won.

  63 (a) to 63 (b) exemplify the continuation of another SP reach production continued from FIG. 62 (a), where one samurai has been defeated, and whether or not the change is appropriate is determined. A notice is given that the result is likely to be out of sync. The special figure 1 hold icon display area A and the special figure 1 hold icon are not displayed during the SP reach production shown in FIGS. FIG. 63B shows a state in which the combination of decorative symbols is temporarily stopped at “decoration 7-decoration 6-decoration 7” in the symbol display areas 208a to 208c displayed in a reduced size.

  FIG. 63C shows a state in which the image display of the SP reach effect is gradually changed to a white display by the fade-out process. The fourth symbol display areas t1 to t3 are displayed, but the symbol display areas 208a to 208c are not displayed.

  In FIG. 63D, the symbol display areas 208a to 208c are enlarged to the original position in the center of the image display area, and “decoration 7-decoration 6-decoration 7” is temporarily stopped as a combination of the ornamental symbols. Indicates the state. In this state, the display of the special figure 1 hold icon display area A, the special figure 1 hold icon, the variable icon display area C, and the variable icon is resumed and displayed until the end of the special figure 1 variable game shown in FIG. 63 (h). The

  FIG. 63 (e) shows a state where the special symbol “Special Figure F” is stopped and displayed on the Special Figure 1 display device 212. In the image display area, the fourth symbol indicating that the special figure 1 variable game is not operating is stopped and displayed in the special symbol 1 fourth symbol display area t1. In the symbol display areas 208a to 208c, “decoration 7-decoration 6-decoration 7” indicating a deviation as a combination of ornamental symbols is stopped and displayed.

  63 (f) to 63 (h) show display of a deletion icon deletion animation. In this example, after the special figure variable game is finished, the display of the change icon deletion animation is executed while the decorative symbol is stopped. Note that the display of the animation for deleting the variation icon may be executed at another timing. FIG. 63 (f) shows a state in which the fluctuation icon starts moving downward from the fluctuation icon display area C, and the lower third of the circular outline of the fluctuation icon has disappeared outside the image display area. Yes. FIG. 63 (g) shows a state in which the fluctuation icon has moved further downward and the fluctuation icon has disappeared outside the image display area to such an extent that the upper part of the circular outline can be visually recognized. FIG. 63 (h) shows a state in which the fluctuation icon has completely disappeared from the fluctuation icon display area C and the display of the fluctuation icon erasing animation has been completed. It should be noted that the deletion animation of the variation icon may be performed during symbol variation, for example, at the timing before one decorative symbol (for example, the left decorative symbol) is temporarily displayed. The timing after a temporary stop display of a symbol (for example, the left decorative symbol) may be performed, or may be the timing before or after a plurality of decorative symbols are temporarily stopped and displayed, and the decorative symbol fluctuates. It may be the timing before or after being displayed.

  Next, an example of the flow of an effect when the result of the special figure variable game is a big hit and the big hit game is executed (hereinafter, sometimes referred to as a “hit hit effect”) will be described with reference to FIG. FIGS. 64A to 64G show the jackpot effects in this order in chronological order. A speaker 120 is displayed on the right side of the decorative symbol display device 208 in each figure of FIG. In the figure showing the big hit effect in time series, the time lapse between one figure and the next figure does not necessarily match between the figures. FIG. 64 (a) shows the same state as FIG. 62 (h) continued from FIG. 62 (g). Almost the entire image display area of the decorative symbol display device 208 becomes the effect display area 208d, and a character string image of “probable big hit” is displayed in the center of the effect display area 208d to notify that the 15R special big hit has been won. ing. The special figure 1 holding lamp 218 notifies that there is one special figure 1 hold.

  While the character string image of “probable big hit” is displayed in the effect display area 208d, in principle, no sound flows from the speaker 120, but BGM or SE (sound effect: sound effect) for notifying the 15R special big hit, etc. May be output, BGM or SE output during the 15R special jackpot round may be output, or an effect that has been performed before being notified that the 15R special jackpot has been won, such as SP reach The BGM output in the middle big hit finalizing effect may be continuously output.

  FIG. 64 (b) shows a state in which the big hit effect in 15R special big hit game (the effect including the second effect and the fourth effect described later) is started in the first round. On almost the entire surface of the effect display area 208d, a second effect (effect H ') in which a movie in which a princess character appears is displayed from the beginning (first). From the speaker 120, the music of the 4th production (production O ') corresponding to the 2nd production is flowing from the head of music. A character string image “may be there” is displayed in the lower left corner of the effect display area 208d. The character string image indicates the movie name of the displayed movie and the song name of the current song. In the upper right corner of the effect display area 208d, the number of rounds in which the big hit effect is executed is displayed. In this example, a character string image of “1R” is displayed, and it is notified that the number of rounds is “1”. “Decoration 7” is displayed in the lower right corner of the effect display area 208d, and it is confirmed that the big hit has been stopped and displayed with the symbol combination “decoration 7-decoration 7-decoration 7”. In this embodiment, the character string image “1R” and the symbol combination “decoration 7” constitute a part of the big hit effect. The same applies to the following embodiments.

  FIG. 64 (c) shows a state in which the big hit effect of the 15R special big hit is continued, the second round to the tenth round have already been completed, and the big hit effect in the eleventh round is being executed. In the effect display area 208d, the last scene of the movie is displayed, and the ending of the song flows from the speaker 120. In addition, a character string image of “11R” is displayed in the upper right corner of the effect display area 208d, and it is notified that the number of rounds is “11”. In addition, before the eleventh round of big hit game is started, the special figure 1 holding lamp 218 has one to four holdings of special figure 1 due to the winning of three balls in the special figure 1 starting port 230. It has been reported that it has increased. Thereafter, the first round of the big hit effect by the movie and the song ends.

  FIG. 64D shows a state in which the first round of the big hit effect is completed and the second round of the big hit effect by the movie and the song is started during the eleventh round. In the effect display area 208d, a movie in which a princess character appears is displayed from the top, and music is played from the top of the speaker 120.

  Effects such as movies and songs may be repeatedly executed. In addition, when the effect is repeatedly executed, control to return from the end point of the effect to the start point of the effect, such as setting a loop in the effect data, or control to return to the middle part of the effect from the end point of the effect It may be. Moreover, you may make it the data in which an effect is repeated be performed.

  FIG. 64 (e) shows a state in which the big hit effect is continuously executed in the fifteenth round which is the final round. Even after the final round is over and the attacker 234 is closed, the big hit effect is executed for a certain period of time. A character string image of “15R” is displayed in the upper right corner of the effect display area 208d to notify that the number of rounds is “15”. In addition, due to the passing of four game balls through the general start port 228 by the time the big hit game of the fifteenth round is started, the general figure hold is changed from 0 to 4 on the general figure 1 hold lamp 216. An increase is reported.

  In the interval from the end of the final round and the closing of the attacker 234 to the start of the jackpot end effect shown in FIG. 64 (f) described later, the jackpot effect executed during the jackpot round is executed for a certain period. Also good. In this case, the jackpot effect may be continuously executed only on the speaker 120, or the jackpot effect may be continuously executed only on the effect display area 208d. Here, the fixed period may be a period shorter than the interval, a period having the same length as the interval, or a period longer than the interval. Also, the big hit effect may be executed halfway through the big hit end effect, or may be executed until the end of the big hit end effect. In the interval, the big hit effect may be stopped, deleted, interrupted, ended, or stopped.

  FIG. 64 (f) shows a state in which a jackpot end effect for notifying that the jackpot game has ended is started. A character string image of “probability change entry” is displayed in the left third area of the effect display area 208d, a samurai character image is displayed in the remaining one third area, and the jackpot ends from the speaker 120. It is notified that the BGM for production flows and shifts to the probability fluctuation state.

  The effect display area 208d and the speaker 120 of the decorative symbol display device 208 may continue to execute the same effect as the jackpot effect executed during the jackpot round during the jackpot end effect, or may be executed during the jackpot round. An effect different from the big hit effect may be executed. Further, only one of the decorative symbol display device 208 and the speaker 120 may continuously execute the same effect as the big hit effect executed during the big hit round.

  FIG. 64 (g) shows a state during a waiting time for starting to display a special figure, which will be described later. For a period before a predetermined time (for example, 4 ms) elapses after the condition device activation signal described later is turned off, the “decoration 7” displayed in the symbol display areas 208a to 208c before the start of the big hit game is displayed. The combination of the decoration symbol “decoration 7-decoration 7” is displayed again. A character string image “probably changing” is displayed in the upper left corner of the effect display area 208d. In addition, a fourth symbol indicating that the game is inactive is stopped and displayed in each of the fourth symbol display areas t1 to t3 in the upper right corner of the effect display area 208d. Since the probability change is in progress, the display positions of the special figure 1 hold icon display area A and the special figure 2 hold icon display area B are switched. In the special figure 1 hold icon display area A, four special figure 1 hold icons are displayed in a white circular display mode. In the special figure 2 hold icon display area B, no special figure 2 hold icon is displayed. Also, the next special figure variation game has not started.

  A jackpot production with a promising jackpot (playing when the game state after the jackpot is a special figure high-predictive figure and a high-promise) and other big jackpot effects (the game state after the big jackpot is special Alternatively, for the special drawing high-probability normal drawing high-definition, different effects may be performed, or the same effects may be performed. In addition, even if the gaming state after the big hit ends in a special figure high-precision ordinary figure high-predictive state, the jackpot big hit effect and a part or all of the gaming state after the big hit ends in a special figure low-predictive normal figure high-precision It may be the same. Further, the effect may be continuously executed during the interval.

  Next, in order to determine execution of the jackpot effect including the second effect and the fourth effect shown using FIGS. 64B to 64E, FIG. 64A and FIG. The jackpot effect performed in the interval will be described with reference to FIG. The jackpot effects shown in FIGS. 65 (a) to 65 (h) are selected in this order from the first effect and the third effect, and the second effect and the fourth effect to be executed in the jackpot game (hereinafter referred to as the fourth effect). , Sometimes referred to as “effect selection effect”). FIG. 65 (i) shows a state in which the big hit effect including the second effect and the fourth effect selected in the effect selection effect is started. In these figures, the passage of time between one figure and the next figure does not necessarily match between the figures.

  A speaker 120 is displayed on the right side of the decorative symbol display device 208 in each figure of FIG. The speaker 120 is displayed on the right side of the decorative symbol display device 208 in FIGS. 66 to 68, 70 to 76, and FIG. 78 thereafter. In the present embodiment and the subsequent embodiments, the decorative symbol display device 208 that is a display means is used as an example of the first effect means, and the speaker 120 that is a sound output means is used as an example of the second effect means. is there.

  Fig.65 (a) has shown the state continued from Fig.64 (a), and has shown the state from which the production | presentation selection production was started. Nearly the entire image display area of the decorative symbol display device 208 is an effect display area 208d, and a horizontally-long rectangular frame image is displayed at the center of the effect display area 208d. Almost the entire area of the frame image is a display area for movie playback. In addition, a character string image indicating the title of the effect is displayed below the display area. The effect title indicates the movie name of the movie that can be selected as the first effect executed by the decorative symbol display device 208 and the song name of the song that can be selected as the third effect executed by the speaker 120. As will be described later, the third effect is an effect corresponding to the first effect. In the effect selection effect in the present embodiment, the first effect is selected and executed during the first period. Further, the third effect is selected and executed during the third period. In both of the first period and the third period in the present embodiment, the chance button 136 is pressed as shown in FIG. 65 (h) from the time when the effect selection effect shown in FIG. 65 (a) is started. This is a period from the completion of the fade-out process shown until the end of the effect selection effect.

  In the upper left corner of the effect display area 208d, a character string image of “Please select an effect” is displayed in order to prompt the player to select a jackpot effect to be executed in the jackpot game. A direction key image simulating the direction key 139 is displayed in the lower left corner of the effect display area 208d, and a button image simulating the chance button 136 is displayed on the right side thereof. Below the direction key image, a character string image of “Select” is displayed, and it is informed that an effect executed as a selectable effect can be changed to another effect by operating the direction key 139. . In addition, a character string image of “OK” is displayed below the button image, and when the chance button 136 is pressed, the second image executed in the second period started after the end of the first period. It informs that it is possible to determine the effect and the fourth effect executed in the fourth period started after the end of the third period. In addition, the number of rounds in which the effect selection effect is executed is shown in the upper right corner of the effect display area 208d. In this example, a character string image of “1R” is displayed, and it is notified that the number of rounds is “1”. “Decoration 7” is displayed in the lower right corner of the effect display area 208d, and it is confirmed that the big hit has been stopped and displayed with the symbol combination “decoration 7-decoration 7-decoration 7”.

  In the frame image, a movie in which a princess character whose movie name may be there appears is displayed as one of a plurality of effects displayed during the first period. Production H is being executed. At the beginning of production H, the beginning (first) image of the movie is displayed in a paused state (still image state). At this time, no music is flowing from the speaker 120 and there is no sound. This state is the default effect mode of the effect selection effect according to the present embodiment. Next, the temporary stop of the image is canceled after a predetermined period has elapsed (for example, 0.5 seconds later), and a movie effect using a moving image is started in the frame image. In synchronism with the start of the movie production, the speaker 120 starts the song with the song name “may be there” as one of the multiple productions displayed during the third period. The execution of the production O flowing from is started. Thereafter, in this example, the player operates the first (first) direction key 139 during the execution of the effect selection effect by the effect H and the effect O. In this example, the operation of the direction key 139 is performed after the movie effect by the moving image is started. However, the operation of the direction key 139 may be performed before the movie effect by the moving image is started. In this example, the start of the movie production by the moving image and the start of the song are synchronized, but they may not be synchronized. Moreover, the start of the movie production by the moving image and the music may be started at the same time.

  FIG. 65B shows a state after the effect selection effect has been executed and the player has operated the first direction key 139 during the execution of the effect selection effect by the effects H and O. ing. When the direction key 139 is operated, the fade-out process is started. Due to the fade-out process, the frame image gradually changes to white and the display of the effect H becomes invisible, and in synchronization with this, the music flowing from the speaker 120 gradually decreases and becomes silent and the performance of the effect O is performed. It becomes impossible to listen. It should be noted that an effect for switching may be executed instead of the fade-out process, and an effect next to effect H (for example, effect I) may be executed immediately. The same applies to the examples of effects in which the subsequent fade-out process is executed, and the effect executed next to the effect that is being executed may be executed immediately without executing the fade-out process. .

In the present embodiment, the movie production by the movie and the song are finished at the same time, but the movie production may be erased first and the song may be erased thereafter, and vice versa. Also good. Moreover, the start of the movie production by the moving image and the music may be started at the same time. The same applies to the following embodiments.
In this embodiment, the display (or display between effects and effects) by the fade-out process in FIG. 65B is executed for a predetermined period (for example, 0.1 seconds). Here, when the operation of the direction key 139 is further performed (for example, 0.02 seconds after the start of display) during the display by the fade-out process of FIG. 65 (b), after the end of the display by the fade-out process (that is, after the elapse of 0.1 second), an effect selection effect shown in FIG. 65 (g) described later may be executed, and the fade-out shown in FIG. The display by the process is terminated in the middle (for example, the display by the fade-out process in FIG. 65B is completed in 0.02 seconds), and the display by the fade-out process in FIG. The display by the fade-out process in FIG. 65B may be terminated in the middle (for example, the display by the fade-out process in FIG. 65B is completed in 0.02 seconds). ), The predetermined time period the display by fade-out process in Fig. 65 (f) (e.g., may be 0.1 seconds) performed as. The same applies to the following embodiments.

  FIG. 65C shows a state in which the effect selection effect after the fade-out process is executed. The execution of the effect I is started in the frame image, and the execution of the effect P is started in the speaker 120. As a result of the operation of the direction key 139, the effect is switched from the effect H to the effect I and from the effect O to the effect P in this way. A character string image showing the title of the effect is displayed below the display area for movie playback in the frame image.

  In the frame image, execution of an effect I that displays a movie in which a character with the name of the movie “Kiseki no Universe” appears as one of a plurality of effects displayed during the first period Is started. At the beginning of the production I, the first (first) image of the movie is displayed in a paused state (still image state). At this time, no music is flowing from the speaker 120 and there is no sound. Next, the temporary stop of the image is canceled after a predetermined period has elapsed (for example, 0.5 seconds later), and a movie effect using a moving image is started in the frame image. In synchronism with the start of the movie production, a song with the title “Kiseki no Universe” flows from the speaker 120 as one of a plurality of productions displayed during the third period. Production P is started. The movie is started from the beginning of the production I (the start timing of the first period), and the production P is started from the speaker 120 after a predetermined period has elapsed from the start of the production I (for example, 0.5 seconds later). On the contrary, the output of the music by the speaker 120 is started from the beginning of the production P, and the production I is started after a predetermined period from the start of the production P (for example, 0.5 seconds later). The production I and the production P may be started in synchronization with the start timing of the first period.

  In the present embodiment, the production of the movie effect by the moving image is started, and the music is started after a lapse of a predetermined period from the start of the movie effect, but the reverse may be possible. Moreover, the movie production by the moving image and the song may be started in synchronism, or the movie production by the moving image and the song may be started at the same time. The same applies to the following embodiments.

  FIGS. 65D to 65E show a state in which the effect selection effect by the effect I and the effect P is executed following the process of FIG. In this example, the player then operates the second direction key 139 during the execution of the effect selection effect by the effect I and the effect P.

  FIG. 65 (f) shows a state after an effect selection effect has been executed, and the player has operated the second direction key 139 during the execution of the effect selection effect by effect I and effect P. ing. When the direction key 139 is operated, the fade-out process is started. Due to the fade-out process, the frame image gradually changes to white and the display of the effect I becomes invisible, and in synchronization with this, the music flowing from the speaker 120 gradually decreases and becomes silent, and the performance of the effect P is performed. It becomes impossible to listen. An effect for switching may be executed instead of the fade-out process.

  FIG. 65 (g) shows a state in which the effect selection effect after the fade-out process is executed. The execution of the effect H is started in the frame image, and the execution of the effect O is started in the speaker 120. As a result of the operation of the direction key 139, the effect is switched from the effect I to the effect H and from the effect P to the effect O in this way. A character string image showing the title of the effect is displayed below the display area for movie playback in the frame image.

  In the frame image, an effect that displays a movie in which a princess character whose movie name may be there appears as one of a plurality of effects displayed during the first period H is executed. At the beginning of the production H, the first (first) image of the movie is displayed in a paused state (still image state). At this time, n