JP6407201B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP6407201B2
JP6407201B2 JP2016099284A JP2016099284A JP6407201B2 JP 6407201 B2 JP6407201 B2 JP 6407201B2 JP 2016099284 A JP2016099284 A JP 2016099284A JP 2016099284 A JP2016099284 A JP 2016099284A JP 6407201 B2 JP6407201 B2 JP 6407201B2
Authority
JP
Japan
Prior art keywords
effect
special
display
determination
icon
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
JP2016099284A
Other languages
Japanese (ja)
Other versions
JP2016144731A (en
Inventor
合 伊藤
合 伊藤
吉澤 高志
高志 吉澤
勝二 越川
勝二 越川
菊池 雄
雄 菊池
拓 灘原
拓 灘原
芳隆 藤井
芳隆 藤井
邦之 小林
邦之 小林
俊宏 赤羽
俊宏 赤羽
Original Assignee
京楽産業.株式会社
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 京楽産業.株式会社 filed Critical 京楽産業.株式会社
Priority to JP2016099284A priority Critical patent/JP6407201B2/en
Publication of JP2016144731A publication Critical patent/JP2016144731A/en
Application granted granted Critical
Publication of JP6407201B2 publication Critical patent/JP6407201B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Description

  The present invention relates to a gaming machine that determines whether or not to execute a special game advantageous to a player.
  In conventional gaming machines, determination information is acquired when a game ball enters the starting port, and a special symbol determination is performed based on the determination information as to whether or not to execute a special game advantageous to the player. Is called. When the special symbol determination is performed, the special symbol change display is performed, and then the special symbol stop display indicating the determination result of the special symbol determination is performed. When a special symbol (a specific special symbol) indicating a determination result of the special game determination that the special game is executed is stopped, the jackpot game is executed.
  By the way, when the game ball enters the start port while the special symbol is displayed in a variable manner, the determination information is stored as the hold data. When the hold data is stored, the hold image corresponding to the hold data is displayed in a predetermined area in the image display device (see, for example, Patent Document 1).
  In addition, in the gaming machine described in Patent Document 1, based on the stored hold data, the determination result of the special symbol determination performed based on the reserved data before the special symbol determination based on the reserved data is performed. Is determined (preliminary determination) whether or not “execute special game”. Here, if the determination result of the preliminary determination is “execute special game”, the display mode of the reserved image corresponding to the preliminary determination is changed to a special display mode different from the normal display mode.
  Further, in the gaming machine described in Patent Document 1, as the timing at which the display mode of the hold image changes from the normal display mode to the special display mode, when the hold data is stored or when the hold data is waiting, etc. Multiple types are set. In addition, in the gaming machine described in Patent Document 1, there are a plurality of types of special display modes for reserved images, and the special display mode may change from one special display mode to another. Thus, the interest of a game improves by changing the display mode of a hold display variously.
JP 2012-83892 A
  However, in the gaming machine described in Patent Document 1, although the player can recognize the change after the display mode of the reserved image is changed, the player cannot recognize the change process.
  In view of the above background, an object of the present invention is to provide a gaming machine that can improve the interest of games.
In the gaming machine of the present invention, after the start condition is satisfied, based on the fact that the start condition of the symbol variation display is satisfied, the symbol variation display is performed on the predetermined display unit, and the symbol variation display is stopped. If a specific symbol is stopped and displayed, a special game advantageous to the player is executed, and a predetermined upper limit is set for the variable display of the symbol that the start condition is satisfied but the start condition is not satisfied. It is a gaming machine to be held at the limit, and each of the held variation display of the symbol is displayed as a hold image in an identifiable manner, and the start condition of the held variation display of the symbol is satisfied Then, a display means for displaying the reserved image corresponding to the change display of the symbol as a changing image and an effect control means for executing a predetermined effect are provided. A display mode, a second display mode having a higher expectation level in which the display of the specific symbol is stopped than the first display mode, and a third display mode having a higher expectation level than the second display mode. The presentation control means has a plurality of display modes, and the changing image is displayed in a period of displaying a change suggestion image that suggests the possibility that the changing image changes in one change display of the symbol. A change effect executing means for executing a series of change effects capable of changing the display mode from a current display mode to a display mode having a higher expectation than the current display mode in a plurality of stages. The execution means can execute the precursor effect that causes the display mode of the changing image to change to the display mode with a high expectation in the series of change effects one or more times. Change production is There are a plurality of production modes including a first production mode in which the sign production is executed a first number of times, and a second production mode in which the sign production is executed a second number of times greater than the first number, and the first production mode. When the series of change effects is executed in the mode, the series of change effects is executed in the second effect mode rather than the display mode of the changing image when the precursor effect is performed the first number of times. When the indication effect is performed the second number of times, the display mode of the changing image is higher in the display mode having the higher expectation level, and the changing image in the series of change effects. When the display mode changes in a plurality of stages, the second effect mode in which the precursor effect is executed the second number of times is easily executed.
  According to the gaming machine of the present invention, the interest of the game can be improved.
It is a front view of a gaming machine. It is a fragmentary perspective view of a gaming machine. It is a block diagram of a control means. (A-1) is a diagram representing a jackpot determination table for the first special symbol, (a-2) is a diagram representing a jackpot determination table for the second special symbol, and (b) is a diagram representing a reach determination table. . (A) is a figure showing the special symbol determination table for jackpot winning, (b) is a figure showing the special symbol determination table for losers. (A) is a figure showing a big hit game control table, (b) is a figure showing a long winning game big prize opening / closing control table, and (c) is a figure showing a short winning game big prize opening / closing control table. (A) is a figure showing a game condition data determination table, (b) is a figure showing a game condition determination table. It is a figure showing the special figure fluctuation pattern determination table in a non-time-short game state. It is a figure showing the special figure fluctuation pattern determination table in a time-short game state. (A) is a diagram showing a normal symbol hit determination table, (b) is a diagram showing a normal symbol determination table, (c) is a diagram showing a general variation pattern determination table, (d) is an auxiliary game reference data determination The figure showing a table, (e) is a figure showing an auxiliary | assistant game control table, (f) is a figure showing a 2nd starting port opening / closing control table. (A) is a diagram showing the configuration of the special symbol reserve storage area of the main RAM 101c, (b) is a diagram showing the configuration of each storage unit of the special symbol reserve storage area, (c) is a diagram of the normal symbol reserve storage area of the main RAM 101c The figure showing a structure is a figure showing the structure of each memory | storage part of a normal symbol holding | maintenance storage area. It is a flowchart which shows the main process in a main control board. It is a flowchart which shows the timer interruption process in a main control board. It is a flowchart which shows the input control process in a main control board. It is a flowchart which shows the 1st starting port detection signal input process in a main control board. It is a flowchart which shows the 2nd start port detection signal input process in a main control board. It is a flowchart which shows the winning gate detection signal input process in a main control board. It is a flowchart which shows the special figure special electric power control process in a main control board. It is a flowchart which shows the special symbol memory | storage determination processing in a main control board. It is a flowchart which shows the jackpot determination process in a main control board. It is a flowchart which shows the special symbol determination process in a main control board. It is a flowchart which shows the special figure fluctuation pattern determination process in a main control board. It is a flowchart which shows the special symbol fluctuation | variation process in a main control board. It is a flowchart which shows the special symbol stop process in a main control board. It is a flowchart which shows the jackpot game process in a main control board. It is a flowchart which shows the jackpot game end process in a main control board. It is a flowchart which shows the common figure normal power control process in a main control board. It is a flowchart which shows the normal symbol memory | storage determination process in a main control board. It is a flowchart which shows the normal symbol fluctuation | variation process in a main control board. It is a flowchart which shows the normal symbol stop process in a main control board. It is a flowchart which shows the auxiliary | assistant game process in a main control board. It is a flowchart which shows the main process in an effect control board. It is a flowchart which shows the timer interruption process in an effect control board. It is a flowchart which shows to the middle of the command analysis process in an effect control board. FIG. 35 is a flowchart showing a continuation of the command analysis processing of FIG. 34. FIG. It is a flowchart which shows the process at the time of a start opening prize in an effect control board. It is a flowchart which shows the continuation of the process at the time of a start opening prize of FIG. It is a flowchart which shows the icon display mode scenario determination process for the turning effect non-execution in an effect control board. It is a flowchart which shows the effect symbol stop display pattern determination process in an effect control board. It is a flowchart which shows the holding | maintenance icon shift process in an effect control board. It is a flowchart which shows prefetch zone effect start determination processing. It is a flowchart which shows the change effect pattern determination process in an effect control board. It is a flowchart which shows the icon change notice determination process in an effect control board. It is a flowchart which shows the production mode setting process in a production control board. (A) is a figure showing the structure of the production | presentation information storage area | region of sub RAM102c, (b) is a figure showing the structure of each memory | storage part of an production | presentation information storage area. It is a figure showing an example of a prefetch zone production scenario judgment table. It is a figure showing an example of the last number determination table. It is a figure showing an example of a sign effect scenario determination table. It is a figure showing the icon display mode scenario determination table for prefetch zone production execution. It is a figure showing an example of a handshake meeting notice execution determination table. It is a figure showing an example of the icon final display mode determination table for handshake meeting notice. It is a figure showing an example of the dialog count determination table for handshake meeting notice. It is a figure showing an example of the icon display mode scenario determination TBL determination table for handshake meeting notice. It is a figure showing an example of the icon display mode scenario determination table for handshake meeting notice. It is a figure showing an example of the normal icon last display mode determination table. It is a figure showing an example of the icon display mode scenario determination table for normal use. (A) is a figure showing an example of the effect symbol stop display pattern determination table for effect mode A, (b) is a figure showing an example of the effect symbol stop display pattern determination table for zone turning effects. It is a figure showing an example of the variation production pattern determination table of the production mode A. It is a figure showing an example of a production mode determination table. It is a figure showing the production flow of handshake meeting notice. It is a figure showing the production flow of a throwing kiss notice. (A-1) is a time chart for explaining the production flow of the zone turning effect and the pre-reading zone effect when the zone turning effect is executed with a variation effect of 4 seconds, and (a-2) is the change effect of 8 seconds. The time chart for explaining the production flow of the zone production effect and the pre-reading zone production when the zone production effect is executed in (b-1) describes an example of the zone production effect when special symbol alignment is performed. (B-2) is a time chart for explaining an example of the zone turning effect when special symbol irregularities are performed, and (c) is a description of the relationship between the zone turning effect and the change in the display mode of the icon. It is a time chart for doing. It is a figure showing the display mode of a pending | holding icon and a changing icon. It is a figure showing the mode of generation | occurrence | production, a shift, and disappearance of a pending | holding icon and the icon during a fluctuation | variation. It is a figure showing a mode before handshake meeting notice occurs. (A) is a figure showing a state where the hold icon subject to the handshake meeting notice is displayed in the third special mode 2, and (b) is the hold icon displayed before the hold icon subject to the handshake meeting notice. (C) is a diagram showing the appearance of the handshake meeting venue related to the handshake meeting notice, (d) is a handshake character and escort relating to the handshake meeting notice. It is a figure showing a mode that the character appeared. It is a figure showing a mode that the hold icon used as the object of handshake meeting notice is waiting. It is a figure showing a mode that the hold icon used as the object of handshake meeting notice is waiting. It is a figure showing a mode that the handshake meeting notice is performed. It is a figure showing a mode that the handshake meeting notice is performed. (A) is a figure showing a state immediately before the handshake meeting notice ends, (b) is a figure showing a state after the handshake meeting notice is finished, and (c) is a figure showing a state after the handshake meeting notice is finished. It is. (A) is a diagram showing the state before the throwing kiss notice is performed, (b) is a diagram showing the appearance of the character related to the throwing kiss notice, and (c) is the character relating to the throwing kiss notice targeting the heart. It is a figure showing a mode that it flew toward the icon. (A) is a diagram showing a state in which a heart hits an icon subject to a throwing kiss notice, and (b) is a state in which the display mode of the icon is changed by the throwing kiss notice and the change is being notified. FIG. 9C is a diagram illustrating a state after the throwing kiss notice ends. (A) is a diagram showing the state before the throwing kiss notice is performed, (b) is a diagram showing the appearance of the character related to the throwing kiss notice, and (c) is the character relating to the throwing kiss notice targeting the heart. It is a figure showing a mode that it flew toward the icon. (A) is a diagram showing a state in which a heart hits an icon subject to a throwing kiss notice, and (b) is a state in which the display mode of the icon is changed by the throwing kiss notice and the change is being notified. FIG. 9C is a diagram illustrating a state after the throwing kiss notice ends. (A), (b) is a figure showing a state before the zone precursor effect is executed, and (c), (d) are states in which the zone precursor effect is executed according to the first special mode 2 of the icon display mode. FIG. (A), (b) is a figure showing a state in which the zone display effect is executed according to the first special mode 2 with the icon display mode, and (c) is the third special mode 1 (prefetch zone effect) with the icon display mode. It is a figure showing a mode that the zone precursor effect by suggestion aspect is performed. (A), (b) is a figure showing a state in which the zone display effect according to the second special mode 1 is executed in the icon display mode, and (c) is the third special mode 2 (pre-read zone effect) in the icon display mode. It is a figure showing a mode that the zone precursor effect by suggestion aspect is performed. (A) is a figure showing a state in which the pre-reading symbols constituting the zone turning effect are pseudo-stopped while the zone indication effect is executed in the third special mode 2 (pre-reading zone effect suggesting mode). In (b), the zone sign effect is executed in accordance with the third special mode 2 (pre-read zone effect suggesting mode) as the icon display mode, and the pre-read symbols and zone symbols constituting the zone turn effect are pseudo-stopped. FIG. 8C is a diagram showing a state in which a zone notification effect according to the third special mode 3 (pre-read zone effect notification mode) is executed, and a pre-read symbol, a zone symbol, and a rush that make up the zone turning effect are displayed. It is a figure showing a mode that the design is carrying out the pseudo stop. It is a figure showing a mode that the zone alerting | reporting effect by the 3rd special aspect 3 (prefetch zone effect alerting | reporting aspect) is performed as the display mode of an icon. (A) is a figure showing a state in which a zone notification effect is displayed in the third special mode 3 (prefetch zone effect notification mode), and (b) is a jackpot winning notification in the icon display mode. It is a figure showing a mode that it is.
  Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
  As shown in FIG. 1, the gaming machine Y is formed with a gaming board mounting frame Y1, a glass door Y2 supported so as to be rotatable with respect to the gaming board mounting frame Y1, and a gaming area 2A in which gaming balls flow down. And a game board 2.
  The game board mounting frame Y1 is rotatably supported by an outer frame (not shown) fixed to the island facility of the game store, and is detachably mounted.
  The glass door Y2 is detachably connected to the game board mounting frame Y1 via a hinge mechanism portion H at one end side in the horizontal direction, and is supported rotatably about the hinge mechanism portion H as a fulcrum. Therefore, by rotating the glass door Y2 like a door around the hinge mechanism H as a fulcrum, the game area 2A and the front portion of the game board mounting frame Y1 can be opened and closed. The glass door Y2 covers the game area 2A in a state where the game board 2 is closed so as to be visible.
  A lock mechanism R that fixes the glass door Y2 to the game board mounting frame Y1 is provided on the other end side of the glass door Y2. The fixing by the lock mechanism R can be released by a dedicated key.
  The glass door Y <b> 2 is provided with a receiving tray 50 that stores a plurality of game balls and a firing operation device 3 that can perform an operation for firing the game balls. The launch operation device 3 is connected to a game ball launch device (not shown) that can launch a game ball toward the game area 2A. The game ball launcher is provided on the front surface of the game board mounting frame Y1. The game balls stored in the tray 50 are supplied to the game ball launcher.
  The firing operation device 3 includes a base 31 fixed to the glass door Y2, and a launch handle 32 that is rotatably provided on the base 31. The game ball launcher launches a game ball with a strength (hereinafter referred to as “game ball launch strength”) according to the rotation angle of the launch handle 32.
  In the game area 2A of the game board 2, a frame-shaped decorative frame 29A, an inner rail member 29B having a curved shape, an outer rail member 29C, and a special winning opening 8, which will be described later, are arranged and a game ball is placed. A guidance member 29 </ b> D having a guidance path that can be guided to the second starting port 7 formed on the upper surface is provided.
  The decorative frame 29 </ b> A is fitted into the approximate center of the game board 2. An image display device 14 including a liquid crystal display is fitted inside the decorative frame 29A. Further, an effect accessory device 17 is provided at the inner end of the decorative frame 29A.
  The inner rail member 29B is disposed outside the decorative frame 29A, and the outer rail member 29C is disposed outside the inner rail member 29B. A game ball fired with a predetermined game ball launch strength rises between the inner rail member 29B and the outer rail member 29C and enters the game area 2A. In the game area 2A, a plurality of nails and windmills are provided. A game ball that has entered the game area 2A can flow down in various directions by a plurality of nails and windmills.
  In the game area 2A, a plurality of (four in the present embodiment) general winning awards 11 are provided. Each general winning opening 11 is provided with a general winning opening detecting sensor 11a. When the general winning opening detecting sensor 11a detects a gaming ball, a predetermined number (for example, ten) of gaming balls are paid out as winning balls. .
  In addition, a winning gate 10 through which a game ball can pass is provided on the lower right side of the decorative frame 29A in the game area 2A. The winning gate 10 is provided with a winning gate detection sensor 10a for detecting a game ball. A normal symbol lottery is performed on condition that the winning gate detection sensor 10a detects a game ball. The normal symbol lottery will be described later.
  A first start port 6 is provided below the image display device 14 at the lower part of the game area 2A and is invariable and can always enter the ball. The first start port 6 is provided with a first start port detection sensor 6a for detecting a game ball. A first special symbol lottery is performed on condition that the first start port detection sensor 6 detects a game ball. The first special symbol lottery will be described later. When the first start port detection sensor 6a detects a game ball, a predetermined number (for example, three) of game balls are paid out as prize balls.
  A variable second start port 7 is provided immediately below the first start port 6. The second start port 7 is controlled by the second start port control device 70 to either a basic mode (closed mode) incapable of winning a prize or a special mode (open mode) of winning. The second start port 7 is also provided with a second start port detection sensor 7a for detecting a game ball. A second special symbol lottery is performed on condition that the second start port detection sensor 7a detects a game ball. The second special symbol lottery will be described later. When the second start port detection sensor 7a detects a game ball, a predetermined number (for example, three) of game balls are paid out as a prize ball.
  The second start port control device 70 includes a rotatable normal movable piece 70A and a second start port opening / closing solenoid 70B as a drive unit for rotating the normal movable piece 70A.
  The normal movable piece 70A is composed of a rectangular door member. Normally, the movable piece 70A stops in a state where the surface is flush with the game area 2A (except when a predetermined condition is satisfied), and the second start port 7 is opened. It is closed. The closing of the second starting port 7 by the ordinary movable piece 70 </ b> A constitutes a basic mode of the second starting port 7.
  On the other hand, when the predetermined condition is satisfied, the normal movable piece 70A is rotated forward about the rotation shaft formed at the lower end portion to open the second start port 7. The second start port 7 is controlled to a special mode that allows the ball to enter. The opening of the second starting port 7 by the ordinary movable piece 70 </ b> A constitutes a special mode of the second starting port 7. When the second starting port 7 is opened, the normal movable piece 70A protrudes from the game area 2A, and can receive the flowing game ball and guide it to the second starting port 7.
  Note that the predetermined condition for the second start-up port control device 70 is that the normal symbol lottery described above is determined as the winning normal symbol.
  On the downstream side of the winning gate 10, a variable large winning opening 8 is provided. The special winning opening 8 is controlled by the special winning opening control device 80 to either a basic mode in which no winning is possible or a special mode in which a winning is possible. The big winning opening 8 is provided with a big winning opening detecting sensor 8a for detecting a game ball. When the big prize opening detection sensor 8a detects a game ball, a predetermined number (for example, 15) of game balls are paid out as a prize ball.
  The special prize opening control device 80 includes a rotatable special movable piece 80A and a special prize opening opening / closing solenoid 80B as a drive unit for rotating the special movable piece 80A.
  The special movable piece 80A is composed of a rectangular door member. Normally, the special movable piece 80A stops in a state where the surface is flush with the game area 2A (except when a predetermined condition is satisfied), and the special winning opening 8 is closed. doing. The closing of the special prize opening 8 by the special movable piece 80 </ b> A constitutes the basic mode of the special prize opening 8.
  On the other hand, when the predetermined condition is satisfied, the special movable piece 80A is rotated forward about the rotation shaft formed at the lower end portion to open the special winning opening 8. The special winning opening 8 is controlled to a special mode in which it can enter. Opening of the special winning opening 8 by the special movable piece 80A constitutes a special mode of the special winning opening 8. When the special winning piece 80A is opened, the special movable piece 80A protrudes from the game area 2A and can receive the flowing game ball and guide it to the special winning opening 8.
  The predetermined condition for the special winning opening control device 80 is the above-described first special symbol lottery or second special symbol lottery (hereinafter, the first special symbol lottery and the second special symbol lottery are collectively referred to as “special symbol lottery”). In other words, the jackpot special symbol or the jackpot special symbol is determined.
  On the surface of the game board 2 and below the game area 2A, a symbol display device comprising a first special symbol display device 20, a second special symbol display device 21 and a normal symbol display device 22, and a first special symbol hold A hold display device including a display device 23, a second special symbol hold display device 24, and a normal symbol hold display device 25 is provided.
  The first special symbol display device 20 is a variable display device that displays the result of the first special symbol lottery performed on condition that a game ball enters the first start port 6, and the second special symbol display device 21 is This is a variable display device that displays the result of the second special symbol lottery performed on condition that a game ball enters the second starting port 7.
  In the first special symbol lottery, a big hit determination random number value is acquired when a game ball enters the first start port 6, and the acquired big hit determination random number value is a random value corresponding to “big hit” Determining whether or not. In the second special symbol lottery, whether a big hit determination random number value is acquired when a game ball enters the second starting port 7, and the acquired big hit determination random number value is a random value corresponding to “big hit” Determining whether or not.
  When the first special symbol lottery is performed, the first special symbol display device 20 displays a variation of the special symbol based on the lottery result, and displays the first special symbol lottery representing the result of the first special symbol lottery. Stop display is performed. That is, the stop display of the first special symbol in the first special symbol display device 20 is a notification of the lottery result. The same applies to the second special symbol lottery and the second special symbol display device 21.
  For example, the first special symbol display device 20 and the second special symbol display device 21 each include a plurality of LEDs. In the variation display of each special symbol, for example, a predetermined LED of the corresponding first special symbol display device 20 or second special symbol display device 21 blinks at a predetermined interval. In the special symbol stop display, a specific LED indicating the result of each special symbol lottery is lit.
  The normal symbol display device 22 is a variable display device that displays the result of the normal symbol lottery performed on condition that the game ball passes the winning gate 10. The normal symbol lottery is a process of acquiring a random number value for winning determination when the game ball passes the winning gate 10 and determining whether or not the acquired random number value for winning determination is a random value corresponding to “win”. I mean.
  When the normal symbol lottery is performed, the normal symbol display device 22 displays the variation of the normal symbol based on the lottery result, and the stop display of the normal symbol representing the result of the normal symbol lottery is performed. That is, the normal symbol stop display on the normal symbol display device 22 is a notification of the lottery result.
  For example, each of the normal symbol display devices 22 includes a plurality of LEDs. In the normal symbol variation display, for example, a predetermined LED of the normal symbol display device 22 blinks at a predetermined interval. And in the stop display of a normal symbol, specific LED showing the result of a normal symbol lottery lights.
  By the way, during the special symbol variation display or during the special game in which the special winning opening control device 80 is operated, even if a game ball enters the start ports 6 and 7, the special symbol variation display is immediately performed and the special symbol variation display is performed. The result of the symbol lottery is not notified. That is, the special symbol variation display may be suspended under certain conditions. In the present embodiment, as a fixed condition, an upper limit is set for the number of special symbols that can be suspended. In the present embodiment, the upper limit value is set to “4” for each of the start ports 6 and 7. That is, it is possible to hold up to four rights to execute the special symbol variation display for each of the start ports 6 and 7.
  The first special symbol hold display device 23 displays the hold number (U1: hereinafter referred to as “first special figure hold number”) of the fluctuation display of the first special symbol (hereinafter referred to as “first special figure change display”). To do. The second special symbol hold display device 24 displays the hold number (U2: hereinafter referred to as “second special figure hold number”) of the fluctuation display of the second special symbol (hereinafter referred to as “second special figure change display”). To do. The first special symbol hold display device 23 and the second special symbol hold display device 24 include, for example, a plurality of LEDs, and turn on a predetermined LED according to the number of holds.
  Similarly, for the variable symbol display (hereinafter referred to as “general variable display”), the upper limit reserved number is set to four, and the reserved number (G: hereinafter referred to as “general map reserved number”). ) Is displayed on the normal symbol hold display device 25. The normal symbol hold display device 25 includes, for example, a plurality of LEDs, and lights a predetermined LED according to the number of hold of the normal symbols.
  In addition, the gaming machine Y is provided with an effect device for executing various effects. In the present embodiment, the effect device includes an image display device 14, an audio output device 15, an effect lighting device 16, and an effect accessory device 17. An image display device 14 and an effect accessory device 17 are provided on the game board 2, and an audio output device 15 and an effect lighting device 16 are provided on the glass door Y2.
  The image display device 14 performs various effects by displaying various still images and moving images. In this embodiment, a liquid crystal display is used as the image display device 14, but other types of display devices such as a plasma display and an organic EL display can also be used.
  The effect accessory device 17 includes a movable part 17A, and operates the movable part 17A to perform an effect by operation. The audio output device 15 produces a sound effect by outputting BGM (background music), SE (sound effect), and the like. The effect lighting device 16 performs an effect by illumination by changing the light irradiation direction and emission color of each lamp.
  The saucer 50 is provided with an effect button device 18 and a selection button device 19 that function as input devices for performing operations related to various effects described later.
  The effect button device 18 includes an effect button 18A that can be operated and an effect button detection switch 18a that is connected to the effect button 18A and detects an operation on the effect button 18A (see FIG. 2).
  The selection button device 19 is connected to an operable selection button 19A and a selection button 19A, and includes a selection button detection switch 19a that detects an operation on the selection button 19A (see FIG. 2).
  The selection button 19A includes an upper button 191A, a left button 192A, a lower button 193A, and a right button 194A. Each button 191 </ b> A to 194 </ b> A is provided so as to be pressed in a state of protruding from the tray 50.
  The effect device performs various effects according to the progress (state) of the game. As an effect, for example, there is a special drawing lottery effect that is performed in response to the first special symbol lottery and the second special symbol lottery. The special drawing lottery effect is performed in the image display device 14. In the special drawing lottery effect, a change display of the effect symbol and a stop display of the effect symbol are performed.
  The variation display of the effect symbol is performed corresponding to the variation display of the special symbol, and the effect symbol varies for a predetermined time in a predetermined manner. The stop display of the effect symbol is performed corresponding to the stop display of the special symbol (hereinafter referred to as “effect symbol display” when the change display and stop display of the effect symbol are collectively referred to). In the stop display of the effect symbol, the effect symbol is stopped for a predetermined time in a predetermined manner representing the result of the special symbol lottery.
  The effect symbols are, for example, three rows of decorative symbols arranged in the left region, the central region, and the right region of the display unit 140 such as the image display device 14 (for example, decorative symbols representing numbers from “1” to “9”). ). In the variation display of the effect symbols, the decorative symbols in each row move from the top to the bottom (variable display) as if the reels are rotating. Note that the variation display mode of the effect symbol is not limited to this. In addition, during the variation display of the effect symbols, various effect images such as background images and object images such as characters, movies, and the like are displayed according to the result of the special symbol lottery.
  On the other hand, in the stop display of effect symbols, the above three rows of decorative symbols are stopped and displayed in the left area, the center area, and the right area of the display unit 140 such as the image display device 14. The arrangement of the decorative symbols on a predetermined effective line (for example, the central horizontal line in the display unit 140) when the effect symbols are stopped and displayed represents the result of the special symbol lottery.
  In addition to the special drawing lottery effect, the roulette effect that constitutes the specific effect of the present invention, the special game effect performed when the jackpot game is executed, and the special symbol variation display or special game are not performed for a predetermined period. Various effects such as a demonstration effect performed in an internal standby state (so-called customer waiting state) are performed.
  On the back of the game board 2 and the glass door Y2, there are a main control board 101 for performing various controls relating to the game, an effect control board 102, a payout control board 103, a lamp control board 104, an image control board 105, a power supply board 107, a game An information output terminal board 108 is provided.
(Internal configuration of gaming machine Y)
Next, the internal configuration of the gaming machine Y will be described with reference to FIG.
  The power supply board 107 is provided with a backup power supply composed of a capacitor, supplies a power supply voltage to the gaming machine Y, monitors a power supply voltage supplied to the gaming machine Y, and when the power supply voltage becomes a predetermined value or less, An interruption detection signal is output to the main control board 101. When the power interruption detection signal becomes high level, the main CPU 101a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 101a becomes inactive state. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.
  The main control board 101 controls the basic operation of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on input signals from various detection sensors, timers (quartz crystal units) and the like, performs arithmetic processing related to the game, and directly controls various control devices and display devices. Then, a predetermined command or the like based on the result of the arithmetic processing is transmitted to the effect control board 102, the payout control board 103, and the like. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.
  On the input side of the main control board 101, a first starting port detection sensor 6a, a second starting port detection sensor 7a, a big winning port detection sensor 8a, and a winning gate detection sensor 10a are connected via an input port (not shown). And the general winning a prize mouth detection sensor 11a is connected. Each detection sensor outputs a detection signal to the main control board 101 when detecting a game ball.
  On the output side of the main control board 101, via an output port (not shown), a second start port opening / closing solenoid 70B for operating the normal movable piece 70A of the second start port control device 70, and a prize winning port control. A special prize opening / closing solenoid 80B for operating the special movable piece 80A of the device 80 is connected. The main control board 101 outputs a control signal for controlling each solenoid to the second start opening / closing solenoid 70B and the special winning opening opening / closing solenoid 80B.
  Further, on the output side of the main control board 101, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, and a first special symbol hold are provided via an output port (not shown). A display device 23, a second special symbol hold display device 24, and a normal symbol hold display device 25 are connected. The main control board 101 outputs a display control signal for controlling each display device to each display device 20-25.
  Furthermore, a game information output terminal board 108 is connected to the output side of the main control board 101 via an output port (not shown). The main control board 101 outputs information relating to a predetermined game (hereinafter referred to as game information) to the game information output terminal board 108 as an external signal.
  A game information display device is connected to the game information output terminal board 108. The game information output terminal board 108 outputs an external signal to the game information display device and the hall computer. The game information display device is provided on the gaming machine Y, and can display predetermined game information based on the predetermined game information (external signal).
  The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c. The effect control board 102 is connected to the main control board 101 so as to be able to communicate in one direction from the main control board 101 to the effect control board 102. The main control board 101 transmits a predetermined command to the effect control board 102 based on the processing related to the game, and the effect control board 102 receives the predetermined command.
  An effect button detection switch 18 a and a selection button detection switch 19 a are connected to the input side of the effect control board 102 via the lamp control board 104.
  When the effect button 18A is operated, the effect button detection switch 18a outputs an effect button detection signal indicating that the operation of the effect button 18A has been performed to the lamp control board 104 to the effect control board 102. When the effect button detection signal is input, the lamp control board 104 outputs the effect control board 102 to the effect control board 102.
  When the selection button 19A is operated, the selection button detection switch 19a outputs a selection button detection signal indicating that the selection button 19A has been operated to the lamp control board 104 to the effect control board 102. When the selection button detection signal is input, the lamp control board 104 outputs it to the effect control board 102.
  The selection button detection switch 19a is connected to the upper button 191A to detect the operation of the upper button 191A, and the left button detection switch 192a is connected to the left button 192A to detect the operation of the left button 192A. The lower button 193A is connected to the lower button 193A to detect the operation of the lower button 193A, and the right button detection switch 194a is connected to the right button 194A to detect the operation of the right button 194A.
  When each button detection switch 191a, 192a, 193a, 194a detects an operation, the upper button detection signal, the left button detection signal, the lower button detection signal, and the right button detection signal are respectively transmitted via the lamp control board 104. To the effect control board 102. The upper button detection signal, the left button detection signal, the lower button detection signal, and the right button detection signal are collectively referred to as a “selection button detection signal”.
  The sub CPU 102a outputs a command output from the main control board 101, an effect button detection signal output from the effect button device 18, a selection button detection signal output from the selection button device 19, and an input signal from a timer (crystal oscillator). Based on the above, the program stored in the sub ROM 102b is read out to perform arithmetic processing, and a command for controlling the effect is transmitted to the lamp control board 104 and the image control board 105 based on the processing. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.
  The payout control board 103 performs launch control for launching the game ball and payout control for paying out the game ball to the player. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c. The payout control board 103 is connected to the main control board 101 and the power supply board 107 so as to be capable of bidirectional communication.
  A touch sensor 32a and a firing volume knob 32b are connected to the input side of the payout CPU 103a. The touch sensor 32 a is mounted in the firing handle 32. When a player, a store clerk, or the like touches the launch handle 32, the touch sensor 32 a detects that a person has touched the launch handle 32 and transmits a launch handle detection signal to the launch control board 106. The firing volume knob 32 b is connected to the firing handle 32. The firing volume knob 32b rotates in conjunction with the firing handle 32 and detects the rotation angle.
  The payout control board 103 is connected to the firing solenoid 41 via the power supply board 107 on the output side. The payout control board 103 permits energization of the firing solenoid 41 when receiving the firing handle detection signal from the touch sensor 32a.
  When the firing handle 32 is operated to change the rotation angle of the firing handle 32, the gear connected to the firing handle 32 rotates and the knob 32b of the firing volume connected to the gear rotates. A voltage corresponding to the rotation angle of the firing handle 32 detected by the firing volume knob 32 b is applied to the firing solenoid 41.
  When a voltage is applied to the firing solenoid 41, the firing solenoid 41 operates according to the applied voltage. In this manner, the payout control board 103 controls the energization of the launch solenoid 41 based on the information contained in the launch handle detection signal from the touch sensor 32a and the input signal from the launch volume knob 32b, and launches the game ball.
  In the present embodiment, the reciprocating speed of the firing solenoid 41 is set to about 99.9 (times / minute) from the frequency based on the output period of the crystal oscillator provided on the firing control board 106. Since one game ball is fired every time the firing solenoid 41 makes one reciprocation, the number of game balls fired in one minute is about 99.9 (pieces / minute).
  Further, a payout drive unit 51 of the payout device 5 for paying out a predetermined number of game balls from a storage tank (not shown) to the player is connected to the output side of the payout control board 103. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the prize ball request signal transmitted from the main control board 101, performs arithmetic processing, and controls the payout device 5 to give a predetermined game ball to the player. Pay out. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.
  The lamp control board 104 includes a lamp CPU 104a, a lamp ROM 104b, and a lamp RAM 104c, similarly to the above boards. On the output side of the lamp control board 104, an effect lighting device 16 and an effect accessory device 17 are connected.
  The lamp CPU 104a performs light emission control of the effect lighting device 16 and irradiation of light from the effect lighting device 16 based on a command related to effect control transmitted from the effect control board 102 (hereinafter referred to as “effect control command”). Drive control for the motor for changing the direction is performed. Further, the lamp CPU 104a performs drive control on a solenoid or a motor that operates the effect accessory device 17 based on the effect control command.
  Further, on the input side of the lamp control board 104, an effect button detection switch 18 a of the effect button device 18 and a selection button detection switch 19 a of the selection button device 19 are connected. When the effect button detection signal or the selection button detection signal is input, the lamp control board 104 outputs each to the effect control board 102. That is, the lamp control board 104 relays the effect button detection signal and the selection button detection signal between the effect control board 102, the effect button device 18, and the selection button device 19.
  The image control board 105 generates at least a video signal related to an image such as a moving image or a still image to be displayed on the display unit 140 of the image display device 14, and outputs the image signal to the image display device 14. A sound generation unit 105C that generates a sound signal related to the sound to be output to the sound output unit 15 and outputs the sound signal to the sound output device 15, and a control unit 105A that controls and controls the image generation unit 105B and the sound generation unit 105C.
  The overall control unit 105 </ b> A of the image control board 105 includes an overall CPU 105 </ b> Aa, an overall ROM 105 </ b> Ab, and an overall RAM 105 </ b> Ac for performing image display control by the image display device 14.
  The overall CPU 105Aa is connected to an overall ROM 105Ab in which a control program and the like are stored, and a control program necessary for the operation of the overall CPU 105Aa is read out. Upon receiving a command related to effect control transmitted from the effect control board 102, the general CPU 105Aa issues an instruction for an image to be displayed on the image display device 14 on the image generation unit 105B based on the command, and also transmits to the sound generation unit 105C. A voice instruction to be output from the voice output device 15 is issued.
  The general RAM 105Ac functions as a data work area during the arithmetic processing of the general CPU 105Aa, and temporarily stores data read from the general ROM 105Ab.
  The general ROM 105Ab is composed of a mask ROM, a control processing program for the general ROM 105Ab, a display list generation program for generating a display list, an animation pattern for displaying an animation of a production pattern, animation scene information, and the like. Is remembered.
  This animation pattern is referred to when displaying an animation that constitutes the specific content of the effect by the image, and the animation pattern is associated with the animation scene information, the display order of each animation scene, and the like. The animation scene information includes weight frame (display time), target data (sprite identification number, transfer source address, etc.), drawing parameters (sprite display position, display magnification, transmittance, etc.), drawing method. Various information such as a duty ratio that is a parameter of the luminance of the image display device 14 is included.
  The image generation unit 105B includes a VDP (Video Display Processor) 105Ba that is an image processor, a CGROM 105Bb that stores image data, and a VRAM 105Bc that temporarily stores drawing data generated from the image data. I have.
  The VDP 105Ba is connected to the CGROM 105Bb in which image data is stored, and generates drawing data as a source of a video signal (RGB signal or the like) based on the image data based on an instruction from the overall CPU 105Aa. The image data is an image (frame) to be displayed on the image display device 14, for example, a material image representing an individual image such as a background image such as a scene, a character, and a dialogue that constitutes a background of a decorative design image or a decorative design. It is data. On the other hand, the drawing data is synthetic data representing an image of the entire frame formed by combining (superimposing) individual images.
  The CGROM 105Bb includes a flash memory, an EEPROM, an EPROM, a mask ROM, and the like, and compresses and stores image data (sprites, movies) and the like that are a collection of pixel information in a predetermined range of pixels (for example, 32 × 32 pixels). ing. The pixel information is composed of color number information specifying a color number for each pixel and an α value indicating the transparency of the image.
  Further, the CGROM 105Bb stores the palette data in which the color number information for designating the color number and the display color information for actually displaying the color are associated with each other without being compressed. The CGROM 105Bb may have a configuration in which only a part of the image data is compressed without being compressed. As a movie compression method, various known compression methods such as MPEG4 can be used.
  The image generation unit 105B has a crystal oscillator. The crystal oscillator outputs a pulse signal to the VDP 105Ba. The VDP 105Ba divides the pulse signal to generate a synchronization signal (horizontal synchronization signal / vertical synchronization signal) for synchronizing with the image display device 14, and outputs the synchronization signal to the image display device 14.
  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.
  FIGS. 4A-1 and 4A-2 are diagrams illustrating an example of the jackpot determination table. The jackpot determination constitutes a special symbol lottery and is to determine whether or not to execute a jackpot game advantageous to the player.
  FIG. 4A-1 is a table (hereinafter referred to as “first jackpot determination table”) that is referred to in the jackpot determination performed when the game ball enters the first starting port 6 as a trigger. On the other hand, FIG. 4A-2 is a table (hereinafter referred to as “second jackpot determination table”) that is referred to in the jackpot determination performed when the game ball enters the second start port 7 as a trigger.
  In any jackpot determination table, a jackpot determination table (hereinafter referred to as “low probability jackpot determination table”) referred to when the jackpot winning probability described later is relatively low (set to a standard value). And a jackpot determination table (hereinafter referred to as “high probability jackpot determination table”) that is referred to when the state is relatively high (set higher than the standard value).
  In each jackpot determination table, a jackpot determination value and a determination result are uniquely associated and stored. As will be described later, by matching the jackpot determination random number acquired when the game ball enters the first start port 6 or the second start port 7 with the jackpot determination table, "Is determined.
  If the result of the jackpot determination is “big jackpot”, the jackpot game with the opening of the jackpot 8 is executed after the special symbol indicating the result is stopped and displayed.
  When the result of the big hit determination is “losing”, the reach determination is further performed based on the reach determination table of FIG. In the reach determination table, the reach determination value and the presence / absence of execution of reach production are uniquely associated and stored. As described later, whether or not the reach effect is executed by collating the reach determination random number obtained when the game ball enters the first start port 6 or the second start port 7 with the reach determination table Is determined.
  If the result of the reach determination is “execution of reach production”, the reach production is performed to increase the player's expectation of winning the big hit in the special drawing lottery production. In the present embodiment, the reach determination table is not divided by the first special figure hold number and the second special figure hold number, which will be described later, but is divided by the first special figure hold number and the second special figure hold number. The probability of being determined as “execution of reach production” may be made different depending on the number of first special figure reservations and the number of second special figure reservations. For example, in the reach determination table used when the first special figure hold number and the second special figure hold number are the first values (for example, the first special figure hold number and the second special figure hold number = 1 to 2). The probability that it is determined that “execution of reach production” is the second value (for example, the first special figure hold number and the second special hold number) that the first special figure hold number and the second special figure hold number are larger than the first value. The probability can be higher than the probability of being determined as “execution of reach effect” in the reach determination table used when the figure hold count = 3 to 4).
  As the reach effect, for example, the above-mentioned decorative symbols are pseudo-stopped in two of the left area, the center area, and the right area of the display unit 140 of the image display device 14 during the display of the effect symbols. A part of the symbol displays a pseudo stop display), and when a predetermined decorative symbol stops on a predetermined effective line in the remaining one area, a state of a decorative symbol representing a winning jackpot is obtained (so-called “reach state”) There is a reach production where “ If the result of the jackpot determination is “losing”, the result of the jackpot determination is still “losing” even if this stunning specific state is reached.
  After the reach state occurs in the reach production, a specific production (so-called “SP reach production” or “SPSP reach production”) that increases the expectation of winning a big win may or may not be developed. Further, in the reach production, the reach state does not always occur. That is, there is also a reach effect in which a specific effect is performed to increase a player's expectation of winning a big hit without reaching a reach state. In the present embodiment, a reach effect is performed if the result of the jackpot determination is “big hit”. However, the reach determination can be performed even in the case of a big win, and the reach effect can be performed only when the reach determination determines “execution of reach effect”.
  Fig.5 (a)-FIG.5 (b) are figures which show an example of a special symbol determination table. The special symbol determination constitutes a special symbol lottery, and determines the type of special symbol to be stopped and displayed on the special symbol display devices 20 and 21 (special symbol stop display mode) based on the result of the jackpot determination. It is.
  The special symbol determination table is largely divided according to the result of the jackpot determination (big hit, small hit and loss). That is, FIG. 5A is a table that is referred to in the special symbol determination when the result of the jackpot determination is “Large”, and FIG. 5B is a special case when the result of the jackpot determination is “Lost”. It is a table referred in symbol determination.
  Each of these tables is further divided according to the type of start port (first start port 6 or second start port 7) where a game ball was entered as a trigger for the special symbol determination. When the result of the jackpot determination is “losing”, the special symbol determination table is further divided according to whether or not the reach effect is executed (reach determination result).
  In each special symbol determination table, the special symbol determination value and the special symbol to be stopped and displayed are uniquely associated and stored. As will be described later, the special symbol determination random number acquired when the game ball enters the first start port 6 or the second start port 7 is collated with the special symbol determination table to be stopped and displayed. A special symbol is determined. As special symbol identification information to be stopped and displayed, special symbol stop symbol data and effect symbol designation command are set.
  The special figure stop symbol data is used in the process on the main control board 101, and the effect symbol designation command is transmitted to the effect control board 102 and used in the process on the effect control board 102. The effect symbol designation command is generated and transmitted to the effect control board 102 at the time of starting the variation display of the special symbol (at the time of the special symbol memory determination process in step S300).
  The effect designating command includes 1-byte MODE data for identifying the special symbol display device (the first special symbol display device 20 or the second special symbol display device 21) on which the special symbol related to the special symbol determination is stopped and displayed. And 1-byte DATA data for identifying the special symbol to be stopped and displayed.
  As for the effect designating command, if the MODE data is “E3H”, it means that the special symbol is stopped on the first special symbol display device 20, and if the MODE data is “E4H”, the second special symbol is displayed. This means that special symbol stop display is performed on the symbol display device 21. The effect designating command with MODE data “E3H” is referred to as “first effect designating command”, and the effect designating command with MODE data “E4H” is referred to as “second effect designating command”.
  FIG. 6A is a diagram illustrating an example of a jackpot game control table used when controlling a jackpot game.
  The jackpot game control table stores conditions for controlling the jackpot game. As conditions for controlling the jackpot game, the opening time, which is the period from the start of the jackpot game until the first opening of the big prize opening 8, and the opening to be transmitted to the effect control board 102 at the start of the opening Ending time, which is the period from the end of the last opening of the big winning opening 8 to the end of the jackpot game, and the ending An ending designation command to be transmitted to the effect control board 102 at the start is set. The conditions for controlling these jackpot games are related to the type of jackpot, that is, the type of special symbol (special symbol stop symbol data). That is, which control condition is used in the jackpot game is selected based on the type of special symbol.
  FIG. 6B to FIG. 6C are diagrams showing an example of the big winning opening / closing control table for the big winning game used when controlling the opening / closing of the big winning opening 8 in the big winning game. FIG. 6B is a table that is referred to in the long win game that constitutes the jackpot game, and FIG. 6C is a table that is referred to in the short hit game that constitutes the jackpot game.
  The big winning opening / closing control table for the big hit game stores conditions for controlling the opening / closing of the big winning opening 8 in the big win game. As conditions for controlling the opening / closing of the big prize opening 8, a special number is a round number (R) which is the number of the round game, and an opening number of the big prize opening 8 (operation of the big prize opening control device 80) in each round game. The operation number (K) and the opening time / closing time (operation time / non-operation time) of the special winning opening 8 are set.
  FIG. 7A is a diagram illustrating an example of a reference data determination table that is referred to when determining game condition data. The game condition data is identification information that represents a state of a game condition that is newly set (changed) after the jackpot game when the jackpot is won. The game condition data is associated with the state of the jackpot winning probability at the time of the special symbol lottery and the result of the special symbol lottery (special symbol stop symbol data). The table is divided according to the status of the jackpot winning probability (low probability state / high probability state), and in each divided table, the special symbol type (special symbol stop symbol data) and the game condition data are unambiguous. Are stored in association with each other. The game condition data includes the number of special symbols that can be executed according to the status of the jackpot winning probability newly set by the jackpot winning status, the status of the ease of winning the start opening, and the state of the gaming conditions (Xa, Ja: 3) “01H” to “03H” are set.
  FIG. 7B shows an example of the game condition determination table. The game condition determination is to determine the state of the game condition that is newly set when the jackpot game ends (during the jackpot game end process). As described above, in the present embodiment, the jackpot winning probability and the start opening winning ease are set as the game conditions.
  The table includes special data that can be executed according to the game condition data, the state of each game condition, that is, the ON / OFF of a flag (high probability flag and short time flag) indicating the state of the game condition described later and the state of the game condition. The number of symbol displays (Xa, Ja: hereinafter referred to as “executable number of times”) is uniquely associated and stored. The number of times that the special symbol display can be executed means a special symbol lottery, in other words, a specified number of times of special symbol display related to notification of the result.
(Special symbol variation pattern judgment table)
FIG. 8 to FIG. 9 are diagrams showing an example of a special figure fluctuation pattern determination table referred to when determining a variation display mode of special symbols (hereinafter referred to as “special figure fluctuation pattern”). The special figure fluctuation pattern is associated with the time required for the special symbol fluctuation display (hereinafter referred to as “special figure fluctuation time”) and the production type of the variable presentation constituting the special figure lottery effect according to the fluctuation display of the special symbol. It has been. Although the details of the variation effect will be described later, it is an effect that is performed until the end of the variable symbol display of the special symbol as the start of the variable symbol variation display. In addition to the variable display of symbols, an image effect such as an object image such as a character by the image display device 14 or a predetermined movie image, an audio effect by the audio output device 15, an illumination effect by the effect lighting device 16, and an operation effect by the movable portion 17A. Consists of.
  The special symbol variation pattern includes a first special symbol variation pattern which is a variation display mode of the first special symbol displayed on the first special symbol display device 20 and a first special symbol variation pattern which is displayed on the second special symbol display device 21. It is distinguished from the second special figure variation pattern which is a mode of variation display of two special symbols.
  FIG. 8 is a diagram showing an example of a special figure fluctuation pattern determination table that is referred to when determining a special figure fluctuation pattern in a non-short game state to be described later, and FIG. 9 shows a special figure fluctuation pattern in a short time gaming state to be described later. It is a figure which shows an example of the special figure fluctuation pattern determination table referred when determining. That is, the special figure variation pattern determination table is largely divided according to the gaming state.
  The special symbol variation pattern determination table further includes special symbol stop symbol data and special symbol data reflecting the result of the special symbol determination and the type of the special symbol display device (starting port related to the special symbol display) that operates in the special symbol display. The figure is divided according to the reserved number (U1 or U2).
  In each table, the special figure fluctuation pattern determination value and one or a plurality of special figure fluctuation patterns are uniquely associated and stored. As will be described later, by comparing the special figure variation pattern determination random number acquired when the game ball enters the first start port 6 or the second start port 7 with the special diagram variation pattern determination table, A special figure variation pattern is determined.
  The special figure fluctuation pattern is allocated with a predetermined probability set in advance in each table. Therefore, the special figure fluctuation pattern includes the expectation level of a big win and a specific big win (for example, a promising big win, a long win, etc.). Expectations are associated with each other.
  The special figure variation pattern is formally determined by the special figure variation pattern determination (step S313-3) at the time of starting the variation display of the special symbol (at the time of the special symbol memory determination processing in step S310). 6 and 7 (when the input control process in step S200) is entered, it is provisionally determined by the first pre-determination (step S236) or the second pre-determination (step S246).
  A start opening prize designation command and a special figure fluctuation pattern designation command are set corresponding to each special figure fluctuation pattern. The start opening winning designation command corresponds to the special figure variation pattern determined by the first pre-determination or the second pre-determination, and is transmitted to the effect control board 102 after the first pre-determination or the second pre-determination. The special figure fluctuation pattern designation command corresponds to the special figure fluctuation pattern determined by the special figure fluctuation pattern determination, and is transmitted to the effect control board 102 after the special figure fluctuation pattern determination.
  The special symbol variation pattern designation command is a 1-byte identifier for identifying a special symbol display device (first special symbol display device 20 or second special symbol display device 21) on which a special symbol variation display related to the special symbol determination is performed. It is composed of MODE data and 1-byte DATA data for identifying a special figure variation pattern. For the special figure variation pattern designation command, if the MODE data is “E6H”, this means that the special symbol variation display is performed on the first special symbol display device 20, and if the MODE data is “E7H”, 2 Indicates that special symbols are displayed on the special symbol display device 21 in a variable manner.
  Note that the special map fluctuation pattern designation command with MODE data “E6H” is “first special figure fluctuation pattern designation command”, and the special figure fluctuation pattern designation command with MODE data “E7H” is “second special figure”. This is called “variation pattern designation command”.
  The start opening winning designation command is composed of 1-byte MODE data for identifying the type of the start opening and 1-byte DATA data for identifying the special figure variation pattern.
  Regarding the start opening prize designation command, if the MODE data is “E1H”, it indicates that a game ball has entered the first start opening 6, and if the MODE data is “E2H”, the second start opening 7 is displayed. Indicates that a game ball has entered. It should be noted that the start opening prize designation command with MODE data “E1H” is “first start opening prize designation command”, and the start opening prize designation command with MODE data “E2H” is “second start opening prize designation command”. "
  In addition, in the rightmost column of the special figure fluctuation pattern determination table, the effect type (rough classification) of the fluctuation effect corresponding to the special figure fluctuation pattern is described as a reference.
  Here, the effect type of the change effect related to the special figure change pattern described in the column of the effect type in FIGS. 8 and 9 will be described.
  The “no reach” described in FIGS. 8 and 9 is a normal variation effect without a reach, and is a variation effect that makes it difficult for a player to have the expectation of a big win.
  “Reach” gives a player a sense of expectation of jackpot, such that a combination of the decorative symbols TZ1 to TZ3 for notifying the jackpot is temporarily stopped and the other decorative symbols TZ1 to TZ3 change. This means a variation mode. For example, when a combination of three-digit decorative symbols TZ1 to TZ3 of “777” is set as a combination of decorative symbols TZ1 to TZ3 for notifying the jackpot, two decorative symbols TZ1 to TZ3 are temporarily stopped at “7”. Then, the remaining decorative symbols TZ1 to TZ3 are referred to as a variation.
  The “temporary stop” means that the decorative symbols TZ1 to TZ3 are shaken small or the decorative symbols TZ1 to TZ3 are deformed to a small extent so that the player can see that the decorative symbols TZ1 to TZ3 are stopped. The aspect which is.
  The “normal reach” described in FIG. 8 and FIG. 9 is a kind of reach effect, and a change effect in which a reach effect is established by a change effect but a specific effect that suggests a big win winning expectation is not executed thereafter. It is. In addition, the variation effect of “normal reach” is not so high in the jackpot winning expectation degree, but since the reach state is established, the expectation degree of winning in the big hit is higher than the changing effect without reach.
  In the present embodiment, “normal reach” is not selected as the special figure fluctuation pattern related to the big win, but “normal reach” is selected as the special figure fluctuation pattern related to the big win. You can also.
  “SP reach”, “SPSP reach 1” and “SPSP reach 2” described in FIGS. 8 and 9 are a kind of reach production, and a specific production suggesting the degree of expectation of winning a big hit is executed, and “normal reach” is executed. This is a so-called “super reach production” with a higher expectation of winning a big hit.
  “SP Reach” is a reach production that has a higher probability of winning a big hit than “Normal Reach”.
  “SPSP reach 1” is a reach production in which “SPSP reach” is performed without going through “SP reach”, and “SPSP reach 2” is made through “SP reach” to “SPSP reach”. Is a reach production. “SPSP reach” is a reach production with a higher degree of expectation of winning a big hit than “SP reach”. In other words, “SPSP Reach 1” and “SPSP Reach 2” have a higher probability of winning the jackpot than “SP Reach”.
  Although not described in the column of effect types in FIGS. 8 and 9, in the present embodiment, pseudo-ream can be executed in any variation effect. “Pseudo-ream” means that the decorative symbols TZ1 to TZ3 are temporarily stopped and then changed again during the special symbol variation display corresponding to one special symbol lottery, and the variations of the decorative symbols TZ1 to TZ3 are temporarily changed. This means a notice effect by a variation mode in which the stop is performed a plurality of times.
  FIG. 10A to FIG. 10F show an example of a table used when controlling a normal symbol-based game based on winning to the winning gate 10.
  FIG. 10A is a diagram illustrating an example of the hit determination table. The hit determination is to determine whether or not to execute an auxiliary game that involves opening the second start port 7. As described later, the winning determination is performed based on a winning determination random number acquired based on the passing of the game ball through the winning gate 10.
  The hit determination table is divided according to the start opening winning easiness. Specifically, the hit determination table is divided into a hit determination table referred to in the non-time-saving gaming state and a hit determination table referred to in the time-saving gaming state.
  In each hit determination table, a hit determination value and a determination result are uniquely associated and stored. By collating the acquired random number for hit determination with the hit determination table, either “winning” or “losing” is determined. When “winning” is won, an auxiliary game with the opening of the second start port 7 is executed.
  FIG.10 (b) is a figure which shows an example of a normal symbol determination table. The normal symbol determination is to determine a normal symbol to be stopped and displayed on the normal symbol display device 22. The normal symbol determination table is divided according to the result of winning determination (winning and losing).
  Each normal symbol determination table stores a normal symbol determination value and a normal symbol that is stopped and displayed in a uniquely associated manner. As will be described later, the normal symbol to be stopped and displayed is determined by comparing the normal symbol determination random number acquired when the game ball passes the winning gate 10 with the normal symbol determination table. As the normal symbol identification information to be stopped and displayed, the normal symbol stop symbol data and the normal effect symbol designation command are set.
  The normal stop symbol data is used in the processing in the main control board 101, and the normal effect symbol designating command is transmitted to the effect control board 102 and used in the processing in the effect control board 102.
  FIG. 10C determines a variation pattern of a normal symbol (hereinafter referred to as a “normal diagram variation pattern”) associated with a time required to display the variation of the normal symbol (hereinafter referred to as a “normal diagram variation time”). It is a figure which shows the common figure fluctuation pattern determination table for this. The normal variation pattern determination table is composed of a general variation variation determination table that is referred to in the non-short game state and a general variation pattern determination table that is referred to in the short time gaming state.
  In each table, a common pattern variation pattern determination value and one or a plurality of common map variation patterns are uniquely associated and stored. As will be described later, the normal variation pattern is determined by collating the random number for determining the normal variation pattern acquired when the game ball passes the winning gate 10 with the normal variation pattern determination table.
  FIG. 10D shows an example of the auxiliary game reference data determination table. This table stores data (auxiliary game reference data) that is referred to when performing an auxiliary game. As shown in FIG. 10 (d), in the auxiliary game reference data determination table, the combination of the current start port winning easiness and the normal stop symbol data is associated with the auxiliary game reference data. That is, the auxiliary game reference data includes information regarding the start opening winning easiness state and the result of the normal symbol determination when the normal symbol determination is performed.
  FIG. 10E is a diagram illustrating an example of an auxiliary game control table used when controlling the auxiliary game.
  The auxiliary game control table stores conditions for controlling the auxiliary game. As conditions for controlling the auxiliary game, an opening time, which is a period from when the auxiliary game is started to when the second opening 7 is first opened, and transmission to the effect control board 102 at the start of the opening. Opening designation command, type of table used to control opening / closing of the second starting port 7, ending time, which is a period from the end of the last opening of the second starting port 7 to the end of the auxiliary game, And the ending designation | designated command transmitted to the production | presentation control board 102 at the time of ending start is set. The conditions for controlling these auxiliary games are associated with auxiliary game reference data.
  FIG. 10F is a diagram showing an example of a second start port opening / closing control table for auxiliary games used when controlling opening / closing of the second start port 7. Conditions for controlling the opening and closing of the second start port 7 during the auxiliary game are stored in the second start port opening / closing control table for the auxiliary game. As conditions for controlling the opening and closing of the second starting port 7, a general electric operation number (D) which is an opening number (operation of the second starting port control device 70) number of the second starting port 7 in the auxiliary game, 2 Opening time and closing time (operation time / non-operation time) of the start port 7 are set.
(Explanation of special game types)
In the present embodiment, a “big hit game” that is executed when the “big hit” is won as a special game advantageous to the player, with the opening of the big prize opening 8 (operation of the big prize control device 80). Is provided. The jackpot game is divided into a “long hit game” and a “short hit game” mainly depending on the opening / closing mode of the big winning opening 8.
  In the jackpot game, a round game involving one or more opening of the big winning opening 8 is executed a predetermined number of times. In each round game, the number of times that the special winning opening 8 can be opened (hereinafter referred to as the maximum number of times of opening) and the total time that can be opened (hereinafter referred to as the maximum opening time) are set in advance. The reason that “can be opened” is that the number of game balls that can enter the big winning opening 8 during one round game is limited (for example, 9). Therefore, even if the grand prize winning opening 8 is not opened the maximum number of times of opening, the big winning prize opening 8 may be closed and the round game may end. Even if the maximum opening time has not elapsed, the special winning opening 8 is closed and the round game may end. It should be noted that the maximum number of times and the maximum opening time of the big winning opening 8 in each round game may or may not be unified for each jackpot game.
(Description of game conditions)
Next, game conditions that are conditions when the game progresses will be described. In the present embodiment, the jackpot winning probability and the start opening winning easiness are set as the game conditions. As for the jackpot winning probability, the game progresses under the low-probability gaming state or the high-probability gaming state, and the game ball progresses under the short-time gaming state or the non-short-time gaming state with respect to the ease of winning the game opening. To do. The initial (power-on) gaming conditions are set to a low probability gaming state and a non-short-time gaming state, and this low probability gaming state and a non-time-short gaming state are referred to as a normal gaming state.
  In the present embodiment, the low-probability gaming state with respect to the jackpot winning probability means that the jackpot winning probability in the jackpot determination is set to be relatively disadvantageous to the player at 1/350. On the other hand, the high probability gaming state is that the jackpot winning probability is higher than the low probability gaming state, that is, set to 1/80 which is relatively advantageous to the player. Therefore, when the jackpot winning probability is in a high probability gaming state, winning a jackpot is easier than in the low probability gaming state, and the number of winning jackpots per unit time is relatively large, which is advantageous to the player. It can be said that it is a state.
  The non-time-saving gaming state is a state in which the start opening winning easiness is normal. Specifically, in the non-time-saving gaming state, the normal time variation time is set to 12 seconds, and the operation time (second start time) of the second start port control device 70 that operates when “winning” is won in the winning determination. It means that the total of the opening time of the mouth 7) is set to 0.2 seconds, and the probability of winning in the hit determination for the normal symbol is set to 1/50. Note that the “total opening time” is that the second start port 7 may be opened multiple times for each win, and a game ball can be won for each win. This is because the number is limited, and when a game ball is won, it closes without waiting for the opening time.
  On the other hand, in the short-time gaming state, the opening time of the second starting port 7 per unit time (the operating time of the second starting port control device 70) is longer than in the non-short-time gaming state, and the second starting port 7 Is a gaming state that tends to be open. Due to the relatively high start opening prize ease, the number of times the second special symbol determination can be performed per unit time increases. Under the same jackpot winning probability, the number of executions of the second special symbol determination per unit time inevitably increases the number of winning jackpots per unit time. It can be said that this is an advantageous state for the player as compared to the gaming state.
  As described above, in the present embodiment, in the short-time gaming state, the normal variation time is set to 3.0 seconds, the total maximum opening time of the second start port 7 is set to 5.2 seconds, The probability of winning is set to 1/5. That is, all the components of the start opening winning ease are set to be more advantageous to the player than the non-time-saving gaming state. In the short-time gaming state, the second start port 7 is opened twice via a 1.0 second closure (interval). However, there is no such closure, and it may be opened only once. Moreover, the closure may be provided a plurality of times.
  In this embodiment, when a game ball enters the start openings 6 and 7, three prize balls can be obtained, but the player fires the game ball by operating the appropriate launch handle 32. However, the number of game balls possessed by the player tends to decrease. However, in the short-time gaming state, since it is easier to enter the second starting port 7 than in the non-short-time gaming state, it is possible to suppress a decrease in the number of game balls possessed by the player. That is, from the viewpoint of the number of game balls possessed by the player, the short-time game state is set to be more advantageous for the player than the non-short-time game state.
  In this way, by winning the jackpot, the type of jackpot game (long win game / short win game) and the game conditions newly set after the jackpot game (low probability game state / high probability game state and non-time short game state / In combination with the short-time gaming state). In view of this, the substantial jackpot type (the jackpot type based on the profits enjoyed by the player) includes the type of jackpot game to be executed and the game conditions newly set after the jackpot game ends ( It can be said that it is a combination with (gaming state). Therefore, hereinafter, apart from the type of jackpot based on the special figure stop symbol data, based on the combination of the type of jackpot game derived by the jackpot and the game conditions after the jackpot game, that is, based on the type of profit that the player enjoys The jackpot type can be classified.
  The long win game is executed by winning the jackpot, and then the high jackpot that is set to the high-probability game state and the short-time game state is set to “high-probability short-lived length (per probability variable length)”, and the long-win game is executed by winning the jackpot After that, the jackpot to be set to the low probability gaming state and the short-time gaming state is “low probability short-lived long (usually per length)”, the short-winning game is executed by winning, and then the high-probability gaming state and the short-time gaming state The jackpot to be set is referred to as “high probability short-lived short-and-short hit (probable short-range win)”.
  When the jackpot is won, the normal game state is set when the jackpot game starts regardless of the state before the jackpot game. That is, during the jackpot game, the low probability game state and the non-short-time game state are entered.
(Main processing of main control board)
The main process of the main control board 101 will be described with reference to FIG.
  When power is supplied from the power supply board 107 to the main CPU 101a, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.
  First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a reads a startup program from the main ROM 101b and initializes each storage area of the main RAM 101c in response to power-on.
  In step S20, the main CPU 101a updates the special figure fluctuation random number for determining the special figure fluctuation pattern in the fluctuation display of the special symbol composed of the reach determination random number and the special figure fluctuation pattern determination random number. .
  In step S30, the main CPU 101a updates an initial value random number including an initial value random number for jackpot determination, an initial value random number for special symbol determination, an initial value random number for hit determination, and the like. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG. The following timer interrupt processing is executed by generating a clock pulse every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 101.
  First, in step S100, the main CPU 101a saves the information stored in the register of the main CPU 101a to the stack area.
  In step S110, the main CPU 101a performs a special game variable counter update process, a special symbol stop time update process, an opening time update process, an open / close time update process for the special winning opening 8, and the like. And the time control process which updates the auxiliary | assistant game timer counter which performs the update process of the change time of a normal symbol, the update process of the stop time of a normal symbol, the update process of the opening / closing time of the 2nd start port 7, etc. is performed.
  In step S120, the main CPU 101a updates a specific random number including a jackpot determining random number, a special symbol determining random number, and a winning determining random number.
  In step S130, the main CPU 101a performs an initial value random number update process for updating the jackpot determining initial value random number, the special symbol initial value random number, and the winning determination initial value random number.
  For updating various random numbers, the random number is updated by adding “1” to a random number counter provided for each type of random number. Various random numbers have a random number range. The random number range is from “0” to the maximum value determined for the random number. In the update of the random number, when the random number indicated by the random number counter is the maximum value in the random number range, the random number counter is reset to “0” without adding “1”, and each random number value is newly updated from the initial random number at that time. Update to
  In step S200, the main CPU 101a performs input control processing. In this process, the main CPU 101a performs an input control process for determining whether or not a new valid signal is transmitted from a predetermined detection sensor. Details will be described later with reference to FIGS.
  In step S300, the main CPU 101a performs the first special symbol display device 20, the second special symbol display device 21, the first special symbol hold display device 23, the second special symbol hold display device 24, and the special prize opening control device 80. Special symbol special electric control processing (special symbol related processing) for performing the above control (control of the special symbol system device). Details will be described later with reference to FIGS.
  In step S400, the main CPU 101a performs a normal signal normal power control process (normal signal control) for controlling the normal symbol display device 22, the normal symbol hold display device 25, and the second starting port control device 70 (control of the normal symbol system device). Perform symbolic processing. Details will be described later with reference to FIGS.
  In step S500, the main CPU 101a performs a payout control process. In this process, the main CPU 101a determines whether or not the winning ball counters corresponding to the starting port (the first starting port 6 and the second starting port 7), the big winning port 8 and the general winning port 11 have exceeded “0”. If it exceeds “0”, a prize ball request signal indicating the number of prize balls corresponding to each winning opening is transmitted to the payout control board 103. When a prize ball signal is transmitted, an update process for subtracting “1” from the prize ball counter related to the signal is performed.
  In step S600, the main CPU 101a, external signal output control data for outputting information related to the game as an external signal to an external device such as the game information display device 700, the second start port opening / closing solenoid 70B, and the big prize opening / closing solenoid Drive control data for driving 80B (start opening / closing solenoid drive data and big prize opening / closing solenoid drive data), and predetermined symbols on the symbol display devices 20, 21, 22 and the hold display devices 23, 24, 25 Data creation processing of display control data (special symbol display data, normal symbol display data, special symbol hold display data, normal symbol hold display data) for display is performed.
  In step S700, the main CPU 101a performs output control processing. In this process, first, a port output process for outputting a signal based on the external signal output control data and the drive control data created in S600 is performed. Subsequently, in order to light each LED of the symbol display devices 20, 21, and 22 and the hold display devices 23, 24, and 25, display device output processing for outputting a signal based on the display control data created in step S600 is performed. . Finally, command transmission processing for transmitting the command set in the transmission buffer of the main RAM 101c to another board is also performed.
  In step S800, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.
  The input control process will be described with reference to FIG. First, in step S210, the main CPU 101a determines whether or not a detection signal is input from the general winning opening detection sensor 11a, that is, whether or not a game ball has entered the general winning opening 11. When the main CPU 101a does not input a detection signal from the general winning opening detection sensor 11a, the main CPU 101a moves the process to step S220. When the main CPU 101a receives a detection signal from the general winning opening detection sensor 11a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.
  In step S220, the main CPU 101a determines whether or not the detection signal from the big winning opening detection sensor 8a has been inputted, that is, whether or not the game ball has entered the big winning opening 8. When the main CPU 101a has not input a detection signal from the special winning opening detection sensor 8a, the main CPU 101a moves the process to step S230. When the main CPU 101a receives a detection signal from the special winning opening detection sensor 8a, the main CPU 101a adds predetermined data to the special winning opening prize ball counter used for the winning ball and updates it, and wins the big winning opening 8. The counter value of the round winning counter (C) for counting the played game balls is added and updated.
  In step S230, the main CPU 101a determines whether a detection signal from the first start port detection sensor 6a has been input, that is, whether or not a game ball has entered the first start port 6. Details will be described later with reference to FIG.
  In step S240, the main CPU 101a determines whether or not the detection signal from the second start port detection sensor 7a has been input, that is, whether or not the game ball has entered the second start port 7. Details will be described later with reference to FIG.
  In step S250, the main CPU 101a determines whether or not the detection signal from the winning gate detection sensor 10a has been input, that is, whether or not the game ball has passed the winning gate 10. Details will be described later with reference to FIG.
  Next, the first start port detection signal input process will be described with reference to FIG. In step S231, the main CPU 101a determines whether or not there is a valid detection signal from the first start port detection sensor 6a. If there is no valid detection signal, the process ends. If there is a valid detection signal, the start opening prize counter is updated by adding “1” in step S232, and the first start opening entering the main RAM 101c is updated. The first start port winning flag is turned ON in the flag storage area.
  In step S233, the main CPU 101a determines whether or not the counter value of the first special figure hold number counter for counting the first special figure hold number (U1) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (U1) is not less than 4, the main CPU 101a terminates the processing. If the main CPU 101a determines that the first special figure hold number (U1) is smaller than 4, the first special figure hold in step S234. The counter value of the number counter is updated by adding “1”. In step S234, the main CPU 101a displays special symbol hold display data indicating the number of holds in the main RAM 101c in order to update the first special figure hold number (U1) displayed on the first special symbol hold display device 23. Set to a predetermined area.
  In step S235, the main CPU 101a determines the jackpot determination random number indicated by the jackpot determination random number counter, the special symbol determination random number indicated by the special symbol determination random number counter, the reach determination random number indicated by the reach determination random number counter, and the special figure variation pattern. The random number for special figure fluctuation pattern determination indicated by the random number counter for determination is stored in the first special symbol holding storage area. Hereinafter, the jackpot determination random number, the special symbol determination random number, the reach determination random number, and the special figure variation pattern determination random number are collectively referred to as “special pattern determination information”.
  The first special symbol storage area is divided into a first storage unit to a fourth storage unit (see FIG. 11A), and the special figure determination information is a number in a storage unit in which random numbers are not stored. Are stored in order from the smallest storage unit. Each storage unit has an area for each stored random number (see FIG. 11B).
  In step S236, the main CPU 101a performs the first preliminary determination based on the game ball entering the first start port 6. Here, the first preliminary determination will be described.
  Specifically, in the first preliminary determination, the first special figure variation pattern is determined based on the special figure determination information stored in the first special symbol storage area. That is, the main CPU 101a determines the first special figure fluctuation pattern as the first pre-determination before performing the special figure fluctuation pattern determination process (S313).
  In step S237, the main CPU 101a sets the first start opening winning designation command corresponding to the first special figure variation pattern determined in the first preliminary determination in the effect transmission data storage area (transmission buffer) of the main RAM 101c. .
  Next, the second start port detection signal input process will be described with reference to FIG. In step S241, the main CPU 101a determines whether or not there is a valid detection signal from the second start port detection sensor 7a. If the main CPU 101a determines that there is no valid detection signal, the main CPU 101a ends the process. If the main CPU 101a determines that there is a valid detection signal, the main CPU 101a moves the process to step S242.
  In step S242, the main CPU 101a updates the start opening prize ball counter by adding “1”, updates the second start opening entrance ball regulation counter by adding “1”, and also updates the second start opening of the main RAM 101c. The second starting entrance ball flag is turned ON in the winning flag storage area. The second starting entrance counting rule counter counts the number of winnings to the second starting entrance 7 in one auxiliary game. This is because, in the present embodiment, the number of balls entering the second starting port 7 for a single auxiliary game is limited.
  In step S243, the main CPU 101a determines whether or not the counter value of the second special symbol reservation number counter for counting the second special symbol reservation number (U2) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (U2) is not smaller than 4, the main CPU 101a ends the process. If the main CPU 101a determines that the second special figure reservation number (U2) is smaller than 4, the process proceeds to step S244.
  In step S244, the main CPU 101a adds “1” to the counter value (U2) of the second special figure pending number counter and updates it. Further, in step S244, the main CPU 101a updates the second special symbol hold number (U2) displayed on the second special symbol hold display device 24 in step S244 to display the special symbol hold display data indicating the hold number in the main RAM 101c. Set to a predetermined area.
  In step S245, the main CPU 101a determines the jackpot determination random number indicated by the jackpot determination random number counter, the special symbol determination random number indicated by the special symbol determination random number counter, the reach determination random number indicated by the reach determination random number counter, and the special figure variation pattern. The random number for special pattern fluctuation pattern determination indicated by the random number counter for determination is stored in the second special symbol storage area.
  The second special symbol holding storage area is divided into a first storage unit to a fourth storage unit (see FIG. 11A), and the special figure determination information is a number in a storage unit in which no random number is stored. Are stored in order from the smallest storage unit. Each storage unit has an area for each stored random number (see FIG. 11B).
  And main CPU101a performs the 2nd prior determination based on the entrance into the 2nd starting port 7 in step S246. Here, the second prior determination will be described.
  Specifically, in the second pre-determination, the second special figure variation pattern is determined based on the special figure determination information stored in the second special symbol storage area. That is, the main CPU 101a determines the second special figure fluctuation pattern as the second pre-determination before performing the special figure fluctuation pattern determination process (S313).
  In step S247, the main CPU 101a sets the second start opening winning designation command corresponding to the second special figure variation pattern determined in the second pre-determination in the effect transmission data storage area (transmission buffer) of the main RAM 101c. .
  Next, winning gate detection signal input processing will be described with reference to FIG. In step S251, it is determined whether there is a valid detection signal from the winning gate detection sensor 10a. If the main CPU 101a determines that there is no valid detection signal, the main CPU 101a ends the process. If the main CPU 101a determines that there is a valid detection signal, the main CPU 101a moves the process to step S252.
  In step S252, the main CPU 101a determines whether or not the counter value of the normal symbol holding number counter for counting the number of normal symbol holdings (G) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (G) is not smaller than 4, the main CPU 101a ends the process. If the main CPU 101a determines that the counter value (G) is smaller than 4, the main CPU 101a moves the process to step S253.
  In step S 253, the main CPU 101 a adds “1” to the counter value (G) of the usual figure holding number counter and updates it. In step S253, the main CPU 101a updates the normal symbol hold number (G) displayed on the normal symbol hold display device 25 in the predetermined area of the main RAM 101c in order to update the normal symbol hold number (G). set.
  In step S254, the main CPU 101a determines a hit determination random number indicated by the hit determination random number counter, a normal symbol determination random number indicated by the normal symbol determination random number counter, and a normal pattern variation pattern determination random number indicated by the normal symbol variation pattern determination random number counter. Is stored in the normal symbol storage area, and the winning gate detection signal input process is terminated. Hereinafter, the hit determination random number, the normal symbol determination random number, and the common pattern variation pattern determination random number are collectively referred to as “normal pattern determination information”.
  The normal symbol holding storage area is divided into a first storage unit to a fourth storage unit (see FIG. 11C), and the common symbol determination information is a memory having a small number in a storage unit in which random numbers are not stored. It is memorized in order from the part. Each storage unit has an area for each stored random number (see FIG. 11D).
  Next, the special figure special electric control process will be described with reference to FIG. In step S301, the value of the special figure special electricity processing data is loaded, and the branch address is referred to from the special figure special electric treatment data loaded in step S302. If special figure special electric treatment data = 0, the special symbol memory determination process (step S310). If the special symbol special power processing data = 1, the processing shifts to the special symbol variation processing (step S320). If the special symbol special power processing data = 2, the processing shifts to the special symbol stop processing (step S330). If the special figure special electric processing data = 3, the process shifts to the jackpot game process (step S340), and if the special figure special electric processing data = 4, the process moves to the big hit game end process (step S350). Details will be described later with reference to FIGS.
  The special symbol memory determination process will be described with reference to FIG. First, in step S310-1, the main CPU 101a determines whether or not the special symbol is being variably displayed. If the main CPU 101a determines that the special symbol variation display is in progress, the main CPU 101a ends the processing.
  In step S310-2, the main CPU 101a determines whether or not the second special figure holding number (U2) is 1 or more. If it is determined that the second special figure hold number (U2) is not 1 or more, the process proceeds to step S310-4. If it is determined that the second special figure hold number (U2) is 1 or more, the process proceeds to step S310-3. Move processing.
  In step S310-3, the main CPU 101a updates the counter value of the second special symbol hold count counter by subtracting “1”, and in step S310-6, the data stored in the second special symbol hold storage area is shifted. Processing is performed to shift the special figure determination information stored in the first storage unit to the fourth storage unit to the previous storage unit.
  For example, the special symbol determination information stored in the fourth storage unit of the second special symbol reservation storage area is shifted to the third storage unit of the second special symbol reservation storage region. Also, the special symbol determination information stored in the first storage unit of the second special symbol storage area is shifted to the special symbol common storage area (the zeroth storage unit) common to the first special symbol and the second special symbol. Then, the special figure determination information stored in the 0th storage unit is deleted. Thereby, the special figure determination information used in the previous game is deleted. Further, the special figure stop symbol data and game condition data used in the previous game are also erased from the corresponding storage areas.
  On the other hand, in step S310-4, the main CPU 101a determines whether or not the first special figure hold number (U1) is 1 or more. If the main CPU 101a determines in step S310-4 that the first special figure hold number (U1) is 1 or more, the main CPU 101a moves the process to step S310-5.
  The main CPU 101a updates the counter value of the first special symbol reservation number counter by subtracting “1” in step S310-5 and updates the special symbol determination stored in the first special symbol reservation storage area in step S310-6. Information shift processing is performed.
  For example, the special symbol determination information stored in the fourth storage unit of the first special symbol reservation storage area is shifted to the third storage unit of the first special symbol reservation storage region. Also, the special symbol determination information stored in the first storage unit of the first special symbol storage area is shifted to the special symbol storage area (the zero storage unit) and stored in the zero storage unit. The figure determination information is deleted. Thereby, the special figure determination information used in the previous game is deleted. Further, the special figure stop symbol data and game condition data used in the previous game are also erased from the corresponding storage areas.
  In addition, in order to update the 1st special figure reservation number (U1) or the 2nd special figure reservation number (U2) with the shift process of the special figure determination information in step S310-6, specifically, the data In order to change the display contents of the special symbol hold display devices 23 and 24 corresponding to the type of the start port according to the above, first and second special symbol hold display data are set in a predetermined area of the main RAM 101c. The hold display data includes information on the type of the special symbol hold display device and information on the special symbol hold number (U1 or U2).
  In the present embodiment, the second special symbol reservation storage area is shifted in priority to the first special symbol reservation storage area in steps S310-2 to S310-6, but the game ball enters the start port. The first special symbol reserved storage area or the second special symbol reserved storage area may be shifted in the order of the balls, or the first special symbol reserved storage area may be shifted with priority over the second special symbol reserved storage area. May be.
  If it is determined in step S310-4 that the first special symbol hold number (U1) is not 1 or more, the process proceeds to steps S319-1 to S319-3 to set the customer waiting state. Wait state setting processing is performed. The customer waiting state refers to a state in which special symbol variation display and special games are not executed.
  As the customer waiting state setting process, the main CPU 101a first determines whether or not the customer waiting state determination flag “01H” is set in the customer waiting state determination flag storage area in step S319-1. When the customer waiting state determination flag “01H” is set in the customer waiting state determination flag storage area, the main CPU 101a ends the special symbol storage determination process, and determines the customer waiting state determination in the customer waiting state determination flag storage area. If the flag “01H” is not set, the process proceeds to step S319-2.
  In step S319-2, the main CPU 101a sets the customer waiting state determination flag “01H” in the customer waiting state determination flag storage area because the customer waiting state is not repeatedly set.
  In step S319-3, the main CPU 101a sets a customer waiting state designation command in the effect transmission data storage area, and ends the special symbol memory determination process.
  In step S311, the main CPU 101a executes jackpot determination processing based on the data shifted in step S310-6 and newly stored in the 0th storage unit.
  Here, the jackpot determination process will be described with reference to FIG. First, in step S311-1, the main CPU 101a determines whether the jackpot determination process is performed based on a game ball entering the first start port 6.
  If the main CPU 101a determines in step S311-1 that it is the first start port 6, the first special symbol jackpot determination table is selected in step S311-2. On the other hand, if the main CPU 101a determines that it is not the first start port 6 (is the second start port 7) in step S311-1, the second special symbol jackpot determination table is selected in step S311-3.
  Next, in step S311-4, the main CPU 101a determines whether or not a flag is turned on in the high probability flag storage area. Here, the fact that the flag is turned on in the high-probability flag storage area means that the current jackpot winning probability is a high-probability gaming state.
  If the main CPU 101a determines in step S311-4 that the flag is ON in the high probability flag storage area, in step S311-5, the main CPU 101a further selects “from the table selected in step S311-2 or step S311-3”. The “first high probability jackpot determination table” or the “second high probability jackpot determination table” is selected.
  On the other hand, when the main CPU 101a determines that the flag is not turned on in the high probability flag storage area, in step S311-6, the “first low probability” is further selected from the table selected in step S311-2 or step S311-3. "Big jackpot determination table" or "Second low probability jackpot determination table" is selected.
  In step S311-7, the main CPU 101a shifts the jackpot determination random number in the 0th storage unit after being shifted in step S310-6 to the “high probability jackpot selected in step S311-5 or step S311-6”. It is compared with the “determination table” or the “low probability jackpot determination table” to determine whether it is “big jackpot” or “losing”, and the jackpot determination processing ends.
  When the big hit determination process ends, the main CPU 101a returns to the special symbol storage determination process shown in FIG. 19, and performs the special symbol determination process in step S312. In the special symbol determination process, a special symbol that is stopped and displayed in the special symbol display devices 20 and 21 is determined based on the result of the jackpot determination process. Here, the special symbol determination process will be described with reference to FIG.
  First, in step S312-1, the main CPU 101a determines whether or not the result of the jackpot determination is “jackpot”. If it is determined that the game is a “hit”, the main CPU 101a selects a special symbol determination table for winning a jackpot in step S312-4. The process is moved to 2.
  In step S312-2, the main CPU 101a performs reach determination. Specifically, the reach determination random number value shifted in step S310-6 and stored in the 0th storage unit is checked against the reach determination table.
  In step S <b> 312-3, the main CPU 101 a determines whether or not “reach” is determined as a result of the reach determination in step S <b> 312-2. If it is determined that “reach is present”, the process proceeds to step S312-5, and a special symbol determination table for reach loss is selected. On the other hand, if it is not “reach”, that is, it is determined that “no reach”, the process proceeds to step S312-6 to select a special symbol determination table for loss without reach.
  In step S312-7, the main CPU 101a confirms the start port related to the processing based on the flag turned on in the start port winning flag storage area (first start port 6 or second start port 7), and step S312. At -8, based on the type of the start port, either the special symbol determination table for the first start port or the special symbol determination table for the second start port is selected.
  In step S312-9, the main CPU 101a performs a special symbol determination in which the special symbol determination random number value shifted in step S310-6 and stored in the 0th storage unit is checked against the selected special symbol determination table.
  In step S312-10, an effect symbol designation command is determined based on the result of the special symbol determination in step S312-9, and the determined effect symbol designation command is set in the effect transmission data storage area.
  Next, the main CPU 101a determines in step S312-1 that stop symbol data related to the special symbol (hereinafter referred to as "special symbol stop symbol data") based on the result of the special symbol determination in step S312-11, that is, the special symbol. The determined special figure stop symbol data is set in a predetermined area of the main RAM 101c.
  As will be described later, the determined special symbol stop symbol data determines “special bonus special symbol” or the like in the special symbol stop pattern of FIG. 24 when determining the special symbol variation pattern in the special symbol variation pattern determination process of FIG. 24 is also used when determining the opening / closing mode of the big winning opening 8 in the big hit game process of FIG.
  In step S312-2, the main CPU 101a collates the special figure stop symbol data with the game condition data determination table, sets the game condition data, and ends the special symbol determination process. Specifically, the main CPU 101a confirms the high probability flag storage area, and selects a game condition data determination table according to the current status of the jackpot winning probability. Next, the special condition stop symbol data is compared with the selected game condition data determination table to determine the game condition data, and set in the game condition data storage area of the main RAM 101c.
  When the special symbol determination process is completed as described above, the main CPU 101a returns to the special symbol memory determination process shown in FIG. 19 and performs the special symbol variation pattern determination process in step S313. In the special figure fluctuation pattern determination process, a special figure fluctuation pattern including information on the special figure fluctuation time and the effect type of the fluctuating effect described later, based on the result of the jackpot determination, the result of the special symbol determination, and the result of the reach determination is generated. decide.
  The special figure variation pattern determination process will be described with reference to FIG. First, in step S313-1, the main CPU 101a refers to ON / OFF of a high-probability flag, which will be described later, and ON / OFF of a short-time flag, to determine the current gaming state (high probability gaming state / low probability gaming state, and (Time saving gaming state / non-time saving gaming state) is checked, and a special figure variation pattern determination table associated with the gaming state is selected.
  In step S313-2, the main CPU 101a checks the special figure stop symbol data stored in the main RAM 101c, and determines a special figure variation pattern determination table based on the special figure stop symbol data. This is because in the present embodiment, the special figure variation pattern determination table divided according to the gaming state is further divided by special figure stop symbol data.
  In addition, when the special figure stop symbol data is “19” or “29”, that is, when the result of the special symbol lottery is a loss without reach, the special figure pending number related to the special figure fluctuation pattern determination (U1orU2) The special figure variation pattern determination table is determined based on the above. This is because, in the present embodiment, the special figure variation pattern determination table related to the reachless loss is also divided according to the special figure reservation number.
  If the special figure fluctuation pattern determination table is determined, the main CPU 101a performs special figure fluctuation pattern determination in step S313-3. Specifically, a special figure fluctuation pattern determination random number is collated with the determined special figure fluctuation pattern determination table to determine a special figure fluctuation pattern.
  When the main CPU 101a determines the special symbol variation pattern, the main CPU 101a returns to the special symbol memory determination process shown in FIG. 19, and in step S310-7, the special graphic variation pattern designation command corresponding to the special symbol variation pattern is transmitted for the effect in the main RAM 101c. Set in the data storage area. The special figure variation pattern designation command is transmitted to the production control board 102. Upon receiving this command, the production control board 102 recognizes that the special symbol fluctuation display starts, and finally designates the special figure fluctuation pattern designation. Based on the command, the variation effect pattern associated with the content of the variation effect is determined.
  In step S310-8, the main CPU 101a confirms the state of the gaming conditions at the start of the variable symbol display of the special symbol, and sets a gaming state designation command reflecting the state in the effect transmission data storage area of the main RAM 101c. .
  In step S310-9, the main CPU 101a sets the special figure change time (see FIGS. 8 and 9) associated with the special figure change pattern in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S310-10, the main CPU 101a sets special symbol variation display data in order to perform variation display of the special symbol on the first special symbol display device 20 or the second special symbol display device 21. The special symbol variation display data includes information such as the type of the special symbol display device to be operated, the variation display mode, and the variation time.
  In step S310-11, the main CPU 101a sets a flag “00H” in the customer waiting state determination flag storage area, that is, clears the customer waiting state determination flag storage area. In step S310-12, the special figure special electric processing data = 1 is set, and the special symbol memory determination process is terminated.
  Next, the special symbol variation process will be described with reference to FIG. First, in step S320-1, the main CPU 101a determines whether or not the special symbol variation display is terminated in step S310-9, in other words, whether or not the set special symbol variation time has elapsed (special). Game timer counter = 0). As a result, if it is determined that the special symbol variation display does not end, the special symbol variation processing is terminated, and the next subroutine is executed.
  If the main CPU 101a determines that the variation display of the special symbol is finished, in step S320-2, the main CPU 101a uses a special diagram stop designation command for the effect control board 102 to notify the end of the variation display of the special symbol. Set in the transmission data storage area.
  In step S320-3, the main CPU 101a displays special figure stop display data based on the special figure stop symbol data set in step S312-13 in order to stop and display the special symbols on the special symbol display devices 20 and 21 in step S320-3. Set. Thereby, the result of the special symbol lottery is notified to the player. In step S320-4, the main CPU 101a sets the time required for the special symbol stop display (hereinafter referred to as "special figure stop time", for example, 0.8 seconds) to the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S320-5, the main CPU 101a sets 2 in the special figure special electricity processing data, and in step S320-6, turns off the first starting opening prize flag or the second starting opening prize flag, and the special symbol variation process. Exit.
  The special symbol stop process will be described with reference to FIG. First, the main CPU 101a first determines whether or not the special symbol stop display ends in step S330-1, in other words, the special figure stop time set in the special game timer counter in step S320-4 has elapsed. It is determined whether or not (special game timer counter = 0?). As a result, if it is determined that the special symbol stop display does not end, the special symbol stop processing is ended. If it is determined that the special symbol stop display ends, the process proceeds to step S330-2.
  In step S330-2, the main CPU 101a determines whether or not a flag is turned on in the time reduction flag storage area. The fact that the flag is ON in the time-short flag storage area means that the current state is the time-short game state. If the flag is turned on in the time reduction flag storage area, the process proceeds to step S330-3. If the flag is turned off in the time reduction flag storage area, the process proceeds to step S330-6.
  In step S330-3, the main CPU 101a calculates “1” from the counter value of the remaining number counter in the short time gaming state indicating the remaining number of times the special symbol change display according to the short time gaming state (J: hereinafter referred to as “the remaining number of short time gaming states”). The operation value (J-1) obtained by subtracting "is stored as the remaining time-saving gaming state count (J).
  In step S330-4, the main CPU 101a determines whether or not the remaining time-saving gaming state count (J) = 0. If the remaining time-saving gaming state (J) = 0, the process proceeds to step S330-5. If the remaining time-short gaming state remaining number (J) = 0, the process proceeds to step S330-6.
  In step S330-5, the main CPU 101a turns off the flag stored in the time reduction flag storage area. It should be noted that the fact that the short time gaming state remaining number (J) is “0” means that the special symbol is displayed in a variable number of times (Ja) in the short time gaming state. Means to end.
  In step S330-6, the main CPU 101a determines whether or not a flag is turned on in the high probability flag storage area. The fact that the flag is turned on in the high probability flag storage area means that the current state is a high probability gaming state. If the flag is ON in the high probability flag storage area, the process proceeds to step S330-7. If the flag is OFF in the high probability flag storage area, the process proceeds to step S330-10.
  In step S330-7, the main CPU 101a displays the counter value of the high-probability gaming state remaining number counter indicating the remaining number of times of display of the special symbol variation display according to the high-probability gaming state (X: hereinafter referred to as “the remaining number of high-probability gaming states”) The operation value (X−1) obtained by subtracting “1” from the value is stored as a new high probability gaming state remaining number (X).
  In step S330-8, the main CPU 101a determines whether or not the high probability gaming state remaining count (X) = 0. If the high probability gaming state remaining number (X) = 0, the process proceeds to step S330-9. If the high probability gaming state remaining number (X) = 0 is not satisfied, the process proceeds to step S330-10.
  In step S330-9, the main CPU 101a turns off the flag stored in the high probability flag storage area. Note that the high probability gaming state remaining count (X) is “0” means that the special symbol is displayed in a variable number of executable times (Xa) in the high probability gaming state, and the special symbol based on the “high probability” state. This means that the fluctuation display of is finished.
  In step S330-10, the main CPU 101a confirms the state of the current gaming condition, and sets a gaming state designation command indicating the gaming state in the effect transmission data storage area.
  In step S330-11, the main CPU 101a determines whether or not the determination result of the jackpot determination related to the special symbol stop process is “jackpot”. Specifically, it is determined whether or not the special symbol stop symbol data stored in the special symbol stop symbol data storage area relates to the jackpot special symbol (special symbol stop symbol data = 10 to 12, 20 to 21). To do. If it is determined that the jackpot special symbol is determined, the process proceeds to step S330-13. If the jackpot special symbol is not determined, the process proceeds to step S330-12.
  In step S330-12, the main CPU 101a sets 0 in the special symbol special electric processing data, and shifts the processing to the special symbol memory determination processing shown in FIG.
  In step S330-13, the main CPU 101a sets 3 to the special figure special processing data, and in step S330-14, the game condition flag storage area (time-short flag storage area and high-probability flag storage area), high-probability gaming state The remaining variation counter and the remaining variation counter in the short-time gaming state are reset.
  In step S330-5, the main CPU 101a sets an opening designation command corresponding to the special figure stop symbol data in the effect transmission data storage area as the jackpot game opening process. Next, the main CPU 101a sets the opening time corresponding to the special figure stop symbol data in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  The jackpot game process will be described with reference to FIG. First, in step S340-1, the main CPU 101a determines whether or not it is currently opening. The term “opening” as used herein refers to a period from the start of the jackpot game to the start of the first round game (first opening of the big winning opening 8). If it is determined that the current opening is being performed, the process proceeds to step S340-2. If it is determined that the current opening is not currently performed, the process proceeds to step S340-6.
  In step S340-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and if the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the set opening time has not elapsed, the jackpot game process is terminated, the next subroutine is executed, and if the opening time has elapsed, the process proceeds to step S340-3. .
  In step S340-3, the main CPU 101a performs a jackpot game start process. Specifically, according to the special figure stop symbol data, which jackpot is confirmed, a jackpot opening / closing control table corresponding to the jackpot type is selected and set in a predetermined area of the main RAM 101c. Specifically, the long winning game winning prize opening / closing control table or the short winning game winning prize opening / closing control table is set in a predetermined area of the main RAM 101c in accordance with the special figure stop symbol data. Next, the main CPU 101a adds “1” to the value (round number (R)) stored in the round game number storage area and stores the value. Since the round game has not been executed at the time of step S340-3, the main CPU 101a stores “1” in the round game count storage area.
  In step S340-4, the main CPU 101a performs a special prize opening process. Specifically, “1” is added to the value stored in the special electric operation number storage area (special electric operation number (K)) and stored. The main CPU 101a sets the big prize opening / closing solenoid energization start data in a predetermined area of the main RAM 101c in order to energize the big prize opening / closing solenoid 80B and open the big prize opening 8. Here, the main CPU 101a refers to the special winning opening / closing control table determined in step 340-3, and based on the round number (R) and the special operation number (K), the opening time of the special winning opening 8 ( The operating time of the big prize opening control device 80) is set in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S340-5, the main CPU 101a performs a round designation command transmission determination process. Specifically, it is determined whether or not K = 1. If K = 1, a round designation command is set in the effect transmission data storage area. This is because information indicating that the round game starts is transmitted to the effect control board 102. For example, at the time of the first release of the first round game per long game, “1” is set in the round game number storage area and “1” is set in the special operation number storage area. A round designation command indicating one round game is set in the effect transmission data storage area. On the other hand, if “1” is not set in the special operation number storage area, the big hit game process is terminated without setting the round designation command in the effect transmission data storage area. That is, since the case where K = 1 means the start of a round game, the main CPU 101a transmits a round designation command only at the start of the round. When the effect control board 102 receives the round designation command, an effect display is performed on the image display device 14 such as “ROUND1”.
  In step S340-6, the main CPU 101a determines whether or not it is currently ending. Ending here refers to the period from the end of all preset round games (after the final opening of the big winning opening 8 is completed) to the end of the jackpot game. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-17, where it is determined whether or not the ending time has elapsed, and if it is determined that the current ending is not currently in progress, step S340-7 is performed. Move processing to.
  In step S340-7, the main CPU 101a determines whether or not the big prize opening 8 is open, that is, whether or not the big prize opening control device 80 is in operation. If the main CPU 101a determines that the big prize opening 8 is being opened, it determines in step S340-8 whether or not an “opening end condition” for ending the opening of the big prize opening 8 is satisfied. To do. As the “opening end condition”, the counter value of the round winning counter has reached a specified number (for example, 9) in the round game, or the maximum open time has elapsed (special game timer counter = 0) ) Is adopted. If it is determined that the “opening end condition” is satisfied, the process proceeds to step S340-9. If it is determined that the “opening end condition” is not satisfied, the jackpot game process is ended.
  In step S340-9, the main CPU 101a performs a special winning opening closing process. In the special winning opening closing process, the energization stop data of the special winning opening / closing solenoid 80B is set in a predetermined area of the sub RAM 102c in order to close the special winning opening 8, and the opening / closing of the special winning opening determined in step 340-3 is performed. Referring to the control table, based on the current round number (R) and special operation number (K), the closing time of the special winning opening 8 is set in the special game timer counter. As a result, the special winning opening 8 is closed.
  In step S340-10, the main CPU 101a determines whether or not one round game has ended. Specifically, in one round game, the special electric operation number (K) is the number of times of opening set in the round game, or the counter value (C) of the round winning counter is a specified number (for example, 9) ) Is terminated on the condition that it has been reached, it is determined whether or not such a condition is satisfied. If it is determined that one round game has been completed, the process proceeds to step S340-12. If it is determined that one round has not been completed, the jackpot game process is ended.
  If the main CPU 101a determines in step S340-7 that the special winning openings 8 and 9 are not open, the main CPU 101a determines in step S340-11 whether a preset closing time has elapsed. As a result, if the closing time has not elapsed, the jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S340-4.
  In step S340-12, the main CPU 101a performs a reset process. Specifically, the special electricity operation number storage area is cleared and the counter value of the round winning counter is cleared.
  In step S340-13, the main CPU 101a determines whether or not the jackpot game ends, that is, whether the value (round number (R)) stored in the round game number storage area is the number of round games executed in the jackpot game. Determine whether or not. When determining “Yes”, the main CPU 101a moves the process to step S340-15, and when determining “No”, the main CPU 101a moves the process to step S340-14.
  In step S340-14, the main CPU 101a updates and stores the current round number (R) stored in the round game count storage area by adding “1”.
  In step S340-15, the main CPU 101a performs jackpot game end processing. Specifically, the round number (R) stored in the round game number storage area is reset.
  In step S340-16, the main CPU 101a performs an ending process. Specifically, according to the special figure stop symbol data, the type of jackpot is confirmed, and an ending designation command associated with the type of jackpot transmitted to the effect control board 102 is set in the effect transmission data storage area. Next, the main CPU 101a sets an ending time corresponding to the type of jackpot in the special game timer counter.
  In step S340-17, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S340-18 and passes the ending time. If it is determined that it is not, the jackpot game process is terminated as it is.
  In step S340-18, the main CPU 101a sets 4 to the special figure special electric processing data, and shifts the processing to the jackpot game end processing shown in FIG.
  The jackpot game end process will be described with reference to FIG. First, in step S350-1, the main CPU 101a loads game condition data.
  In step S350-2, the main CPU 101a collates the loaded game condition data with the game condition determination table, and determines whether or not to turn on the high probability flag in the high probability flag storage area. If the main CPU 101a determines that the high probability flag is not turned ON, the process proceeds to step S350-4. If the main CPU 101a determines that the high probability flag is ON, in step S350-3, the high probability flag is stored in the high probability flag storage area of the main RAM 101c. (01H) is turned ON, and the executable number (Xa) is set in the high probability gaming state remaining number counter.
  In step S350-4, the main CPU 101a checks the loaded game condition data against the game condition determination table, and determines whether or not the time flag is turned on in the time flag storage area. If the main CPU 101a determines that the time reduction flag is not turned on, the process proceeds to step S350-6. If the main CPU 101a determines that the time reduction flag is turned on, in step S350-5, the time reduction flag (01H) is set in the time reduction flag storage area of the main RAM 101c. At the same time, the number of executable times (Ja) is set in the time-saving gaming state remaining number counter.
  In step S350-6, the main CPU 101a confirms the current game condition status, sets a game status designation command indicating the current game condition status in the effect transmission data storage area, and in step S350-7 The special electric processing data is set to 0, and the processing moves to the special symbol memory determination processing shown in FIG.
  With reference to FIG. 27, the ordinary map normal power control process will be described. First, the main CPU 101a loads the value of the ordinary power transmission processing data in step S401, refers to the branch address from the loaded ordinary power processing data loaded in step S402, and if the ordinary power transmission processing data = 0. A normal symbol memory determination process including a normal symbol determination whether or not the auxiliary game is executed (the second start port 7 is opened) based on the general symbol determination information acquired based on the winning to the winning gate 10 ( If the normal symbol display device 22 is fluctuating based on the normal symbol determination, the processing is shifted to the normal symbol variation process (step S420). If the ordinary figure electric power processing data = 2, the process moves to the ordinary symbol stopping process (step S430) when the ordinary symbol display device 22 is stopped. = If 3 controls the opening and closing of the second start hole 7 (actuating the second start hole control device 70) and moves the process to the auxiliary game process (step S440).
  The normal symbol memory determination process will be described with reference to FIG. First, in step S410-1, the main CPU 101a determines whether or not the normal symbol is being displayed in a variable manner. If it is determined that the normal symbol is being displayed, the main CPU 101a ends the normal symbol storage determination process. If it is determined that there is not, the process proceeds to step S410-2.
  In step S410-2, the main CPU 101a determines whether or not the counter value of the universal figure holding number counter for counting the normal figure holding number is 1 or more. When the number of held general symbols (G) is “0”, the normal symbol variation display is not performed, so the normal symbol variation process is terminated.
  When the main CPU 101a determines in step S410-2 that the number of reserved symbols (G) is “1” or more, in step S410-3, the main CPU 101a determines from the counter value (G) of the normal symbol reservation number counter “G”. 1 "is subtracted and updated, and a new number of reserved general drawings (G) is set.
  In step S410-4, the main CPU 101a performs a shift process of the normal symbol determination information stored in the normal symbol reservation storage area. Specifically, the common figure determination information stored in the first storage unit to the fourth storage unit is shifted to the storage unit with the previous number. At this time, the common symbol determination information stored in the previous storage unit is written in a predetermined processing area and is erased from the normal symbol holding storage area. Here, in order to change the display content of the normal symbol hold display device 25 in accordance with the shift of the general symbol determination information, specifically, the normal symbol hold display data for displaying the current general symbol hold number (G). Is set in a predetermined area of the main RAM 101c.
  In step S410-5, the main CPU 101a performs a hit determination, that is, a determination of a hit determination random number stored in the normal symbol holding storage area. Specifically, the main CPU 101a checks whether or not the hit determination random number for the normal symbol stored in the main ROM 101b is compared with the hit determination random number stored in the main ROM 101b after being shifted in step S410-4. Judgment is made. In the present embodiment, the winning determination table is associated with the start opening winning ease state (non-short-time gaming state / short-time gaming state) (see FIG. 10A), so the short-time flag storage area And a hit determination table for a normal symbol related to the current start port winning easiness state is selected.
  In step S410-6, the main CPU 101a performs normal symbol determination. Specifically, the main CPU 101a performs normal symbol determination by comparing the normal symbol determination random number stored in the 0th storage unit with the normal symbol determination random number stored in the main ROM 101b after being shifted in step S410-4. As described above, since this normal symbol determination table is associated with the result of the hit determination (win / loss), the result of the hit determination is confirmed, and the normal symbol determination table related to the result of the hit determination is determined. select.
  In step S410-7, the main CPU 101a determines the stop symbol data related to the normal symbol (hereinafter referred to as “general symbol stop symbol data”), that is, the type of the normal symbol, based on the result of the normal symbol determination. The determined general map stop symbol data is set in a predetermined area of the main RAM 101c.
  When the determined general symbol stop pattern data is determined in the normal symbol variation pattern determination, the auxiliary symbol processing pattern in FIG. 31 is used in the normal symbol stop pattern processing in FIG. Is also used when determining the opening / closing mode of the second starting port 7.
  In step S410-8, the main CPU 101a performs general-purpose variation pattern determination. Specifically, since the normal pattern variation pattern determination table for performing the universal map variation pattern determination is classified according to the start opening winning easiness state, the main CPU 101a first confirms the time-short flag storage area, A general-purpose variation pattern determination table according to the current start opening winning easiness state is selected. Then, the main CPU 101a compares the random number for determining the customary pattern fluctuation pattern in the 0th storage unit, which is shifted in the above step S410-4, with the selected customary pattern fluctuation pattern determination table, and determines the normal pattern fluctuation pattern (normal map). (Variation time).
  In step S410-9, the main CPU 101a sets a universal pattern change pattern designation command corresponding to the determined normal pattern change pattern in the effect transmission data storage area of the main RAM 101c. The normal pattern change pattern designation command is transmitted to the effect control board 102, and the effect control board 102 recognizes that the change display of the normal symbol starts by receiving this command, and can execute the roulette effect described later.
  In step S410-10, the main CPU 101a sets the base map change time corresponding to the determined base map change pattern in the auxiliary game timer counter. The auxiliary game timer counter is subtracted every 4 ms in step S110.
  In step S410-11, the main CPU 101a sets the normal symbol variation display data to perform the normal symbol variation display on the ordinary symbol display device 22, and if the hit determination result is a hit, the main CPU 101a determines in step S410-12. The normal game stop symbol data is collated with the auxiliary game reference data determination table to determine auxiliary game reference data and set in the auxiliary game reference data storage area of the main RAM 101c.
  In step S410-13, the main CPU 101a sets “1” in the normal-plot normal power processing data, and ends the normal symbol variation process. The normal symbol variation display data includes information such as the type of the normal symbol display device 22 to be operated, the variation display mode, and the variation time.
  Next, the normal symbol variation process will be described with reference to FIG. First, in step S420-1, the main CPU 101a terminates the normal symbol variation display, in other words, whether or not the normal diagram variation time set in step S410-10 has elapsed (auxiliary game timer counter). = 0))). As a result, when it is determined that the normal symbol variation display does not end, the normal symbol variation processing is terminated and the next subroutine is executed.
  In step S420-2, the main CPU 101a sets a normal effect symbol stop designation command in the effect transmission data storage area. In step S420-3, the main CPU 101a performs normal processing based on the normal symbol stop symbol data set in step S410-8. Data for stop display of general symbols for stopping display on the symbol display device 22 is set. As a result, the player is notified of the result of the normal symbol lottery. In step S420-4, the main CPU 101a sets a normal symbol stop time (for example, 0.8 seconds) in the auxiliary game counter. The auxiliary game timer counter is subtracted every 4 ms in step S110.
  Then, in step S420-5, the main CPU 101a sets 2 to the ordinary figure / electric power process data, and ends the normal symbol variation process.
  Next, the normal symbol stop process will be described with reference to FIG. First, in step S430-1, the main CPU 101a determines whether or not the normal symbol stop display ends, in other words, whether or not the normal symbol stop time set in the auxiliary game timer counter in step S420-4 has elapsed. Whether or not (auxiliary game timer counter = 0?) Is determined. As a result, when it is determined that the normal symbol stop display does not end, the normal symbol stop processing ends, and the next subroutine is executed.
  If the main CPU 101a determines that the stop display of the normal symbol is finished, the main CPU 101a determines in step S430-2 whether the result of the hit determination related to the normal symbol stop process is “win”. More specifically, it is determined whether or not the general symbol stop symbol data stored in the normal symbol stop symbol data storage area is related to a normal symbol. Here, if it is determined that the symbol is a normal symbol, the process proceeds to step S430-4. If it is not determined that the symbol is a normal symbol, the process proceeds to step S430-3.
  In step S430-4, the main CPU 101a sets 3 to the ordinary power transmission processing data. Then, in step S430-5, the main CPU 101a sets an opening designation command corresponding to the usual figure stop symbol data in the effect transmission data storage area of the main RAM 101c, and responds to the usual figure stop symbol based on the auxiliary game control table. Set the opening time in the auxiliary game timer counter. The auxiliary game timer counter is subtracted every 4 ms in step S110. When this process is finished, the normal symbol stop process is finished.
  In step S430-3, the main CPU 101a sets 0 to the ordinary figure ordinary electricity processing data, and ends the normal symbol suspension process.
  The auxiliary game process will be described with reference to FIG. The main CPU 101a first determines in step S440-1 whether or not it is currently opening. If it is determined that it is currently opening, the process proceeds to step S440-2. If it is determined that it is not currently opening, the process proceeds to step S440-5.
  In step S440-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the auxiliary game timer counter = 0, and when the auxiliary game timer counter = 0, it is determined that the opening time has elapsed. As a result, when the opening time has not elapsed, the auxiliary game process is terminated, and when the opening time has elapsed, the process proceeds to step S440-3.
  In step S440-3, the main CPU 101a performs auxiliary game start processing. In the auxiliary game start process, the main CPU 101a first selects the second start port opening / closing control table based on the auxiliary game reference data stored in the auxiliary game reference data storage area of the main RAM 101c, and enters the predetermined area of the main RAM 101c. set.
  In step S440-4, the main CPU 101a performs a second start port opening process. In the second opening opening process, first, “1” is added to the value stored in the ordinary power operation number storage area (the ordinary power operation number (D)) and stored. And in order to operate 70 A of normal movable pieces, while setting the energization start data of the 2nd starting port opening / closing solenoid 70B, with reference to the 2nd starting port opening / closing control table set by said step S440-3, The opening time of the second start port 7 based on the general electric operation number (D) is set in the auxiliary game timer counter.
  In step S440-5, the main CPU 101a determines whether or not it is currently ending. Ending here refers to the period from the end of the last opening of the second start port 7 to the end of the auxiliary game. Therefore, the main CPU 101a moves the process to step S440-12 when determining that it is currently ending, and shifts the process to step S440-6 when determining that it is not currently ending.
  In step S440-6, the main CPU 101a determines whether or not the second start port 7 is being opened. If the main CPU 101a determines that the second start port 7 is open, whether or not the “open end condition” for ending the opening of the second start port 7 is satisfied in step S440-7. Determine. As the “opening end condition”, the counter value of the starting opening prescribed winning counter has reached a prescribed (maximum) number (for example, 10), or that the opening time of one opening of the second starting opening 7 has elapsed ( Auxiliary game timer counter = 0) is adopted. Then, the main CPU 101a moves the process to step S440-8 when it is determined that the “opening end condition” is satisfied, and ends the auxiliary game process when it is determined that the “opening end condition” is not satisfied. .
  In step S440-8, the main CPU 101a performs a second start port closing process. In the second start port closing process, energization stop data of the second start port opening / closing solenoid 70B is set to close the second start port 7, and the second start port opening / closing control table set in step S440-3 is set. The closing time of the second start port 7 is set in the auxiliary game timer counter on the basis of the current general electric operation number (D). As a result, the second start port 7 is closed.
  In step S440-9, the main CPU 101a determines whether or not the auxiliary game end condition is satisfied and the auxiliary game is ended. The auxiliary game end condition is that the number of times the second start opening 7 is opened with a preset number of power transmission operation (D), or the counter value of the start opening prescribed winning counter is the maximum number (for example, 10). It has been reached. The main CPU 101a moves the process to step S440-10 when it is determined that the auxiliary game end condition is satisfied, and ends the auxiliary game process when it is determined that the auxiliary game end condition is not satisfied. .
  In step S440-10, the main CPU 101a sets “0” in the general electric operation number storage area and sets “0” in the second start opening prize prescribed counter. That is, the general electric operation number storage area and the second start opening prescribed winning counter are cleared.
  In step S440-11, the main CPU 101a sets an ending designation command corresponding to the normal-design stop symbol data in the effect transmission data storage area, and at the same time, the ending time according to the standard-design stop symbol data based on the auxiliary game control table. Is set in the auxiliary game timer counter.
  When determining that the second start port 7 is not open in step S440-6, the main CPU 101a determines in step S440-13 whether or not the closing time set in step S440-8 has elapsed. To do. Note that the closing time is also determined by whether or not the auxiliary game timer counter = 0 as in the opening time. As a result, when determining that the closing time has not elapsed, the main CPU 101a ends the auxiliary game process, and when determining that the closing time has elapsed, the main CPU 101a moves the process to step S440-4.
  In step S440-12, the main CPU 101a determines whether or not the set ending time has elapsed. If the main CPU 101a determines that the ending time has elapsed, the main CPU 101a proceeds to step S440-14 and passes the ending time. If it is determined that it is not, the auxiliary game process is terminated.
  In step S440-14, the main CPU 101a sets the ordinary power transmission process data = 0, and ends the auxiliary game process.
(Main processing by production control board)
Next, processing executed by the sub CPU 102a in the effect control board 102 will be described.
  First, the main process of the effect control board 102 will be described with reference to FIG. When power is supplied from the power supply board 107 to the sub CPU 102a, a system reset occurs in the sub CPU 102a, and the sub CPU 102a performs the following main processing.
  First, in step S1001, the sub CPU 102a performs an initialization process. In this processing, the main processing program is read from the sub ROM 102b, and the sub RAM 102c in which flags and commands are stored is initialized.
  In step S1002, the sub CPU 102a determines an icon display mode determination random number, an effect symbol stop display pattern determination random number, a prefetch zone effect scenario determination random number, a final number determination random number, a precursor effect scenario determination random number, and a variation effect pattern, which will be described later. A process of updating the effect random number, which includes a determination random number, an effect mode determination random number, and the like and is used for determination for controlling the effect, is performed.
  Note that a random number counter is provided in the sub-RAM 102c for each of various random numbers constituting the production random number. In the effect random number update process, “1” is added to the random number counter provided for each type of random number. A random number range is provided for various random numbers constituting the production random number. The random number range is from “0” to the maximum value determined for the random number. Then, in the update of the random number, when the random value indicated by the random number counter is the maximum value in the random number range, the random number counter is returned to “0” without adding “1”.
  Further, the maximum value of the random number range is set to be different depending on the type of random number. This is to prevent the random number counter related to the production random number from being completely synchronized and always having the same random number value. Since it is only necessary to prevent the random number counter related to the production random number from being completely synchronized, different initial value random numbers are provided to the various production random numbers instead of making the maximum values of the various random number ranges different, When updating the random number, if the random value indicated by the random number counter is the maximum value in the random number range, each random value may be newly updated from the initial random number at that time.
(Timer interrupt processing by production control board)
The timer interrupt process shown in FIG. 33 is executed by generating a clock pulse every predetermined period (for example, 4 milliseconds) by the reset clock pulse generation circuit provided on the effect control board 102.
  First, in step S1100, the sub CPU 102a saves information stored in the register of the sub CPU 102a to the stack area.
  In step S1200, the sub CPU 102a performs time control processing for updating each timer counter for performing time management related to various effects.
  In step S1300, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing for analyzing a command stored in the reception buffer of the sub RAM 102c. Details will be described later with reference to FIGS.
  When the effect control board 102 receives the command transmitted from the main control board 101, the effect control board 102 performs a reception interrupt process of the effect control board 102 (not shown) and stores the received command in the reception buffer. Thereafter, processing for analyzing the received command is performed in step S1300.
  In step S1400, the sub CPU 102a performs a customer waiting effect control process for controlling the customer waiting effect performed in the customer waiting state.
  In step S1500, the sub CPU 102a checks an input signal from the effect button detection switch 18a or the selection button detection switch 19a, and performs an effect input control process based on an operation on the effect button 18A or the selection button 19A.
  In step S1600, the sub CPU 102a performs data output processing for transmitting various effect control commands set in the transmission buffer of the sub RAM 102c to the lamp control board 104 and the image control board 105.
  In step S1700, the sub CPU 102a restores the information saved in step S1100 to the register of the sub CPU 102a.
(Command analysis processing by production control board)
The command analysis processing by the effect control board 102 will be described with reference to FIGS. 34 and 35.
  In step S1301, the sub CPU 102a newly receives a command and determines whether the command is stored in the reception buffer. If the sub CPU 102a determines that the command has not been received, the sub CPU 102a ends the command analysis. If the sub CPU 102a determines that the command has been received, the process proceeds to step S1302.
  In step S1302, the sub CPU 102a determines whether or not the command stored in the reception buffer is a customer waiting state designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a customer waiting state designation command, it moves the process to step S1303, and if it determines that the command is not a customer waiting state designation command, it moves the process to step S1304.
  In step S1303, the sub CPU 102a performs customer waiting effect preparation processing and ends the command analysis processing. In the customer waiting effect preparation process, the sub CPU 102a turns on the customer waiting effect waiting flag in the customer waiting effect flag storage area of the sub RAM 102c and waits until the customer waiting effect starts (customer waiting effect waiting time: for example, 30 seconds) is set in the customer waiting effect timer counter.
  The sub CPU 102a determines in the customer waiting effect control process in step S1400 whether or not the customer waiting effect waiting time set in the customer waiting effect timer counter has elapsed, and determines that the customer waiting effect waiting time has elapsed. Then, the customer waiting effect standby flag is turned OFF and the customer waiting effect execution flag is turned ON, and a customer waiting effect control command indicating the effect information of the customer waiting effect is set in the transmission buffer of the sub RAM 102c. The set customer waiting effect control command is transmitted to the lamp control board 104 and the image control board 105 by the data output process of step S1600. When the lamp control board 104 and the image control board 105 receive the customer waiting effect control command, the lamp control board 104 and the image control board 105 repeatedly execute the customer waiting effect for a predetermined time (for example, 20 seconds) based on the command. The execution and standby of the customer waiting effect are completed based on the transmission of the special figure variation pattern designation command from the main control board 101 to the effect control board 102.
  In step S1304, the sub CPU 102a determines whether or not the command stored in the reception buffer is a start slot winning designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a start opening winning designation command, it moves the process to step S1305, and if it determines that the command is not a starting opening winning designation command, it moves the process to step S1306.
  In step S <b> 1305, the sub CPU 102 a performs a start opening prize winning process for making a determination related to a so-called pre-reading notice such as a pre-reading zone effect or an icon change notice based on the pre-determination result, and ends the command analysis process. The start opening winning time process will be described later with reference to FIGS.
  In step S1306, the sub CPU 102a determines whether or not the command stored in the reception buffer is an effect designating command. If the sub CPU 102a determines that the command stored in the reception buffer is an effect symbol designation command, the process proceeds to step S1307. If the sub CPU 102a determines that there is no effect symbol designation command, the process proceeds to step S1308.
  In step S1307, the sub CPU 102a configures a special symbol lottery effect, performs an effect symbol stop display pattern determination process for performing an effect symbol stop display performed when the special symbol stop display is performed, and The command analysis process ends. The effect symbol stop display pattern determination process will be described later with reference to FIG.
  In step S1308, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special figure variation pattern designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special figure variation pattern designation command, the sub CPU 102a shifts the processing to steps S1309 to S1312. If the sub CPU 102a determines that there is no special figure variation pattern designation command, the process proceeds to step S1313. Move processing.
  In step S1309, the sub CPU 102a performs a hold icon shift process for shifting (moving) the hold icon representing the special figure hold in accordance with the special figure hold (shift). The hold icon shift process will be described later with reference to FIG.
  In step S1310, the sub CPU 102a performs a prefetch zone effect start determination process for determining whether or not to start a prefetch zone effect that is a notice effect based on the predetermination result, and ends the command analysis process. The pre-read zone effect start determination process will be described later with reference to FIG.
  In step S1311, the sub CPU 102a configures a special drawing lottery effect, and displays a variation effect pattern that is the effect content of the variation effect (including the variation display of the effect symbol) performed when the special symbol variation display is performed. The variable effect pattern determination process to determine is performed. The variation effect pattern determination process will be described later with reference to FIG.
  In step S1312, whether the sub CPU 102a changes the pending icon and the changing icon indicating the change display of the special symbol being executed (hereinafter, the case where both the holding icon and the changing icon are indicated is simply referred to as “icon”). An icon change notice determination process of whether or not is performed, and the command analysis process ends. The icon change notice determination process will be described later with reference to FIG.
  In step S1313, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special figure fluctuation stop designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special figure fluctuation stop designation command, the sub CPU 102a shifts the processing to step S1314 to step S1315. If the sub CPU 102a determines that there is no special figure fluctuation stop designation command, the process proceeds to step S1316. Move processing.
  In step S1314, the sub CPU 102a sets the effect symbol stop control command indicating that the effect symbol change display is stopped and the effect symbol stop display is performed in the transmission buffer of the sub RAM 102c as the effect symbol change stop process. The effect symbol fluctuation stop control command is transmitted to the lamp control board 104 and the image control board 105 by the data output process of step S1600. The lamp control board 104 and the image control board 105 receive the effect symbol stop control command, recognize that the variation effect is ended, end the variation effect, and perform stop display of the effect symbol.
  In step S1315, the sub CPU 102a performs an effect mode setting process for setting the effect mode when the change display of the special symbol ends, and ends the command analysis process. The effect mode setting process will be described later with reference to FIG.
In the present embodiment, the effect mode is a variation effect classification mode (category) performed by an effect device such as the image display device 14 in response to a special symbol lottery (or a special symbol variable display). It is related to the state of the game condition and the like.
Describe.
  In step S1316, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a gaming state designation command, it moves the process to step S1317. If it determines that there is no gaming state designation command, it moves the process to step S1318.
  In step S1317, the sub CPU 102a sets the data indicating the gaming state indicated by the received gaming state designation command in the gaming state storage area of the sub RAM 102c, and ends the command analysis processing.
  In step S1318, the sub CPU 102a confirms whether or not the command stored in the reception buffer is an opening designation command related to the jackpot game. If the sub CPU 102a determines that the command stored in the reception buffer is a jackpot game opening designation command, it moves the process to step S1319. If it determines that there is no jackpot game opening designation command, it moves the process to step S1320.
  In step S1319, the sub CPU 102a performs a jackpot game effect pattern determination process for determining a jackpot game effect pattern that is an effect mode of the jackpot game effect that is an effect performed during the opening of the jackpot game and during the round game, and the command analysis process Exit.
  In step S1320, the sub CPU 102a checks whether or not the command stored in the reception buffer is a round designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a round designation command, it moves the process to step S1321, and if it determines that there is no round designation command, it moves the process to step S1322.
  In step S1321, the sub CPU 102a performs a round effect pattern determination process for determining a round effect pattern that is a mode of the round effect, and ends the command analysis process. Specifically, the sub CPU 102a determines a round effect pattern based on the round designation command, sets round effect data indicating the determined round effect pattern in the round effect pattern storage area, and indicates the determined round effect pattern. The round effect control command is set in the transmission buffer of the sub RAM 102c.
  In step S1322, the sub CPU 102a confirms whether or not the command stored in the reception buffer is an ending designation command related to a jackpot game (a jackpot game ending designation command). If the sub CPU 102a determines that the command stored in the reception buffer is a jackpot game ending designation command, it moves the process to step S1323, and if it determines that the command is not a jackpot game ending designation command, it ends the command analysis process.
  In step S <b> 1323, the sub CPU 102 a performs a jackpot game ending effect pattern determination process for determining an ending effect pattern that is an effect mode of the ending effect, and ends the command analysis process.
(Processing at the start opening prize by the production control board)
The start opening winning process by the effect control board 102 will be described with reference to FIG.
  In the start opening prize process, predetermined matters such as pre-read zone effects, contents of effects related to the hold icon display and the changing icon display, which are performed based on the prior determination result indicated by the start opening prize designation command, and the like are determined. Here, the pre-read zone effect, the hold icon display, and the changing icon display that are the targets of the start opening winning prize process will be described.
  The look-ahead zone effect is an effect that suggests the degree of expectation of winning a big win over one or more variable effects. In this embodiment, the pre-read zone effect can be executed in the effect mode A and is indicated in advance by the start opening prize designation command. This is performed based on the determination result.
  While the prefetch zone effect is being executed, a background image dedicated to the prefetch zone effect is displayed on the display unit 140 of the image display device 14 (not shown), and a BGM dedicated to the prefetch zone effect is output from the audio output device 15. In the lighting device for effect 16, the lighting effect is executed in a mode dedicated to the prefetch zone effect.
  In addition, as an effect related to the pre-reading zone effect, a zone turning effect is provided. The zone turning effect is an effect as to whether or not the prefetch zone effect is executed. In the present embodiment, the variation display of the effect symbol (the change effect) performed immediately before the fluctuating effect in which the prefetch zone effect is executed. ). In the present embodiment, when a special symbol set in advance in the zone turning effect is stopped and displayed, in other words, when the zone turning effect in which all the special symbols set in advance are executed, the next effect symbol changes. The prefetch zone effect is executed from the start of the display (variation effect). In addition, only a part of the special symbols set in advance in the zone-playing effect is stopped and displayed, and all the special symbols set in advance are not stopped and displayed, in other words, the zone turning in which the preset special symbols are not aligned. When the effect is executed, the pre-read zone effect is not executed, and only the zone turning effect is executed. In the present embodiment, when a pre-read zone effect is executed, the zone-reading effect is always executed before the execution, but the pre-read zone effect is suddenly executed without going through the zone-reading effect. It is also possible to make it.
  In the present embodiment, as a special symbol set in advance, a special symbol (referred to as “prefetched” symbol) with a character “prefetch”, and a special symbol (“zone” symbol) with a character “zone”. And a special symbol (referred to as “entry” symbol) with the letters “rushing”. All special symbols such as “prefetch” symbol, “zone” symbol, and “rush” symbol are stopped and displayed. ”And some special symbols of the“ zone ”symbol are stopped and the pre-reading zone effect is not executed after the stop display. Only the“ ringing failure effect 1 ”and“ pre-reading ”symbols are stopped and displayed. The zone-striking effect in which the pre-reading zone effect is not executed after execution is referred to as “skill failure production 2”. Moreover, in this embodiment, as the “all special symbols are aligned”, the “look ahead” symbol, the “zone” symbol, and the “rush” symbol are gradually stopped, but all these special symbols are simultaneously aligned. In other words, it is also possible to arrange all the special symbols without performing the zone turning effect.
  Next, the hold icon display is to display a hold icon. In the hold icon, the special symbol determination information is stored in the main RAM 101c in the first start port detection signal input process in step S230 or the second start port detection signal input process in step S240, and the special symbol variation display (or the special symbol lottery) ), But it is in a suspended state that cannot immediately start the variable display of the special symbol, so the right to execute the variable display of the special symbol in the reserved state (hereinafter referred to as “special symbol pending”) ) And is displayed on the display unit 140 of the image display device 14.
  The hold icon executes the hold icon representing the right to execute the variable display of the first special symbol based on the winning at the first starting port 6 and the variable display of the second special symbol based on the winning at the second starting port 7 A second hold icon representing the right to hold (hereinafter, when both the hold icon and the second hold icon are indicated, they are simply referred to as “hold icon”).
  The changing icon display is to display a changing icon. The changing icon is an icon (image) representing a changing display of the special symbol being executed corresponding to the special symbol determination information stored in the storage area of the special symbol of the main RAM 101c, and is the display unit 140 of the image display device 14. Is displayed.
  In the following, when both the held icon and the changing icon are indicated, they are simply referred to as “icons”.
  In the present embodiment, a normal mode and a special mode are set as icon display modes. The normal mode is a standard display mode for icons, and the special mode is a special display mode for suggesting or notifying predetermined items. In the present embodiment, one type of normal mode is set, and the special mode is roughly divided into a first special mode for suggesting / notifying matters related to jackpot expectation and a first mode for suggesting / notifying items related to prefetch zone effects. There are three types, namely, 2 special modes and a third special mode for suggesting and notifying matters related to the handshake meeting notice to be described later. Note that icon display modes are not limited to these, and these display modes can be set as appropriate.
  A 1st special aspect suggests or alert | reports a jackpot winning expectation degree. As the first special mode, six types of first special modes 1 to 6 are set. (Normal Mode <) First Special Mode 1 <First Special Mode 2 <First Special Mode 3 <First Special Mode 4 <First Special Mode 5 <First Special Mode 6 . In addition, the 1st special aspect 6 is notifying that a jackpot winning expectation degree is 100%, ie, a jackpot winning.
  In addition, the first special mode 1 to the first special mode 5 can occur for both the hold icon and the changing icon, but the first special mode 6 occurs only for the changing icon. This is a notification that the hold icon representing the special figure hold is displayed in the first special mode 6 and the expectation degree of winning a big hit is 100% from the stage where the change display of the special symbol related to the special figure hold is not started. Then, since the interest of the game may be reduced, the first special mode 6 is not generated for the hold icon. However, the matter can be set as appropriate, and the hold icon can also be displayed in the first special mode 6.
  The second special mode suggests or reports an expected degree of execution of the prefetch zone effect (hereinafter referred to as “prefetch zone execution expectation degree”). As the second special mode, three types of second special modes, the second special mode 1 to the second special mode 3, are set. (Normal mode <) (First special mode 2 <) Second special mode 1 <Second special mode 2 <Second special mode 3 In this order, the prefetch zone execution expectation is high. Note that the second special mode 3 notifies that the prefetch zone execution expectation is 100% or that the prefetch zone effect is being executed. On the other hand, the second special mode 1 and the second special mode 2 suggest that the prefetch zone effect may be executed. The second special mode 1 to the second special mode 3 can occur for both the hold icon and the changing icon.
  In the following, “second special mode 1” is referred to as “prefetch zone effect suggesting mode 1”, “second special mode 2” is referred to as “prefetch zone zone suggesting mode 2”, and “second special mode 3” is referred to as “ This is referred to as a “prefetch zone effect notification mode”. When both the prefetch zone effect suggestion mode 1 and the prefetch zone effect suggestion mode 2 are indicated, it is simply referred to as “prefetch zone effect suggestion mode”.
  The third special mode suggests that the handshake meeting notice is executed or notifies that it is being executed. The handshake event notice is an effect that suggests the degree of expectation of winning a big hit using a changing icon, and in this embodiment, it can be executed in the effect mode A and is based on a pre-determination result indicated by the start opening prize designation command. Done. The handshake meeting notice will be described later.
  As the third special mode, two types of third special modes 1 to 3 are set. The third special mode 1 occurs only for the changing icon and informs that the handshake event notice is being executed, and the third special mode 2 occurs only for the hold icon and suggests that the handshake event notice is executed. To do.
  Next, a specific example of an icon display mode used in this embodiment will be described.
As shown in FIG. 63, the icon in the normal mode has a white circular shape.
The icon of the first special mode 1 is a display mode in a state where the normal mode is blinking.
The icons of the first special mode 2 to the first special mode 6 are common in that they represent a silhouette of a person facing the front and pushing up the fist of the right hand, and are different in color. The color of the icon of the first special mode 2 is white, the color of the icon of the first special mode 3 is green, the color of the icon of the first special mode 4 is red, the color of the icon of the first special mode 5 is zebra, The color of the icon of 1 special mode 6 is rainbow.
  The icon of the second special mode 1 is composed of the silhouettes of three people (the silhouette of the person according to the first special mode 2 and the silhouette of the two added to the back) and the letters “? Zone?” The icon of the second special mode 2 is composed of the silhouettes of five people (the silhouette of the person according to the first special mode 2 and the silhouettes of the four added to the back) and “△ zone Δ”. The icon of the second special mode 3 is composed of characters, and the silhouettes of seven people (the silhouette of the person according to the first special mode 2 and the silhouette of the six people added to it) and “○ zone It is composed of the characters “○”.
  The icon of the third special aspect 1 presents a silhouette of a person shaking hands sideways, and the icon of the third special aspect 2 presents a silhouette of a person facing the front.
  As described above, the normal display mode and the special display mode are set as the display mode of the icon, and the interest of the game is improved by changing the display mode of the icon during the game. The change pattern of the icon display mode will be described later.
  Next, an area for displaying the hold icon and an area for displaying the changing icon will be described with reference to FIG. As described above, the hold icon and the changing icon are displayed on the display unit 140 of the image display device 14.
  In the display unit 140, the hold icon display area 141 where the hold icon is displayed and the changing icon display area 142 where the changing icon is displayed are formed so as not to overlap each other.
  The hold icon display area 141 is divided into a first display unit 141a, a second display unit 141b, a third display unit 141c, and a fourth display unit 141d. Each display part 141a-141d respond | corresponds to the 1st memory | storage part-the 4th memory | storage part of the 1st special symbol holding | maintenance storage area of main RAM101c.
  Therefore, the hold icon displayed on the first display unit 141a represents the special figure hold based on the special figure determination information stored in the first storage unit of the first special symbol hold storage area, and is displayed on the second display unit 141b. The hold icon to be displayed represents special figure hold based on the special figure determination information stored in the second storage unit of the first special symbol hold storage area, and the hold icon displayed on the third display unit 141c is the first special symbol hold The special symbol hold based on the special symbol determination information stored in the third storage unit of the symbol hold storage area is represented, and the hold icon displayed on the fourth display unit 141d is the fourth storage unit of the first special symbol hold storage area Represents special figure hold based on special figure determination information stored in
  Further, the changing icon displayed in the changing icon display area 142 represents the changing display of the special symbol currently being executed based on the special symbol determination information stored in the special symbol storage area (the 0th storage unit). .
  Note that the changing icon display area 142 in which the changing icon is displayed is provided on the pedestal image D so as to be clearly distinguished from the held icon display area 141. In addition, the broken line part in FIG. 64 is for showing each display part and a display area, and is not actually displayed.
  Next, basic hold icon display and changing icon display will be described using specific examples. Note that, as a premise, as shown in FIG. 64A, the decorative display of the decorative symbols TZ1 to TZ3 constituting the effect symbol (variable display of the special symbol) is being executed, and the normal mode is displayed in the changing icon display area 142. The currently changing icons A00 are displayed, and the normal display hold icons A01 and A02 are displayed on the first display portion 141a and the second display portion 141b of the hold icon display area 141.
  Here, when the game ball enters the first start port 6 and the special figure determination information is stored in the third storage unit of the first special symbol holding storage area, and the first special figure holding occurs, FIG. As shown in b), the hold icon of the normal mode representing the first special figure hold is displayed on the third display unit 141c.
  Then, as shown in FIG. 64 (c), when the special symbol change display is finished and the special symbol stop display is performed, when the decorative symbols TZ1 to TZ3 are stopped and displayed, the change is displayed. The changing icon H00 displayed in the middle icon display area 142 is deleted.
  Then, as shown in FIG. 64 (d), the hold icons A01 to A13 are shifted in response to the shift of the special symbol determination information to start the next special symbol variation display, and the special symbol variation is changed. In response to the start of display, the decorative symbols TZ1 to TZ3 are displayed in a variable manner. Here, the hold icon A01 displayed on the first display unit 141a before the shift is shifted to the changing icon display area 142 by the shift, and the second display unit 141b and the third display unit 141c are shifted before the shift. The hold icons A01 and A02 displayed on are shifted to the first display unit 141a and the second display unit 141b, respectively.
  In this way, icon display is performed in response to the occurrence of the special symbol hold, the end of the special symbol variation display, and the start of the special symbol variation display.
  In step S1305-1, the sub CPU 102a stores the start opening winning designation command determined to have been received in step S1304 in the effect information hold storage area of the sub RAM 102c.
  As shown in FIG. 45 (a), the effect information hold storage area includes a first effect information hold storage area in which a first start opening winning designation command is stored, and a second start information winning hold designation command is stored. The production information hold storage area and the production information related storage area for storing the first start opening prize designation command or the second start opening prize designation command corresponding to the special figure fluctuation display (fluctuation production) currently being performed. Has been.
  The first effect information hold storage area and the second effect information hold storage area are the first storage unit to the fourth storage unit, like the first special figure hold storage area and the second special figure hold storage area of the main RAM 101c. It is divided into. The first start opening prize designation command and the second start opening prize designation command are stored in order from the storage unit with the smallest number in the storage unit in which the start opening prize designation command is not stored in the corresponding production information hold storage area. It will be done. It should be noted that the production information in which the first start opening prize designation command and the second start opening prize designation command are stored is handled as the 0th storage section for convenience.
  Each storage unit includes a start opening winning designation command area for storing a starting opening prize specifying command, a prefetch zone effect scenario data area for storing prefetch zone effect scenario data representing a prefetch zone effect scenario described later, and a precursor effect scenario. A sign effect scenario data area for storing sign effect scenario data to be represented, and an icon display condition scenario data area for storing icon display condition scenario data representing an icon display condition scenario.
  In step S1305-2, the sub CPU 102a acquires the icon display mode scenario determination random number indicated by the icon display mode scenario determination random number counter provided in the sub RAM 102c, and stores it in a predetermined area of the sub RAM 102c.
  In step S1305-3, the sub CPU 102a determines whether or not an effect mode A that is a normal effect mode is currently set. In the present embodiment, three types of effect modes, effect mode A, effect mode B, and effect mode C, are provided as effect modes.
  The production mode A is a normal production mode set in correspondence with the low probability gaming state and the non-time-saving gaming state. The effect mode B is an effect mode that represents the most advantageous game state that is set in accordance with the high-probability gaming state and the short-time gaming state after the probability variation length or the probability variation short hit.
  The production mode C is set corresponding to a high-probability gaming state and a short-time gaming state, or a low-probability gaming state and a short-time gaming state that occurs after winning per high-probability short-lived length or low-probability short-lived length This is an effect mode in which it is difficult or impossible to recognize whether the game state is the low probability game state or the high probability game state.
  If the sub CPU 102a determines in step S1305-3 that the effect mode A is not set, the process proceeds to step S1305-4, and if it is determined in step S1305-3 that the effect mode A is set, the process proceeds to step S1305-5. Move processing.
  In step S <b> 1305-5, the sub CPU 102 a determines whether or not the display mode of the icon that is already displayed at the current time is the prefetch zone effect notification mode or the prefetch zone effect suggestion mode.
  If the sub CPU 102a determines in step S1305-5 that the current icon display mode is the pre-read zone effect notification mode or the pre-read zone effect suggestion mode, the process moves to step S1305-6, and the current icon display mode is changed. If it is determined that the pre-read zone effect notification mode or the pre-read zone effect suggestion mode is not determined, the process proceeds to step S1305-7. This is because if the icon is already displayed in the pre-read zone effect notification mode or the pre-read zone effect indication mode, the hold icon corresponding to the start port winning designation command related to the start port winning time process is also the same pre-read zone effect notification. This is because the display is performed in the mode or the pre-read zone effect suggesting mode, and the player is suggested or notified of the execution of the pre-read zone effect.
  In step S1305-6, the sub CPU 102a changes the current icon display mode (prefetch zone effect notification mode or prefetch zone effect suggestion) to the display mode of the hold icon corresponding to the start port winning designation command related to the start port winning time process. A pre-read zone icon effect control command indicating that it is the same as the mode) is set in the transmission buffer of the sub-RAM 102c.
  The prefetch zone icon effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1600. Upon receiving the prefetch zone icon effect control command, the image control board 105 displays the icon display mode (prefetch zone effect) in which the hold icon corresponding to the start opening winning designation command related to the start opening winning time process is already displayed. Display in the same display mode as the notification mode or the pre-read zone effect suggestion mode). As described above, when the icon of the prefetch zone effect notification mode or the prefetch zone effect suggestion mode is displayed, when the game ball enters the start openings 6 and 7 and the hold icon is newly displayed, Since the display mode of the hold icon becomes the pre-read zone effect notification mode or the pre-read zone effect suggestion mode, the notification or suggestion of execution of the pre-read zone effect is emphasized, and the notification or suggestion can be reliably performed to the player. .
  In the present embodiment, after the pre-read zone icon effect control command is transmitted, the pre-read zone effect ends, and the special symbol lottery result related to the target of the pre-read zone effect is “losing”, After the prefetch zone effect, the icon related to the prefetch zone icon effect control command is displayed in the normal mode.
  In step S1305-7, the sub CPU 102a determines whether or not any of the pre-read zone effect, the zone turn effect, or the predictive effect of the pre-read zone effect (hereinafter referred to as “zone predictive effect”) is to be executed. judge. If the sub CPU 102a determines that the prefetch zone effect or the like is scheduled to be executed, the process proceeds to step S1305-10. If the sub CPU 102a determines that the prefetch zone effect or the like is not scheduled to be executed, the process proceeds to step S1305-8. Move.
  Here, the zone precursor effect will be described. The zone precursor effect is an effect for suggesting or notifying the prefetch zone execution expectation, and is configured by displaying an icon in the above-described prefetch zone effect notifying mode or the prefetch zone effect suggesting mode. It is determined whether or not the zone precursor effect is executed based on a preliminary determination result indicated by the start opening prize designation command, and if it is determined to be executed, it corresponds to the special figure suspension related to the preliminary determination. In addition to the hold icon, the display mode of the other hold icon and the changing icon displayed when it is determined to be executed is the prefetch zone effect suggestion mode or the prefetch zone effect notification mode.
  In step S <b> 1305-8, the sub CPU 102 a determines whether or not the determination result of the jackpot determination related to the symbol variation display currently being executed is “jackpot”. If the sub CPU 102a determines that it is “big hit”, it moves the process to step S1305-10, and if it determines that it is not “big hit”, it moves the process to step S1305-9.
  In step S1305-9, the sub CPU 102a selects a start opening prize designation command related to the start opening prize designation process among the start opening prize designation commands currently stored in the first presentation information hold storage area of the sub RAM 102c. It is determined whether or not all of the preliminary determination results related to the first special figure hold (hereinafter referred to as “preceding hold”) corresponding to the start opening winning designation command stored previously are “reach without reach”. If the sub CPU 102a determines that all are “no reach loss”, the process proceeds to step S1305-11. If the sub CPU 102a determines that all are not “reach without reach”, the process proceeds to step S1305-10.
In step S1305-11, the sub CPU 102a acquires a prefetch zone effect scenario determination random number indicated by a prefetch zone effect scenario determination random number counter provided in the sub RAM 102c.
In step S1305-12, the sub CPU 102a selects a prefetch zone effect determination table for performing the prefetch zone effect scenario determination, and uses the random number for prefetch zone effect scenario determination acquired in step S1305-11 in the selected determination table. The prefetch zone effect scenario determination which determines the prefetch zone effect scenario by collating is performed.
  The pre-read zone effect scenario means the contents of the effect of the zone turn effect and the pre-read zone effect. The production contents of the zone production effect and the look-ahead zone production include whether or not the production effect is executed, the timing when the production production is executed, the type of the production production executed, the execution of the pre-read zone production Whether or not the prefetch zone effect is executed when the prefetch zone is executed is included.
  The look-ahead zone effect scenario determination table is associated with the prior determination result and the current first special figure hold number (U1) indicated by the start port winning designation command that is the target of the start port winning process (see FIG. 46). .
  As shown in FIG. 46, each pre-read zone effect scenario determination table associated with the pre-determination result and the first special figure hold number (U1) has a pre-read zone effect so that the selection rate (%) for each scenario is obtained. The scenario determination value and the prefetch zone effect scenario are stored in association with each other.
  “Present change”, “Before 1 change”, “Before 2 change” and “Before 3 change” described in the pre-read zone effect scenario determination table of FIG. Or the timing at which the roll failure production 2 is executed is shown. Here, “the change” represents a change display (hereinafter referred to as “the change”) of a special symbol corresponding to the start opening prize designation command related to the start opening prize process, and “1 change before” The change display of the special symbol one change before the change is displayed, “2 change before” indicates the change display of the special pattern two changes before the change, and “3 change before” indicates the change. It shows the change display of the special symbol three times before.
  In step S1305-12, when the sub CPU 102a performs the prefetch zone effect scenario determination, the sub CPU 102a stores prefetch zone effect scenario data indicating the prefetch zone effect scenario as the determination result in the effect information hold storage area of the sub RAM 102c. . The storage of the pre-read zone effect scenario data is performed in the pre-read zone effect scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
  In step S1305-10, the sub CPU 102a changes the display mode of the hold icon corresponding to the start port winning designation command related to the processing at the start port winning time to the normal display mode, and thereafter displays the normal icon that does not change to the special mode. Normal icon display mode scenario data indicating the mode scenario is stored in the effect information hold storage area of the sub RAM 102c. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
  In step S1305-13, the sub CPU 102a determines whether or not the result of the pre-read zone effect scenario determination in step S1305-12 is a pre-read zone effect scenario including execution of the zone turning effect. It is determined whether or not to execute the zone turning effect based on the start opening winning designation command related to the winning process. If the sub CPU 102a determines that the zone turning effect is to be executed, the process proceeds to step S1305-14, and if the sub CPU 102a determines that the zone turning effect is not to be executed, the process proceeds to step S1305-4.
In step S1305-14, the sub CPU 102a acquires the final number determination random number indicated by the final number determination random number counter provided in the sub RAM 102c.
In step S1305-15, the sub CPU 102a selects a final number determination table for determining the final number of persons related to the zone sign effect icon (hereinafter, simply referred to as “final number”), and displays the selected number in the selected table. The final number determination for determining the final number is performed by collating the random number for determining the final number acquired in step S1305-14.
The final number of people is the number of people who make up the icon used for the zone sign production, and means the number of people who finally reach. The “final” is because the direction of the zone warning effect, in other words, the number of people making up the icon used for the zone warning effect (the display mode of the icon) can change midway. is there. In the present embodiment, the final number of people is set to four types of 1, 3, 5, and 7, and this one corresponds to the first special mode 2, and the three are the second special mode. 1 corresponds to 1, 2 corresponds to the second special aspect 2, and 7 corresponds to the second special aspect 3.
The higher the final number of people, the higher the expectation that the pre-read zone effect will be executed.
  The final number determination table is associated with the prefetch zone effect scenario determined in the prefetch zone effect scenario determination (see FIG. 47). In each final number determination table associated with the pre-read zone effect scenario, the final number determination value and the final number are stored in association with each other so that the selection rate (%) shown in FIG. 47 is obtained.
  47 is the identification information of the precursor effect scenario determination table used in the zone predictor effect scenario determination described later, and is included in the start opening prize. The determination result of the prefetch zone effect scenario determination in the time process and the determination result of the final number determination are associated with each other. Therefore, the final number determination determines the final number of people, and also determines the precursor effect scenario determination table used in the zone precursor effect scenario determination.
  In step S1305-16, the sub CPU 102a acquires a zone precursor effect scenario determination random number indicated by the zone precursor effect scenario determination random number counter provided in the sub RAM 102c.
  In step S1305-17, the sub CPU 102a selects a zone precursor effect scenario determination table for performing zone precursor effect scenario determination, and for the zone precursor effect scenario determination acquired in step S1305-16 in the selected determination table. A zone precursor effect scenario determination is performed in which a zone precursor effect scenario is determined by collating random numbers.
  The zone sign production scenario means the production contents of the zone sign production. In the contents of the zone warning effect, whether the zone warning effect is executable or not, and the icon display mode when the zone warning effect is executed is either the first special mode 1 or the second special mode 1 to the second special mode 3. And the icon display mode after the change in the case of change (the number of persons constituting the icon).
  As described above, the zone sign effect scenario determination table associates the determination result of the pre-read zone effect scenario determination and the determination result of the final number determination in the start opening winning prize process.
  FIG. 48 is an example of a precursor effect scenario determination table. The “when winning”, “before 3 changes → before 2 changes”, and “before 2 changes → before 1 change” described in the look-ahead zone effect scenario determination table are timings corresponding to the number of persons constituting the icon related to the zone sign effect. Represents. Here, “at the time of winning” represents the time when a special figure hold corresponding to the start opening winning designation command related to the start opening winning time process occurs, and “before 3 changes → before 2 changes”, the change is performed. This represents the period from the end of the change display of the 3rd special symbol to the start of the change display of the 2nd special symbol. This represents the period from the end of the display of the previous special symbol to the start of the display of the previous special symbol.
  In FIG. 48, “when winning”, “before 3 changes → before 2 changes”, and “before 2 changes → before 1 change” are provided as the timing of the number of people constituting the icon related to the zone sign effect. In this embodiment, the timing at which the number of persons constituting the icon related to the zone sign effect changes is “at the time of winning”, “before 4 changes → before 3 changes” and “before 3 changes → before 2 changes”. And “2 before change → 1 before change”, and the precursor effect scenario determination table shown in FIG. 48 is a precursor effect scenario determination table used when the first special figure hold number is “3”. This is because only “at the time of winning”, “before 3 changes → before 2 changes”, and “before 2 changes → before 1 change” can occur.
  In the sign effect scenario determination table used in the case of the first special figure hold number “4”, the timing of changing the number of persons constituting the icon related to the zone sign effect is “at the time of winning”, “before 4 changes → 3 In the precursor effect scenario determination table used when “before change”, “before 3 change → before 2 change”, and “before 2 change → 1 change before” is set, and the first special figure holding number is “2”, As the timing at which the number of icons constituting the effect changes, “at the time of winning” and “before 2 changes → 1 before change” are set, and the sign effect scenario determination used when the first special figure hold number is “1” In the table, “at the time of winning” is set as the timing at which the number of persons constituting the icon related to the zone sign effect changes.
  In addition, in FIG. 48, the numbers “1”, “3”, “5”, and “7” described below the column of the timing at which the number of people constituting the icon related to the zone precursor effect changes are as follows: It shows that the icon changes to a display mode composed of the number of persons.
  Thus, for example, the sign effect scenario 17-1 becomes a display mode (first special mode 2) in which the display mode of the hold icon generated at the time of winning and the icon displayed at that time is “1”. In “before 3 changes → before 2 changes”, the display mode of the icon displayed at that time is the display mode (second special mode 1) consisting of the number of people “3”, The display content of the icon displayed at that time represents the effect content of the zone precursor effect in which the display mode (second special mode 2) is made up of the number of people “5”.
  When the sub CPU 102a performs the zone sign effect scenario determination in step S1305-17, the zone sign effect scenario data indicating the zone sign effect scenario indicating the zone sign effect scenario, which is the determination result, is displayed in the effect information of the sub RAM 102c. Store in the reserved storage area. The storage of the zone sign effect scenario data is performed in the zone sign effect scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
  The sub CPU 102a indicates the prefetch zone indicating the contents of the prefetch zone effect scenario that is the determination result of the prefetch zone effect scenario determination in step S1305-12 and the effect of the zone sign effect scenario that is the determination result of the zone sign effect scenario determination in step S1305-17. The effect control command is set in the transmission buffer of the sub RAM 102c.
  The prefetch zone effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1600. When the lamp control board 104 and the image control board 105 receive the pre-read zone effect control command, the lamp control board 104 and the image control board 105 according to the zone precursor effect scenario and the effect content indicated by the pre-read zone effect scenario indicated by the pre-read zone effect control command. Controls production and prefetch zone production.
  In step S1305-19, the sub CPU 102a determines whether or not the result of the prefetch zone effect scenario determination in step S1305-12 is a prefetch zone effect scenario including the execution of the prefetch zone effect, in other words, the start port. It is determined whether or not to execute the pre-read zone effect based on the start opening winning designation command related to the winning process. If the sub CPU 102a determines to execute the prefetch zone effect, the process proceeds to step S1305-20. If the sub CPU 102a determines not to execute the prefetch zone effect, the process proceeds to step S1305-21.
  In step S1305-20, the sub CPU 102a selects a pre-read zone effect execution icon display mode scenario determination table for determining an icon display mode scenario when executing the pre-read zone effect, and the selected determination table includes: The icon display mode scenario determination for determining the icon display mode scenario is performed by checking the icon display mode scenario determination random number acquired in step S1305-2.
  The icon display mode scenario determination table for execution of the pre-read zone effect is provided for each of the precursor effect scenarios in which the determination result of the pre-read zone effect scenario determination and the determination result of the final number determination in the start-up winning prize process are associated. (See FIG. 49).
  Each icon display mode scenario determination table provided for each precursor effect scenario has a plurality of icon display mode scenarios, and an icon display mode scenario determination value is appropriately assigned to each icon display mode scenario. ing.
  49, “when winning”, “before 3 changes → before 2 changes”, “before 2 changes → before 1 change”, and “the change” described in the icon display mode scenario determination table for execution of the prefetch zone effect in FIG. Represents the timing at which the icon display mode changes. As described above, when the pre-read zone effect is being executed, the display mode of the displayed icon is the second special mode 3 including the silhouette of the person, and even if the pre-read zone effect is not being executed, the pre-read zone effect is performed. Before the is executed, the display mode of the displayed icon may be the first special mode 1, the second special mode 1, or the second special mode 2 including a human silhouette. Thus, when the icon of the first special mode 1 or the second special mode 1 to the second special mode 3 including the silhouette of the person is displayed, the color of the silhouette of the person constituting the icon changes. Can do.
  In the color change described in FIG. 49, “white → green” for “2 before change → 1 change before” in the icon display mode scenario “5” is the current white person's silhouette is green. It represents a change to a silhouette.
  49, “white → green → red → zebra → rainbow” for “the change” of the icon display mode scenario “15” in the color change described in FIG. Indicates that the color changes stepwise from green to red to zebra pattern to rainbow. This change is appropriately made according to the effect contents of the changing effect at that time. As the effect contents of the fluctuating effect for changing the color of the icon display mode, a pseudo cut-off notice, a dialogue notice, a character appearance, Or at the time of execution of the development effect which develops to super reach, when the reach state is established, a predetermined operation effect by the effect-for-effects effect 17 for the effect, etc. are set appropriately according to the changing effect at that time.
  When the sub CPU 102a performs an icon display mode scenario in step S1305-20, the sub CPU 102a stores icon display mode scenario data indicating the icon display mode scenario indicating the determination result in the effect information hold storage area of the sub RAM 102c. The icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
  In step S1305-21, the sub CPU 102a changes the display mode of the hold icon corresponding to the start port winning designation command related to the start port winning process to the normal display mode, and thereafter displays the normal icon that does not change to the special mode. Normal icon display mode scenario data indicating the mode scenario is stored in the effect information hold storage area of the sub RAM 102c. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
  In step S1305-21, the sub CPU 102a sends an icon display control command indicating the icon display mode scenario indicated by the icon display mode scenario data stored in the effect information hold storage area of the sub RAM 102c in the start opening winning time process of the sub RAM 102c. Set to send buffer.
  In step S1305-4, the sub CPU 102a performs icon display mode scenario determination processing (icon display mode scenario determination processing for non-turning effect execution) in the case of not executing the zone turning effect. The icon display mode scenario determination process for non-exercising effect will be described with reference to FIG.
  In step S1305-4-1, the sub CPU 102a presents an icon change notice prohibition period that is currently a period during which the icon change notice that makes the icon display form a special form is prohibited, specifically, during a jackpot game, SPSP During reach production, such as during reach or SP reach, the period until the specified time (for example, 3 seconds) elapses after the start of variable display of the special symbol, or the predetermined time before the special symbol is stopped. It is determined whether or not the period is (for example, 10 seconds). If the sub CPU 102a determines that it is the icon change notice period, it moves the process to step S1305-4-13, and if it determines that it is not the icon change notice period, it moves the process to step S1305-4-2.
  In step S1305-4-13, the sub CPU 102a changes the display mode of the hold icon corresponding to the start port winning designation command related to the start port winning time process to the normal display mode, and thereafter does not change to the special mode. Normal icon display mode scenario data indicating the icon display mode scenario is stored in the effect information hold storage area of the sub RAM 102c. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
  In step S1305-4-2, the sub CPU 102a determines whether or not an effect mode A that is a normal effect mode is currently set. This is because in this embodiment, a handshake event notice described later is performed only in the effect mode A. If the sub CPU 102a determines that the effect mode A is set, it moves the process to step S1305-4-3, and if it determines that the effect mode A is not set, it moves the process to step S1305-4-12.
  In step S <b> 1305-4-3, the sub CPU 102 a determines whether or not all of the prior determination results related to the advance hold are “reach without reach”. If the sub CPU 102a determines that all are “no reach loss”, the process proceeds to step S1305-4-4. If the sub CPU 102a determines that all are not “reach without reach”, the process proceeds to step S1305-4-12.
In step S1305-4-4, the sub CPU 102a obtains a handshake meeting notice execution determination random number indicated by a handshake meeting notice execution determination random number counter provided in the sub RAM 102c.
In step S1305-4-5, the sub CPU 102a selects a handshake meeting notice execution determination table for determining handshake meeting notice execution, and the handshake meeting notice execution determination acquired in step S1305-4-4 in the selected table. A handshake meeting notice execution determination is performed to determine whether or not the handshake meeting can be executed by comparing the random numbers for use.
  The handshake event notice is a kind of notice effect that suggests the degree of expectation of winning a big hit, and is performed using a moving icon. In the handshake meeting notice, the changing icon that is the subject of the notice is displayed in the third special mode 1, and it is changing along with the execution of the handshake meeting notice with the people constituting the changing icon of the third special mode 1. A predetermined handshake character appearing near the icon display area 142 shakes hands. Then, when the person composing the changing icon and the handshake character are shaking hands, the color of the person constituting the changing icon is triggered by the appearance of a predetermined line from the handshake character on the display unit 140. Gradually changes. If this person's color gradually changes, then the person's color changes completely and the color change succeeds, or the color changes back to the original color in the middle of the color change. Sometimes it fails.
  The number of times a line appears in one handshake meeting notice (hereinafter referred to as “the number of lines”) is set in plural. In the present embodiment, the number of lines is set to four types of 1 to 4.
  In addition, a handshake meeting notice suggestion effect is provided in relation to the handshake meeting notice. The handshake meeting notice suggestion effect is an effect suggesting that the handshake meeting notice is executed. The handshake event notice suggestion is a special feature that is subject to the handshake event notice for the execution of the handshake event notice during the period from the decision to execute the handshake event notice until the start of the handshake event notice. This is executed by setting the display mode of the hold icon corresponding to the figure hold and the hold icon corresponding to the advance hold of the special figure hold that is the target of the handshake meeting notice to the third special mode 2.
  The handshake meeting advance notice execution determination table is associated with the pre-determination result of the start opening prize designation command that is the target of the start opening winning process (see FIG. 50).
  As shown in FIG. 50, in each handshake meeting notice execution determination table associated with the pre-determination result, the handshake meeting notice execution is performed to determine whether or not the handshake meeting notice is executed so that the selection rate (%) shown in FIG. 50 is obtained. Determination values are stored in association with each other.
  In step S1305-4-6, the sub CPU 102a determines whether or not the determination result of the handshake meeting notice execution determination in step S1305-4-5 is “execute handshake meeting notice”. If the sub CPU 102a determines that the handshake meeting notice is to be executed, the process proceeds to step S1305-4-7, and if the sub CPU 102a determines that the handshake meeting notice is not to be executed, the process proceeds to step S1305-4-12.
In step S1305-4-7, the sub CPU 102a obtains a handshake meeting preview icon final display mode determination random number indicated by a handshake meeting preview icon final display mode determination random number counter provided in the sub RAM 102c.
In step S1305-4-8 of the sub CPU 102a, an icon final display mode determination table for handshake event notification for determining handshake event notification is selected, and step S1305-4- is selected in the selected table. The icon final display mode determination for handshake meeting notice is performed to determine the icon final display form for handshake meeting notice by collating the random number for icon final display form determination acquired in step 7.
  The icon final display mode determination table for handshake meeting advance notice is associated with the prior determination result of the start port winning designation command that is the target of the start port winning process and the current first special figure hold number (U1) ( (See FIG. 51).
  As shown in FIG. 51, the icon final display mode determination table for handshake meeting advance notice associated with the preliminary determination result and the first special figure hold number (U1) includes a plurality of icon final display modes, The icon final display mode determination value is stored in association with each icon final display mode so that the selection rate (%) shown in FIG. 51 is obtained.
  Further, the “final color pattern” described in the icon final display mode determination table for handshake meeting notice in FIG. 51 is used when selecting a line number determination table used for line number determination described later, The prior determination result, the first special figure reservation number, and the icon final display mode indicated by the start opening winning designation command related to the mouth winning winning process are associated with each other. Therefore, the final icon display mode is determined in the final icon display determination for the handshake meeting notice, and the dialog count determination table used in the dialog count determination is determined.
In step S1305-4-9, the sub CPU 102a acquires a line number determination random number indicated by the line number determination random number counter provided in the sub RAM 102c.
In step S1305-4-10, the sub CPU 102a selects a line number determination table for determining the number of lines for determining the number of lines related to the handshake meeting notice, and adds the selected table to the selected table in step S1305-4-9. The number of lines is determined by checking the acquired number of lines for determining the number of lines to determine the number of lines for the handshake meeting notice.
  The line number determination table is a table for determining the number of lines, and is associated with the prior determination result of the start opening prize designation command and the icon final display mode, which is the target of the start opening prize process (see FIG. 52). ).
  Each line count determination table associated with the prior determination result and the icon final display mode is provided with the number of lines, and each line count is determined so that the selection rate (%) shown in FIG. 52 is obtained. Values are stored in association with each other as appropriate.
  In step S1305-4-11, the sub CPU 102a selects an icon display mode scenario determination table for handshake meeting preview for determining an icon display mode scenario when executing a handshake meeting preview, and the selected determination table Then, the icon display mode scenario determination for determining the icon display mode scenario for handshake meeting notice is performed by collating the random number for icon display mode scenario determination acquired in step S1305-2.
  The icon display mode scenario determination table for handshake meeting advance notice is a table for determining an icon display form scenario when executing the handshake meeting advance notice, and is associated with the final color pattern and the number of lines (FIGS. 53 and FIG. 54).
  As shown in FIGS. 53 and 54, the icon display mode scenario determination table for each handshake meeting notice associated with the final color pattern and the number of lines includes an icon display form scenario for handshake meeting notice, Icon display mode scenario determination values are stored in association with the icon display mode scenarios for handshake meeting notices as appropriate so as to have a preset selection rate. In the present embodiment, the number of icon display mode scenarios provided for each handshake meeting notice icon display mode scenario determination table varies, and in each icon handshake meeting notice icon display mode scenario determination table, The icon display mode scenario determination value is appropriately associated with each icon display mode scenario for the handshake meeting notice so that the selection rate of each icon display mode scenario provided in the icon display mode scenario determination table is uniform. Suppose that
  FIG. 54 is an example of an icon display mode scenario determination table for handshake meeting advance notice. Icon display mode for handshake meeting advance notice “At the time of winning”, “1 change before → change” and “the (line) 1st”, “the (line) 2nd” “the ( “The dialogue” 3rd ”and“ the (the dialogue) 4th ”represent the timing when the icon display mode changes due to the handshake meeting notice.
  As described above, the number of dialogues that can be generated from a given character in one handshake meeting notice is 1 to 4 times, and “the first line” is the appearance of the first line in the handshake meeting notice. "The second (line)" represents the appearance of the second line in the handshake meeting notice, "The third (line)" represents the appearance of the third line in the handshake meeting notice, This (line) 4th "represents the appearance of the 4th line in the handshake meeting notice.
  The “white (third special mode 2)” for “winning time” described in FIG. 54 is a third in which the hold icon corresponding to the start port winning designation command that is the target of the start port winning process is white. It represents that it is displayed in the special mode 2. On the other hand, “white (third special mode 1)” for “before one change → the change” indicates that the hold icon corresponding to the start opening winning designation command to be processed at the start opening winning is displayed as the changing icon When shifted to the area 142, it is displayed in the white third special mode 1.
  In FIG. 54, “˜successful success” indicates that the change to the color corresponding to “˜” succeeds, and “˜failure failure” indicates the change to the color applicable to “˜”. Indicates a failure and returns to the previous color to be changed.
  For example, in the icon display mode scenario “120” for the handshake meeting notice, the hold icon of the third special form 2 is displayed at the time of winning a prize, and the color of the changing icon is triggered by the appearance of the first dialogue in the handshake meeting notice. Whether the color of the changing icon changes to green after the rendition of whether or not the icon changes to green and whether the changing icon changes to red when the second dialogue appears The color of the changing icon changed to red after the swaying effect was performed, and the swaying effect as to whether the color of the changing icon changed to a zebra pattern was triggered by the appearance of the third dialogue. Later, the color of the changing icon changes to a zebra pattern, and after the appearance of the fourth dialogue, the color of the changing icon changes after the effect of whether the color of the changing icon changes to rainbow Represents the production contents that change to rainbow colors.
  In addition, in the icon display mode scenario “122” for the handshake event notice, the hold icon of the normal mode is displayed at the time of winning a prize, and the change starts after the change display of the special symbol immediately before the change ends. In the meantime, the silhouette of the person changes to the third special mode 1 in green, and in the handshake meeting notice, the appearance of whether or not the color of the changing icon changes to red is triggered by the appearance of the first dialogue. After being performed, the color of the changing icon changes to red, and when the second dialogue appears, the changing icon changes to the zebra pattern when the changing icon changes to a zebra pattern. The color of the icon returns to red without changing to a zebra pattern, and after the third dialogue, the color of the changing icon changes to a zebra pattern, and then the zebra pattern does not change The red color returned to red and the fourth line appeared, Color variations in the icon after the color of the medium icon whether tilt effect changes rainbow is performed is representative effect contents varying iridescent.
  In addition, if sub CPU102a performs an icon display mode scenario in step S1305-4-11, icon display mode scenario data which shows the icon display mode scenario which shows the said determination result will be memorize | stored in the production information storage area of sub RAM102c. To do. The icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
In step S1305-4-12, the sub CPU 102a obtains a normal icon final display mode determination random number indicated by a normal icon final display mode determination random number counter provided in the sub RAM 102c.
In step S1305-4-13, the sub CPU 102a selects a normal icon final display mode determination table for determining a normal icon final display mode, and adds the selected table to the selected table in step S1305-4-12. The normal icon final display mode determination for determining the normal icon final display mode is performed by collating the acquired normal icon final display mode determination random numbers.
  The normal icon final display mode determination table is associated with the prior determination result of the start port winning designation command that is the target of the start port winning process and the current first special figure hold number (U1) (FIG. 55). reference).
  As shown in FIG. 55, the normal icon final display mode determination table associated with the prior determination result and the first special figure hold number (U1) includes a plurality of icon final display modes. The icon final display mode determination value is stored in association with each icon final display mode so that the selection rate (%) shown in FIG.
  In addition, “normal icon display mode scenario determination TBL.No” described in the normal icon final display mode determination table of FIG. 55 is used when selecting a normal icon display mode scenario determination table to be described later. Used for. Therefore, the final icon display mode is determined in the normal icon final display mode determination, and the normal icon display mode scenario determination table is determined.
  In step S1305-4-14, the sub CPU 102a selects a normal icon display mode scenario determination table for performing icon display mode scenario determination when neither zone turning effect nor handshake meeting notice is executed, The normal icon display mode scenario determination for determining the normal icon display mode scenario is performed by checking the icon display mode scenario determination random number acquired in step S1305-2 with the selected table.
  As shown in FIG. 56, each normal icon display mode scenario determination table is provided with a normal icon display mode scenario, and each normal icon display has a preset selection rate. An icon display mode scenario determination value is stored in association with the mode scenario as appropriate. In the present embodiment, the number of icon display mode scenarios provided in each normal icon display mode scenario determination table varies, and in each normal icon display mode scenario determination table, the icon display mode scenario concerned. Assume that an icon display mode scenario determination value is appropriately associated with each normal icon display mode scenario so that the selection rate of each icon display mode scenario provided in the determination table is uniform.
  FIG. 56 is an example of a normal icon display mode scenario determination table. “When winning a prize”, “before 2 changes → before 1 change”, “before 1 change”, “before 1 change → the change” and “the change” described in the icon display mode scenario determination table for handshake meeting advance notice Represents the timing at which the icon display mode changes.
  “Succeeding throwing kiss notice” described in FIG. 56 indicates that a throwing kiss notice described later is performed and the display mode of the hold icon or the change icon changes. “Throwing kiss notice failure 1” indicates that a throwing kiss notice described later is performed, but the display mode of the hold icon or the change icon does not change. Further, “throwing kiss notice failure 2” indicates that a throwing kiss notice to be described later is about to be performed, but the throwing kiss notice is not executed.
  Also, the parentheses following “success kiss notice success” described in FIG. 56 indicate the display mode of the hold icon or the change icon that changes depending on the throw kiss notice.
  For example, in the normal icon display mode scenario “70”, the hold icon of the first special mode 1 is displayed at the time of winning a prize, and the special display immediately before the change display of the special symbol two times before the change ends. When the change display of the symbol is started, the display mode of the hold icon is changed to the first special mode 1, and the display mode of the hold icon is the first special display in the throwing kiss notice in the change display of the previous special symbol. It changes to aspect 2, changes to the 3rd special aspect 1, and when the change starts after the change display of the previous special symbol ends, the display form of the hold icon changes to the first special aspect 3. The contents of the production change.
  Further, in the normal icon display mode scenario “73”, the display mode of the hold icon is changed to the first special mode 2 by the throwing kiss notice in the change display of the special symbol immediately before the change. When the change is unsuccessful and remains in the normal mode, the display mode of the hold icon changes to the first special mode 3 when the change is started after the display of the change of the previous special symbol is completed. In the variation, the display mode of the changing icon changes to the first special mode 4 in the throwing kiss notice.
  In addition, if sub CPU102a performs an icon display mode scenario in step S1305-4-12, icon display mode scenario data which shows the icon display mode scenario which shows the said determination result will be memorize | stored in the production information reserve storage area of sub RAM102c. To do. The icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.
(Determination design stop display pattern determination processing of the production control board)
The effect symbol stop display pattern determination process by the effect control board 102 will be described with reference to FIG.
  In step S1307-1, the current effect mode is confirmed by referring to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c, and the effect symbol stop display associated with the current effect mode is displayed. Select the pattern determination table. This is because the effect symbol stop display pattern determination table for determining the effect symbol stop display pattern representing the combination (placement) of the decorative symbols on the predetermined effective line in the effect symbol stop display is divided according to the effect mode. It is.
  In step S1307-2, the sub CPU 102a analyzes the effect symbol designation command stored in the reception buffer of the sub RAM 102c. This is because each effect symbol stop display pattern determination table divided according to the effect mode is further divided according to the effect symbol designation command. In step S1307-3, an effect symbol stop display pattern determination table associated with the effect symbol designation command analyzed in step S1307-2 is selected. In step S1307-4, the sub CPU 102a acquires a random number value indicated by the random number counter related to the random number for determining the effect symbol stop display pattern.
  In each effect symbol stop display pattern determination table, one or more effect symbol stop display patterns are stored in association with the effect symbol stop display pattern determination value. For example, as shown in FIG. The effect symbol stop display pattern determination value is appropriately assigned to the effect symbol stop display pattern so as to obtain a preset selection rate.
  In step S1307-5, the sub CPU 102a compares the effect symbol stop display pattern determination random number acquired in step S1307-3 with the effect symbol stop display pattern determination table selected in step S1307-4, and stops the effect symbol stop. The effect symbol stop display pattern determination for determining the display pattern is performed, and the effect symbol stop display pattern is determined.
  In step S1307-6, the sub CPU 102a sets an effect symbol stop display control command corresponding to the determined effect symbol stop display pattern in the transmission buffer of the sub RAM 102c, and corresponds to the special effect symbol stop display pattern in step S1307-7. The effect symbol stop display pattern data to be set is set in the effect symbol stop display pattern data storage area of the sub-RAM 102c.
  The effect symbol stop display control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1600. When the lamp control board 104 and the image control board 105 receive the effect symbol stop display control command, when the special symbol stop display is performed, the lamp control substrate 104 and the image control board 105 display the effect symbol stop display based on the effect symbol stop display pattern indicated by the command. It is executed on the display unit 140 of the image display device 14.
  In step S1307-8, the sub CPU 102a confirms the effect information storage area of the sub RAM 102c, and in step S1307-9, the change effect corresponding to the stop display of the effect symbol related to the effect symbol stop display pattern determination process (from now on) It is confirmed whether or not the zone turning effect is executed in the changing effect to be performed). If the sub CPU 102a determines that the zone turning effect is executed, the process proceeds to step S1307-10, and if the sub CPU 102a determines that the zone turning effect is not executed, the effect symbol stop display pattern determination process ends.
  In step S1307-10, the sub CPU 102a uses the effect symbol stop display pattern determination table for zone turning effect stored in the sub ROM 102b to determine the effect symbol stop display pattern for zone turning effect. In the effect symbol stop display pattern determination table for the zone effect, the type of the zone effect and the special symbol used for the stop display of the effect symbol are stored in association with each other.
  In step S1307-11 of the sub CPU 102a, an effect symbol stop display control command for turning effect corresponding to the effect symbol stop display pattern determined in the above 1307-10 is set in the transmission buffer of the sub RAM 102c.
  The effect symbol stop display control command for zone turning effect set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1600. Then, when the lamp control board 104 and the image control board 105 receive the effect symbol stop display control command for the zone turning effect, when the special symbol is stopped and displayed, the effect is based on the effect symbol stop display pattern indicated by the command. The display stop of the symbol is executed on the display unit 140 of the image display device 14 in preference to the stop display of the effect symbol based on the normal effect symbol stop display control command.
  In the successful turning effect, the special symbol related to the turning effect is stopped and displayed for the left symbol, the middle symbol, and the right symbol. On the other hand, in the turn failure production effect 1, the special design related to the turn production is stopped for the left design and the right design, and for the middle design, the normal production design determined in step S1307-5. Will be stopped. Further, in the turn failure production effect 2, the special design related to the turn production is stopped for the left design, and the normal design symbols determined in step S1307-5 are displayed for the right design and the middle design. A stop display will be performed.
(On-hold icon shift processing of production control board)
The hold icon shift process by the effect control board 102 will be described with reference to FIG.
  In step S <b> 1309-1, the sub CPU 102 a shifts the start opening winning designation command corresponding to the start opening related to the received special effect design designation command.
  Specifically, the type of the start port related to the received special figure variation pattern designation command is confirmed, and the data stored in the effect information storage area corresponding to the start port is shifted. In the data shift process, each data stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit. For example, data stored in the fourth storage unit of the first effect information storage area is shifted to the third storage unit of the first effect information storage area. Further, the data stored in the first storage unit of the first effect information storage area is stored in the variable effect information storage area (the 0th storage unit) common to the first effect information storage area and the second effect information storage area. The data that has been shifted and stored in the variable effect information storage area is deleted.
  In step S1309-2, the sub CPU 102a executes a subtraction icon shift control command (a first hold display shift control command or a second hold display shift control command) indicating the type of the start port related to the received special figure variation pattern designation command. Set in the transmission buffer of the RAM 102c.
  The hold icon shift control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1600. When receiving the hold icon shift control command, the image control board 105 performs a shift process of the hold icon related to the start port indicated by the received hold icon shift control command. This shift process will be described later.
  In step S1309-3, the sub CPU 102a checks the icon display mode scenario data stored in the effect information hold storage area of the sub RAM 102c, and determines whether there is a hold icon that changes the display mode by shifting the hold icon. Determine whether. If the sub CPU 102a determines that there is a hold icon to be changed, in step S1309-4, the hold icon change control indicating the change contents according to the icon display mode scenario indicated by the icon display mode scenario data for changing the display mode of the hold icon. The command is set in the transmission buffer of the sub RAM 102c. Here, “change contents according to the icon display mode scenario indicated by the icon display mode scenario data” includes an icon to be changed in display mode and a display mode to be changed.
  The hold icon change control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1600. When receiving the hold icon shift control command, the image control board 105 changes the hold icon display mode according to the icon display mode scenario indicated by the received hold icon change control command together with the shift of the hold icon related to the hold icon shift process. Change.
(Pre-read zone production start determination process of production control board)
The prefetch zone effect start determination process by the effect control board 102 will be described with reference to FIG.
  In step S1310-1, the sub CPU 102a confirms the prefetch zone effect scenario indicated by the prefetch zone effect scenario data stored in the effect information hold storage area of the sub RAM 102c, and executes the prefetch zone effect in step S1310-2. It is determined whether or not the prefetch zone effect is started with the variation effect corresponding to the special figure variation pattern designation command related to the determination process. If the sub CPU 102a determines that the prefetch zone effect is to be started, the process proceeds to step S1310-3. If the sub CPU 102a determines that the prefetch zone effect is not to be started, the prefetch zone effect start determination process ends.
  In step S1310-3, the sub CPU 102a sets a prefetch zone effect control command in the transmission buffer of the sub RAM 102c, and in step S1310-4, sets an icon effect control command for prefetch zone effect in the transmission buffer of the sub RAM 102c.
  The prefetch zone effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1600. When the lamp control board 104 and the image control board 105 receive the prefetch zone effect control command, the lamp control board 104 and the image control board 105 execute a prefetch zone entry effect that is a notification that the prefetch zone effect has been started. The prefetch zone entry effect will be described later.
  Further, the icon effect control command for prefetch zone effect set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1600. When receiving the icon effect control command for the prefetch zone effect, the image control board 105 changes the display mode of the currently displayed icon to the prefetch zone effect notification mode.
(Change control pattern determination processing of effect control board)
The variation effect pattern determination process by the effect control board 102 will be described with reference to FIG.
  In step S1311-1, the special figure variation pattern designation command determined to have been received in step S1308 is stored in the start opening prize designation command area of the effect information in the sub RAM 102c. That is, the start opening prize designation command that has been stored in the storage area for the production information is overwritten by the special figure variation designation command.
  In step S1311-2, the current effect mode is confirmed by referring to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c, and the variation effect pattern determination associated with the current effect mode is performed. Select a table. This is because a variation effect pattern determination table for determining the effect contents of the variation effect is provided for each effect mode.
  In step S1311-1, the sub CPU 102a refers to the special figure fluctuation pattern designation command stored in the reception buffer of the sub RAM 102c, and selects the fluctuation effect pattern determination table associated with the special figure fluctuation pattern designation command. The variation effect pattern determination table used for the variation effect pattern determination is determined. This is because each variation effect pattern determination table provided for each effect mode is divided by a special figure variation pattern designation command.
  In the present embodiment, in each effect mode, one or more variable effect patterns are stored in association with the change effect pattern determination value for each special figure change pattern designation command (see FIG. 58). The variation effect pattern is identification information indicating the effect contents of the variation effect, and is determined by the image display device 14, the sound output device 15, the effect lighting device 16, the effect accessory device 17, and the effect button device 18. A specific effect mode of the change effect to be performed is associated.
  The variation production pattern includes the variation production time, the variation display mode of the production design, the presence / absence of the reach production, the contents of the reach production, the presence / absence of the production button production, the contents of the production button production, the production deployment configuration, etc. Elements are associated. In addition, in the variation effect pattern of the variation effect in the image display device 14, the display mode of the variation display of the effect symbol, and the display mode related to the object image and the background image composed of characters and the like are also components of the variation effect. It is associated.
  In step S1311, the sub CPU 102a acquires a random number value indicated by the random number counter related to the random effect pattern determination random number. In step S1311-5, the acquired random effect pattern determination random number is determined in step S1311-3. The variation effect pattern determination is performed in which the variation effect pattern is determined by collating with the variation effect pattern determination table.
  In step S1311-6, the sub CPU 102a sets a variable effect control command corresponding to the determined variable effect pattern in the transmission buffer of the sub RAM 102c, and in step S1311-7, the variable effect time which is the effect time of the variable effect is set. In step S1311-8, the variable effect data corresponding to the variable effect pattern is set in the variable effect data storage area of the sub RAM 102c.
  The variation effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1600. When the lamp control board 104 and the image control board 105 receive the fluctuation effect control command, the lamp control board 104 and the image control board 105 cause the effect display device such as the image display device 14 to execute the change effect based on the change effect pattern indicated by the command.
  The variation effect timer counter is subtracted every 4 ms in step S1200. The sub CPU 102a can specify the remaining time of the variation effect, in other words, the time elapsed since the variation effect was started, by the variation effect timer counter.
(Production control board icon change determination process)
Next, the icon change determination process will be described with reference to FIG.
  In step S1312-1, the sub CPU 102a confirms the icon display mode scenario data stored in the effect information hold storage area of the sub RAM 102c, and in step S1312-2, the special-figure variation pattern related to the icon change determination process. It is determined whether or not to perform the throwing kiss notice with the variation effect corresponding to the designated command.
  If the sub CPU 102a determines that the throwing kiss notice is to be executed, the process proceeds to step S1312-3, and if the sub CPU 102a determines that the throwing kiss notice is not to be executed, the process proceeds to step S1312-4.
  In step S1312, the sub CPU 102a sets a throw kiss notice effect control command indicating the contents of the effect corresponding to the icon display mode scenario confirmed in step S1312-1 in the transmission buffer of the sub RAM 102c, and performs the icon notice determination process. Exit. Here, in the “production contents according to the icon display mode scenario”, whether the character related to the throwing kiss notices the throwing kiss or leaves, the icon that the thrown heart hits in the case of the throwing kiss (the notice of the notice) The target icon), whether or not to change the display mode of the icon, and the display mode after the change when changing the icon.
  The throwing kiss notice effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1600. When the image control board 105 receives the throw kiss notice effect control command, the image control board 105 causes the throw kiss notice to be executed according to the icon display mode scenario indicated by the received throw kiss notice effect control command. The throwing kiss notice will be described later.
  In step S1312-4, the sub CPU 102a determines whether or not to execute the handshake meeting notice with a variation effect corresponding to the special figure variation pattern designation command related to the icon variation determination process.
  If the sub CPU 102a determines that the handshake meeting advance notice is to be executed, the process proceeds to step S1312-2, and if it determines that the handshake meeting advance notice is not to be executed, the sub CPU 102a ends the icon change notice determination process.
  In step S1312-5, the sub CPU 102a sets a handshake meeting notice effect control command indicating the effect contents according to the icon display mode scenario confirmed in step S1312-1 in the transmission buffer of the sub RAM 102c, and performs the icon notice determination process. Exit. Here, the “production contents according to the icon display mode scenario” includes the number of dialogues in the handshake meeting notice and the change pattern of the display mode of the changing icon.
  The handshake meeting notice effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1600. When receiving the handshake meeting notice effect control command, the image control board 105 executes the handshake meeting notice according to the icon display mode scenario indicated by the received handshake meeting notice effect control command. The handshake meeting notice will be described later.
(Production control board production mode setting process)
Next, the effect mode setting process will be described with reference to FIG. First, in step S1314-1, the sub CPU 102a analyzes the effect symbol designation command stored in the reception buffer of the sub RAM 102c. In step S1314-2, the result of the jackpot determination indicated by the effect symbol designation command is lost. It is determined whether or not there is. If the sub CPU 102a determines that it is lost, it moves the process to step S1314-3, and if it determines that it is not lost, it moves the process to step S1314-7.
  In step S1314-7, the sub CPU 102a is associated with the result of the special symbol determination and stored in the sub ROM 102b based on the result of the special symbol determination indicated by the effect symbol designation command analyzed in step S1314-1. A mode determination table is selected (see FIG. 59).
  In each effect mode determination table, an effect mode determination value and an effect mode are associated with each other. Therefore, the sub CPU 102a acquires the effect mode determination random number indicated by the effect mode determination random number counter in step S1314-8, and collates the acquired effect mode determination random number with the effect mode determination table in step S1314-9. To determine the production mode.
  Then, in step S1314-10, the sub CPU 102a stores the effect mode flag corresponding to the determined effect mode in the effect mode flag storage area, and the number of executions of the effect mode (Ma) associated with the effect mode. Is set in the effect mode remaining number counter provided in the sub-RAM 102c, and the effect mode setting process ends.
  The number of performance mode executions is the number of variable effects that can be executed in the effect mode. The effect mode remaining number counter indicates the remaining number of fluctuation effects that can be executed in a specific effect mode in which the effect mode executable number (Ma) is set (M: remaining number of effect modes).
  On the other hand, in step S1314-3, the sub CPU 102a determines whether the presentation mode A is currently set, that is, whether the presentation mode flag “00H” is set in the presentation mode flag storage area.
  If the sub CPU 102a determines that it is the effect mode A, the effect mode setting process ends. If the sub CPU 102a determines that it is not the effect mode A, in step S1314-4, the counter value of the effect mode remaining number counter is decremented by “1” to update the remaining number (M) of the effect mode, and step 1314-5. In step S1, it is determined whether or not the counter value of the effect mode remaining number counter is “0”.
  Then, if the sub CPU 102a determines that the counter value of the effect mode remaining number counter is not “0”, it ends the effect mode setting process. If it is determined that the counter value is “0”, in step S1314-6, the effect is displayed. The mode flag “00H” is set in the effect mode flag storage area (effect mode A is set), and the effect mode setting process ends.
(Handshake meeting notice)
Next, the handshake meeting notice will be described. The handshake meeting notice is performed based on the preliminary determination result, and whether or not the display state of the changing icon changes, and whether or not the expectation degree of winning the jackpot winning of the special symbol lottery corresponding to the changing icon is improved (so-called chance) Or not). First, an effect flow of handshake meeting notice will be described with reference to FIG.
  When the changing icon that is subject to the handshake meeting notice is displayed in the changing icon display area 142 and the changing effect of the effect design is executed, the handshake event is first performed in the vicinity of the changing icon display area 142 as the handshake meeting notice. As the meeting venue appears, a handshake character that shakes hands with the changing icon and an escort character that escorts the handshake character appear at predetermined positions on the display unit 140.
  Then, when the handshake character and the changing icon shake hands and a predetermined line appears from the handshake character along with the handshake, the color starts to gradually change from under the changing icon, and the changing icon color changes. A color change effect is executed whether or not it changes (whether or not the display mode of the changing icon changes). And when the color changes completely, the jackpot winning expectation for the changing icon increases, it becomes a promotion success (chance up), the change ends in the middle, and when it returns to the color before the color change burning effect, The expectation of winning the jackpot for the floating icon is maintained, but the promotion fails.
  It is not limited to whether or not the promotion was successful in the first color change effect, and when the color change effect is finished, the second dialogue appears again from the handshake character, and the handshake meeting notice continues, Branches when exit guidance is given to the changing icon and the handshake meeting notice ends.
  When the second dialogue appears again from the handshake character and the handshake meeting notice continues, the second color change effect is executed. In the second time, as in the first time, the color changes completely and the promotion succeeds (chance up), or the change ends in the middle and the promotion fails.
  In this case as well, it is not limited to whether or not the promotion was successful in the second color change effect, but when the color change effect is finished, the third dialogue appears again from the handshake character, and the handshake meeting notice continues. The branching occurs when the escort character provides exit guidance to the changing icon and the handshake meeting notice ends.
  When the third dialogue appears from the handshake character and the handshake meeting notice continues, the third color change effect is executed. The third time is the same as the first time and the second time, and the color changes completely and the promotion succeeds (chance up), or the change ends and the promotion fails.
  In addition, it is not limited to whether or not the promotion was successful in the third color change production, and when the color change production is finished, the fourth dialogue appears from the handshake character, and the handshake meeting notice continues, The branching occurs when the character performs exit guidance for the changing icon and the handshake meeting notice ends.
  If the 4th dialogue appears from the handshake character and the handshake meeting notice continues, the color change will always change completely and the promotion will be successful (chance up), and the escort character will change. The exit guidance for the handshake event ends.
  Next, a specific example of the handshake meeting notice will be described. For example, as shown to Fig.65 (a), when the hold icon A10-A12 of a normal mode is displayed on the 1st display part 141a-the 3rd display part 141b of the hold icon display area 141, the effect which shows a loss is shown. Assume that the symbol is stopped and displayed.
  65 (b) to 65 (c), the hold icons A10 to A12 are shifted to shift to the changing icon display area 142 and the first display portions 141a and 141b, respectively. The symbol variation display is started. Since the hold icon A10 is shifted to the changing icon display area 142, the hold icon A10 changes to the changing icon A10.
  When the effect symbol variation display (special symbol variation display) is being executed, a game ball enters the first start port 6, and a first special diagram hold is newly generated. A first start opening prize designation command is transmitted to the effect control board 102 in response to the occurrence of the special figure hold, and it is determined that the handshake meeting notice is executed in the start opening prize process, and the number of dialogues of the handshake meeting notice is determined. The hold icon of the third special mode 1 is displayed at the time of winning a prize, the changing icon color changes to green in the first dialogue, and the changing icon color changes to red in the second dialogue. It is assumed that the icon display mode scenario for handshake meeting notice of the contents to be performed is selected.
  In this case, first, as shown in FIG. 66 (a), when the hold icon A13 corresponding to the newly generated first special figure hold is displayed in the third special mode 1, it is shown in FIG. 66 (b). Thus, while the display mode of the changing icon A10 does not change, the hold icons A11 and A12 corresponding to the preceding hold for the newly generated first special figure hold change to the third special mode 1 and FIG. As shown in c), the handshake meeting place K appears in the vicinity of the changing icon display area 142 while being partially hidden in the effect EF1.
  Note that the hold icons A11 to A13 are displayed in the third special mode 1 by executing the handshake meeting advance notice based on the occurrence of the first special figure hold, but the player is notified of the handshake meeting notice. In order to easily recognize the object, a heart is attached to the chest part of the silhouette of the person related to the hold icon A13 that is the object of the handshake meeting notice.
  When the effect EF1 is erased, a handshake character C1 that performs a handshake according to the handshake meeting notice and a character C2 that protects the handshake character C1 appear in the handshake meeting place K.
  Next, as shown in FIG. 67 (a), the effect symbol indicating the loss is stopped and the changing icon A10 is deleted, and as shown in FIG. 67 (b), the effect symbol change display. Is started, the hold icons A11 to A13 are shifted to the changing icon display area 142 and the first display portions 141a and 141b, respectively. Here, since the hold icon A11 is shifted to the changing icon display area 142, the hold icon A11 is changed to the changing icon A11, and the display mode is changed from the third special mode 2 to the third special mode 1 in accordance with the shift. Change.
  Further, as soon as the changing icon A11 is displayed in the changing icon display area 142, as shown in FIG. 67 (b), the handshake character C1 shakes the person related to the changing icon A11. Here, since the changing icon A11 is not an object of suggesting the degree of jackpot winning expectation related to the handshake meeting notice, no dialogue appears from the handshake character C1, and the display mode of the changing icon A11 does not change. As shown in FIG. 67 (b), when the hold icons A12 and A13 of the third special mode 2 and the changing icon A11 of the third special mode 1 are displayed, in other words, the handshake meeting notice suggestion effect. When a game ball enters the first start port 6 while is being executed, the hold icon A14 corresponding to the ball is displayed in a normal manner.
  As soon as the change display of the effect symbol corresponding to the changing icon A11 is finished, as shown in FIG. 67 (d), the escort character C2 performs an operation of confirming with the clock, and the changing effect design starts to stop. 68 (a) to 68 (b), the escort character C2 performs an exit guidance operation on the changing icon A11, and the character C1 performs a farewell operation (bye-bye). The changing icon A11 is reduced as if leaving, and when the effect symbol is stopped, the changing icon A11 is completely erased and the character C1 is displayed as shown in FIG. 68 (c). And the escort character C2 returns to the standby state.
  Then, as shown in FIG. 69 (a), the hold icon A13 that is the subject of the handshake meeting notice is shifted from the first display unit 141a to the changing icon display area 142, and the changing icon A13 of the third special mode 1 is changed. Then, the handshake character C1 immediately shakes the moving icon A13. As shown in FIG. 69 (a), when a game ball enters the first start port 6 while the handshake event is being announced, the hold icon A15 corresponding to the ball is displayed in the normal mode. Is done.
  When the handshake is performed, as shown in FIG. 69 (b), the first dialogue appears from the handshake character C1, and as shown in FIG. 69 (c), the color of the changing icon A13 gradually increases from the bottom. Try to change (here from white to green). Then, as shown in FIG. 69 (d), when the change of the color of the changing icon A13 is successful, the changing icon A13 performs a guts pose and performs an operation indicating the success of the change of the color. A translucent effect EF2 indicating a successful color change is displayed on the changing icon A13 so that the changing icon A13 is visible.
  Then, as shown in FIG. 70A, when the shaking icon A13 resumes shaking with the handshake character C1 in the color after the change, as shown in FIG. 70B, the second dialogue from the handshake character C1. Appears, and the color of the changing icon A13 gradually changes from the bottom (here, green to red). Then, as shown in FIG. 70 (c), when the change in the color of the changing icon A13 is successful, the changing icon A13 performs a guts pause and performs an operation suggesting the success of the change in the color.
  Next, as shown in FIG. 71 (a), the reach state is established, and the escort character C2 performs an exit guidance operation on the changing icon A13, and the character C1 announces farewell (bye-bye). , A predetermined reach production (for example, SP reach) is started, and as shown in FIGS. 71 (b) to 71 (c), the character C1 and the escort character C2 are erased, and the changing icon A13 is It changes to the 1st special aspect 4 common in red, and the said handshake meeting notice is complete | finished.
  As described above, the color of the changing icon (in a broad sense, the display mode) is gradually changed by the advance notice of the handshake meeting, and the color-changing effect of whether the color changes is performed. In this way, by displaying the color change process, it is possible to make the player pay attention to the change of the changing icon and to easily recognize the change of the changing icon.
  In the present embodiment, it is the color that changes as the target of the handshake meeting advance notice, but this change target is not limited to the color, and may be the size or shape of the changing icon. Furthermore, the change process can be displayed by appropriately combining a plurality of elements constituting the display mode of the changing icon such as color, size, and shape. When combining multiple elements appropriately, for example, the color changes at the first dialogue appearance, the size changes at the second dialogue appearance, and the shape changes at the third dialogue appearance. It is also possible to change the elements that change according to the order.
  Further, in this embodiment, the handshake event notice is performed based on the prior judgment result, but the jackpot judgment result, the special symbol judgment result, or the special figure fluctuation of the special figure judgment information subject to the handshake meeting notice. It is also possible to perform based on the pattern determination result.
  Furthermore, in the present embodiment, the handshake meeting notice is executed at the start of the change display of the production symbol, but the execution timing of the handshake meeting notice is not limited to this, and is appropriately set according to the contents of the production of the change effect. can do. Other execution timings for handshake meeting notices include pseudo stop or re-variation of pseudo-reams, so-called step-up notices, step-up notices, predetermined cut-in notices, dialogue notices, appearance of characters, or super reach. It can be set as appropriate for execution of the development effect, when the reach state is established, and a predetermined operation effect by the effect-for-effects effect 17 for the effect.
  In this embodiment, the handshake event notice is performed for the changing icon, but it can also be performed for the hold icon. In this case, for example, the handshake meeting place appears near any one of the first display part 141a to the fourth display part 141d, and is displayed on the first display part 141a to the fourth display part 141d where the handshake meeting place appears. A handshake event notice may be given to the hold icon, and the process of color change (change in display mode) may be displayed. In this case, the method of determining the content of the handshake meeting notice in the icon display mode scenario determination for the handshake meeting notice in this embodiment (steps S1305-4-7 to steps S1305-4-11, FIGS. The handshake meeting notice can be performed in the same manner as in FIG.
  Further, as another embodiment for performing the handshake meeting advance notice, for example, during the change display of the production symbol, the handshake character shakes all or some of the icons displayed at that time in order. Thus, the handshake meeting notice can be given to display the process of color change (change in display mode). In this case, for example, it can be performed by determining whether or not to execute the handshake meeting notice for any icon when the fluctuating effect is started, and determining the display mode after the change in execution. .
  In the present embodiment, while the icon color change (display mode change) process is displayed, the icon and the handshake character are shaking hands, in other words, the color change target icon. Although an action is being executed, some action is performed once or a plurality of times before the color change target icon changes color, and the color changes after the action ends (for example, a predetermined character appears on the target icon). The color of the target icon changes after the kiss is finished, and the color change can be made easier as the number of actions increases.
  Further, in the present embodiment, 1 to 4 dialogues appear for one handshake meeting notice, and one coloring effect is executed with the appearance of one dialogue. Therefore, the greater the number of dialogues that appear in a single handshake meeting notice, the more likely the color changes, in other words, the higher the chance of winning a jackpot (chance up). It is possible to improve the interest of the game by paying attention to the appearance of. In addition, even if the color change fails due to a certain color change or the desired change does not occur in a single handshake meeting notice, if the next line appears, the player's expectation for the color change Can be sustained.
  In the present embodiment, one handshake meeting notice is executed in one presentation symbol variation display, but a plurality of handshake meeting notices are executed in one presentation symbol variation display. You can also. The number of lines for each handshake meeting notice in this multiple handshake meeting notice is determined by scenario or by an independent lottery.The more the number of lines appearing in multiple handshake meeting notices, the more the color changes. Possibility, in other words, it is possible to increase the possibility that the expectation degree of winning a big hit will increase (chance up).
  Also, the greater the number of dialogues, the higher the possibility of a color change, which means that the operation is performed on the icon that is subject to the handshake meeting notice, in other words, the time for the handshake meeting notice. The longer the game time is, the higher the possibility of color change. Therefore, it is possible to improve the interest of the game by making the player pay attention to the operation.
  In the present embodiment, the number of dialogues is attributed to the time during which the number of dialogues is shaken because the production content is that one or more dialogues appear while the handshake meeting notices once. However, for example, it is possible to change the time during which shaking is performed according to the length of the words in one dialogue by making the content of one or more words in one dialogue.
  Further, in the present embodiment, 1 to 4 dialogues appear for one handshake meeting notice, and one coloring effect is executed with the appearance of one dialogue. Therefore, the greater the number of dialogues that appear in a single handshake event notice, the more likely the color change, in other words, the higher the chance of winning the jackpot.
  In the present embodiment, the appearing handshake meeting venue K, the handshake character C1 and the escort character C2 are set to one type, but a plurality of types are set respectively, and the number of lines (the handshake meeting) is set according to the appearing type. The number of steps of the notice), the time of shaking hands (the presentation time of the handshake meeting notice), and the degree of expectation of the color change can be made different.
  Furthermore, in the present embodiment, the first dialogue content, the second dialogue content, the third dialogue content, and the fourth dialogue content in the handshake meeting notice are set differently, and each dialogue content is set. Is set to one type. Here, a plurality of types of dialogue contents are set for each time, and the degree of expectation of the color change can be made different depending on the dialogue contents. It is also possible to set the content of dialogue depending on the type of handshake character. Further, the handshake character can be selected by the player by operating the selection button 19A and the effect button 18A in a preset period such as a waiting state for customers.
(Throwing kiss notice)
Next, the throwing kiss notice will be described. Throw kiss notice is performed based on the prior determination result, and whether or not the display mode of the icon is changed, and whether or not the expectation degree of winning the special symbol lottery corresponding to the icon is improved (so-called chance increase or not) It is a notice effect. First, an effect flow of throwing kiss notice will be described with reference to FIG.
  When the throwing kiss notice is started, a predetermined character first appears at a predetermined position on the display unit 140. In the present embodiment, the throwing kiss notice is executed with the start of the change display (change effect) of the effect symbol.
  The appearing character performs a throwing kiss to fly a heart toward any icon (holding icon or changing icon), or leaves without performing the throwing kiss. The throwing kiss notice ends when the character leaves.
  When a character performs a throwing kiss, a heart hits the icon that is the target of the throwing kiss, and a predetermined effect is generated on the icon.
  If the display mode of the icon changes after the effect disappears, the character disappears after performing an action corresponding to the successful change of the display mode.
  On the other hand, if the icon display mode has not changed after the effect has disappeared, the character disappears after performing an action corresponding to the failure of the display mode change.
  Next, a specific example of throwing kiss notice will be described. For example, as shown in FIG. 72A, when the hold icons A20 and A21 of the first special mode 2 (white) are displayed on the first display portion 141a and the second display portion 141b of the hold icon display area 141. Further, it is assumed that the effect symbol indicating the loss is stopped. Then, as shown in FIG. 72 (b), the hold icons A20 and A21 are shifted to shift to the changing icon display area 142 and the first display unit 141a, respectively, and change display of the effect symbols is started. Then, the character C3 related to the throwing kiss notice appears. Since the hold icon A20 is shifted to the changing icon display area 142, the hold icon A20 changes to the changing icon A20.
  Next, as shown in FIG. 72 (c), the character C3 performs a throwing kiss to fly the heart H toward a predetermined icon. Here, it is assumed that the heart H is skipped toward the changing icon A20.
  As shown in FIG. 73 (a), when the heart H hits the changing icon A20, a predetermined effect is generated on the changing icon A20, and the changing icon A20 becomes difficult or invisible (not shown). ).
  Thereafter, as shown in FIG. 73 (b), when the effect is deleted, the display mode of the changing icon A20 is changed to the first special mode 3 (green), and a change notification image for notifying the change. G is displayed in the vicinity of the changing icon A20 that is the subject of the throwing kiss notice, and a sound for notifying the change is output from the sound output device 15 (for example, “power-up” is issued by the voice of the character C3). ), A lighting effect is performed by the lighting device for effect 16 in a mode dedicated to the change.
  Then, the character C3 is erased as shown in FIG. 73 (c) after performing a joyful motion as a motion corresponding to the successful change of the display mode.
  Next, another specific example of the throwing kiss notice will be described. For example, as shown in FIG. 74A, when the normal display (white) hold icons A30 and A31 are displayed on the first display portion 141a and the second display portion 141b of the hold icon display area 141, Suppose that the stop display of the effect design showing is performed. Then, as shown in FIG. 73 (b), the hold icons A30 and A31 are shifted to shift to the changing icon display area 142 and the first display unit 141a, respectively, and the change display of the effect symbols is started. Then, the character C3 related to the throwing kiss notice appears. Since the hold icon A30 is shifted to the changing icon display area 142, the hold icon A30 changes to the changing icon A30.
  Next, as shown in FIG. 74 (c), the character C3 performs a throwing kiss to fly the heart H toward a predetermined icon. Here, it is assumed that the heart H is skipped toward the changing icon A30.
  As shown in FIG. 75 (a), when the heart H hits the changing icon A30, a predetermined effect is generated on the changing icon A30, and the changing icon A30 becomes difficult to view or cannot be seen (not shown). ).
  Thereafter, as shown in FIG. 75 (b), when the effect is deleted, the display mode of the changing icon A30 is changed to the first special mode 2 (white) and the icon “power up 20%” is displayed. A notification image B for informing that the display mode has changed is displayed, and a sound for notifying the change is output from the audio output device 15 (for example, “power-up” is emitted by the voice of the character C3), for production. Illumination effects are performed by the illumination device 16 in a manner dedicated to the change.
  Then, the character C3 is erased as shown in FIG. 75 (c) after performing a joyful motion as a motion corresponding to the successful change of the display mode.
  As described above, when the changing icon changes due to the throwing kiss notice, the display of the notification image B by the image display device 14, the occurrence of “power-up” by the audio output device 15, and the change by the effect lighting device 16. Since it is notified that the changing icon has changed due to the lighting effect in the exclusive mode, the player can easily recognize that the changing icon has changed.
  In the present embodiment, in addition to the notification image B, the character C3 is notified that the changing icon has changed by performing a successful action according to the change of the changing icon. Thus, since it is notified that the moving icon has changed between the shape and the character, it is easy for the player to understand that the changing icon has changed.
  In the present embodiment, the image display device 14, the audio output device 15, and the effect lighting device 16 notify that the changing icon has changed, but some of these devices 14, 15, 16 ( For example, any one or any two of the image display device 14, the audio output device 15, and the effect lighting device 16 may be used.
  Furthermore, in FIGS. 72 to 75, specific examples in which the throwing kiss notice is performed for the changing icon have been described. Similarly, the throwing kiss notice and the notification of the change in the display mode are also given to the hold icon. Is executed.
  Further, in the present embodiment, the notification of the change in the icon display mode is performed only when the icon shape does not change but the icon color changes, but the display mode also changes when the icon shape changes. It is also possible to notify the change. This makes it possible for the player to easily recognize the change in the icon display mode, and to suppress the reduction in the effect due to the change in the icon display mode.
  Further, in the present embodiment, “power up 20%” is displayed in the notification image B, but this “20%” portion is selected based on the display mode before the change and the display mode after the change. It can also be made possible. Also, the color and size of the notification image B can be changed based on the display mode before conversion and the display mode after change, instead of the “20%” portion.
  Further, the notification of the change of the icon display mode is not limited to the present embodiment, and can be set as appropriate. Furthermore, in the present embodiment, the notification of the change in the icon display mode is performed for the change in the icon display mode performed through the action of throwing kiss by the character C3. For example, it can also be performed for a change in the display mode of the icon that is performed when the icon is shifted.
  Further, in this embodiment, the throwing kiss notice is performed based on the prior judgment result, but the jackpot judgment result, the special symbol judgment result, or the special figure variation of the special figure judgment information subject to the throwing kiss notice. It is also possible to perform based on the pattern determination result.
  Further, in this embodiment, the throwing kiss notice is executed at the start of the change display of the effect symbol, but the execution timing of the throwing kiss notice is not limited to this, and is appropriately set according to the effect contents of the changing effect. can do. As other execution timings for throwing kiss notice, pseudo stop or re-variation of pseudo-ream, so-called step-up notice step-up, predetermined cut-in notice, dialogue notice, appearance of character, or super reach It can be set as appropriate for execution of the development effect, when the reach state is established, and a predetermined operation effect by the effect-for-effects effect 17 for the effect.
  In the present embodiment, one heart is thrown toward one icon in one throwing kiss notice, and a notice is made as to whether or not the display mode changes once for one icon. However, with a single throwing kiss notice, multiple hearts will be blown toward one icon at the same time or at predetermined time intervals, and a notice will be given as to whether the display mode will change multiple times for one icon. May be performed. In this case, every time the icon display mode changes, it is also possible to notify the change of the icon display mode, and in response to one throwing kiss notice (after the last heart is skipped). ) It is also possible to collectively notify the change of the icon display mode once.
  Furthermore, it is also possible to make a notice as to whether or not the display mode changes for a plurality of icons by skipping a heart toward a plurality of icons in one throwing kiss notice. In this case, it is also possible to perform notification of changes in the icon display mode for all icons whose display mode has changed, and icon display modes for some icons whose display mode has changed. It is also possible to notify the change.
(Pre-reading zone production)
Next, the prefetch zone effect will be described. The pre-read zone effect is performed based on the pre-determination result, and is executed over one or more variable effects, and the degree of expectation that the determination result of the pre-determination that triggers the pre-read zone effect is a big win This is a notice effect. First, the effect flow of the prefetch zone effect will be described with reference to FIG.
  As shown in FIGS. 62 (a-1) and 62 (a-2), in the present embodiment, in the variation display of the production symbol immediately before the variation display of the production symbol in which the prefetch zone production is started, When the zone turning effect is executed and the special symbols are prepared as a result of the zone turning effect, the pre-reading zone effect is started from the start of the variable display of the next effect design. When the pre-reading zone effect is started, the rush effect indicating the start of the pre-reading zone effect is executed first, and then the in-zone effect is executed. On the other hand, although the zone turning effect is executed, the pre-read zone effect is not executed if the special symbols are not uniform.
  Here, as shown in FIG. 62 (b-1), in the stop display of the effect symbol, the “prefetch” symbol, the “zone” symbol, and the “rush” symbol are completely stopped, and the special symbols are aligned. On the other hand, as shown in FIG. 62 (b-2), in the stop display of the production symbol, if any of the “look ahead” symbol, the “zone” symbol, and the “rush” symbol stops, the special symbol is inconsistent. Become.
  In the present embodiment, the size of the changing icon increases stepwise with the temporary stop of the “look ahead” symbol, the “zone” symbol, and the “rush” symbol. In this way, by gradually increasing the size of the changing icon that is easily noticed by the player, a sense of expectation for the pre-reading zone effect can be enhanced.
  Next, specific examples of the prefetch zone effect, the zone sign effect, and the zone turn effect will be described. Here, when the number of the first special figure hold is “2”, a game ball enters the first start port 6 and a new first special figure hold is generated, and the first special figure hold is generated. Accordingly, the first start opening winning designation command is transmitted to the effect control board 102, and in the start opening winning time process, the lookahead zone effect scenario “7” shown in FIG. 46 and the prelude effect scenario “17−” shown in FIG. A specific example when “1” is selected will be described.
  As shown in FIG. 76 (a), when the hold icons A40 to A42 in the normal mode are displayed on the first display portion 141a to the third display portion 141b of the hold icon display area 141, the effect design indicating the loss is displayed. Stop display is performed, and as shown in FIG. 76 (b), each of the hold icons A40 to A42 is shifted to the changing icon display area 142 and the first display portions 141a and 141b, and the change display of the effect symbol is displayed. After being started, a game ball enters the first start opening 6 and a new first special figure hold is generated, and a first start opening prize designation command is produced in response to the occurrence of the first special figure hold. Assume that a pre-read zone effect scenario “7” and a precursor effect scenario “17-1” shown in FIG. 48 are selected in the start opening winning process transmitted to the control board 102. Since the hold icon A40 is shifted to the changing icon display area 142, the hold icon A40 changes to the changing icon A40.
  In this case, first, as shown in FIG. 76 (a), the hold icon A43 corresponding to the newly generated first special figure hold is displayed in the first special mode 2 and shown in FIG. 76 (d). As described above, the hold icons A41 and A42 and the changing icon A40 corresponding to the preceding hold for the newly generated first special figure hold change to the first special mode 2.
  When the variation display of the effect symbol started in FIG. 76 (b) is ended and the effect symbol indicating the loss is stopped as shown in FIG. 77 (a), as shown in FIG. 77 (b). The changing icon A43 is deleted.
  Then, as shown in FIG. 77 (c), when each of the hold icons A41 to A43 is shifted to the changing icon display area 142 and the first display portions 141a and 141b, the change display of the effect symbol is started. Moreover, the display mode of each icon A41-A43 changes to the 2nd special mode 1 which suggests that the prefetch zone execution expectation degree is higher than the 1st special mode 2. Here, since the hold icon A41 is shifted to the changing icon display area 142, the hold icon A41 is changed to the changing icon A41.
  When the variation display of the effect symbol started in FIG. 77 (c) ends, and as shown in FIG. 78 (a), when the effect symbol indicating the loss is stopped, as shown in FIG. 78 (b). The changing icon A43 is deleted.
  Then, as shown in FIG. 78 (c), each of the hold icons A42 to A44 is shifted to the changing icon display area 142 and the first display portions 141a and 141b, and the start opening that has generated the prefetch zone effect. Each icon is displayed when a variation display of the effect symbol corresponding to the variation display of the special symbol immediately before the variation related to the winning designation command is started (hereinafter referred to as “variation display of the immediately preceding effect symbol”). The display mode of A421 to A44 changes to the second special mode 1, which suggests that the prefetch zone execution expectation is higher than that of the second special mode 1. Here, since the hold icon A42 is shifted to the changing icon display area 142, the hold icon A42 changes to the changing icon A42.
  After the change display of the previous effect symbol is executed, as shown in FIGS. 79 (a) to 79 (c), the pre-reading symbol, the zone symbol, and the inrush symbol are assumed to be temporary in order. When it is stopped and completely stopped and special symbols are prepared, it is notified that the prefetch zone effect is executed. Here, the size of the changing icon A42 gradually increases in accordance with the temporary stop of the pre-reading symbol, the temporary stop of the zone symbol, and the temporary stop of the inrush symbol. And, since the execution of the pre-read zone effect is determined by the complete stop of the pre-read symbol, the zone symbol, and the inrush symbol, the display mode of the changing icon A42 and the hold icons A43 to A45 with the complete stop is displayed. Then, the state changes to the second special mode 3 which is a notification of execution of the prefetch zone effect.
  Then, as shown in FIG. 80 (a), the changing icon A42 is erased during the stop display of the effect symbol, and as shown in FIG. 80 (b), each of the hold icons A43 to A45 is displayed in the changing icon display. The shift to the area 142 and the first display units 141a and 141b is started, and the variation display of the effect symbol corresponding to the variation related to the start opening winning designation command that generated the prefetch zone effect is started. Here, since the hold icon A43 is shifted to the changing icon display area 142, the hold icon A43 is changed to the changing icon A43. Then, the size of the changing icon A43 is maintained at the final stage size that has been increased due to the temporary stop of the inrush symbol.
  Thereafter, in the variation display of the effect symbol corresponding to the variation, the reach state is established as shown in FIG. 80 (c), and as shown in FIG. 81 (a), a predetermined super reach effect (for example, SP reach) is achieved. When developed, the hold icons A44 and A45 displayed until immediately before are hidden, but the changing icon A43 is continuously displayed. Then, as shown in FIG. 81 (b), when the effect symbol indicating the jackpot winning is stopped, the silhouettes of the seven people related to the changing icon A43 raise both hands as an operation to notify the jackpot winning. Express joy.
  As described above, when the prefetch zone effect is executed, it is suggested that the prefetch zone effect is executed by changing the icon display mode to the prefetch zone effect suggestion mode before the prefetch zone effect is executed. Zone sign production is performed. Here, the prefetch zone effect suggestion mode 1 (third special mode 1) and the prefetch zone effect suggestion mode 2 (third special mode 2) are provided in the prefetch zone effect suggestion mode. In the following description, the zone precursor effect according to the pre-read zone effect suggestion mode 1 is referred to as “zone precursor effect 1”, and the zone precursor effect according to the pre-read zone effect suggestion mode 2 is referred to as “zone precursor effect 2”.
  The pre-read zone effect suggestion mode 1 is an icon display mode dedicated to the zone sign effect 1, and the character “? Zone?” Is added as the icon display mode. In addition, the pre-read zone effect suggestion mode 2 is also an icon display mode dedicated to the zone precursor effect 2, and the letter “Δ zone Δ” is added as the icon display mode. Therefore, the player suggests that the prefetch zone effect is executed by looking at the icons (the hold icon and the changing icon) displayed in the prefetch zone effect suggestion mode 1 or the prefetch zone effect suggestion mode 2. Since it is possible to easily recognize that the sign effect is being executed, it is possible to prevent a decrease in effect.
  When the pre-reading zone effect is executed, the pre-reading zone effect is executed by changing the icon display mode to the pre-reading zone effect notification mode (third special mode 3) before the pre-reading zone effect is executed. An informing zone notification effect is performed.
  The pre-read zone effect informing mode is an icon display mode dedicated to the zone informing effect, and the letter “○ zone ○” is attached as the icon display mode. Therefore, the player can easily recognize that the zone notification effect is being executed by looking at the icons (the hold icon and the changing icon) displayed in the pre-read zone effect notification mode. Decrease in effect can be prevented.
  In addition, zone sign effects 1 and 2 and zone notification effects are provided as effects indicating the pre-read zone execution expectation, and the pre-read zone execution expectation indicated by each effect is the zone sign effect 1 <zone sign effect 2 <zone. It is a notice production. Since the icon display mode related to the zone sign effect 1, the icon display mode related to the zone sign effect 2, and the icon display mode related to the zone notification effect are different from each other, the player can easily set the prefetch zone execution expectation degree. Can be recognized.
  In the present embodiment, there is one kind of prefetch zone effect, but it is also possible to provide a plurality of types of prefetch zone effects that have different jackpot winning expectations. In this case, a first look-ahead zone effect and a second look-ahead zone effect that has a higher win-winning expectation than the first look-ahead zone effect are provided, and the second look-ahead zone effect passes through the first look-ahead zone effect. Thus, there may be a case where the first prefetch zone effect is executed in an expansive manner and a case where the first prefetch zone effect is executed without going through the first prefetch zone effect. The type of the pre-read zone effect to be executed can be suggested by the type of the zone sign effect.
  Moreover, in this Embodiment, the 1st special modes 2-6 which suggest and alert | report a jackpot winning expectation degree and the prefetch zone execution expectation degree are suggested as a special aspect of an icon display aspect. The second special modes 1 to 3 to be notified are provided, the first special modes 2 to 6 are made up of human silhouettes, and the second special modes 1 to 3 are the people according to the first special modes 2 to 6. And a person behind the person and a display for the zone warning effect or the zone notification effect.
  About the 1st special modes 2-6, although the shape of the person's silhouette is the same, the color of a silhouette is different and the big hit winning expectation degree differs with the color. On the other hand, for the second special modes 1 to 3, the number of people behind the first special modes 2 to 6 and the display contents for the zone precursor effect or the zone notification effect (“? Zone?”, “Δ zone Δ”) , “○ zone ○”), the prefetch execution expectation differs. And about the 2nd special modes 1-3, the person's silhouette which concerns on the 1st special modes 2-6 is included, and the color of this person's silhouette changes like the 1st special modes 2-6. In the same manner as in the first special modes 2 to 6, the jackpot winning expectation is shown.
  Therefore, when the pre-read zone suggestion effect and the pre-read zone notification effect are being executed, if the player pays attention to the display mode of the icon, the player can recognize not only the pre-read zone execution expectation but also the big win winning expectation. Therefore, the interest of the game is improved.
  In the present embodiment, the elements that constitute the second special modes 1 to 3 indicate / notify the prefetch execution expectation and the jackpot winning expectation, but the suggested / notified contents are not limited to this, and are appropriately determined. You can even set it. For example, the degree of expectation that a specific effect such as an SP reach effect, an SPSP reach effect, or a pseudo-ream will be executed depending on the elements constituting the second special modes 1 to 3, and a specific type of jackpot such as a probable jackpot or a long win It is also possible to suggest / notify the degree of expectation that is executed.
  Further, the number of contents to be suggested / notified is not limited to the embodiment, but can be set as appropriate depending on the elements constituting the icon display mode. Further, the shape, size, operation mode, and the like of the icon can be set as appropriate as elements constituting the icon display mode for suggesting / notifying predetermined matters.
  Further, in the present embodiment, the pre-read zone effect, the zone precursor effect, and the zone notification effect are performed based on the prior determination result, but the special figure determination that is the target of the pre-read zone effect, the zone precursor effect, and the zone notification effect. It is also possible to perform based on information jackpot determination result, special symbol determination result, or special symbol fluctuation pattern determination result.
  Furthermore, in the present embodiment, the pre-read zone effect is executed at the start of the variation display of the effect symbol, and the zone precursor effect and the zone notification effect are executed at the time of winning or holding shift, the execution timing of these effects is However, the present invention is not limited to this, and can be set as appropriate according to the contents of the effect of the fluctuation effect. As other execution timings of these effects, pseudo-continuous stop or re-variation, so-called step-up notice step-up, predetermined cut-in notice, dialogue notice, character appearance, or super-reach develops. It can be set as appropriate for execution of the development effect, when the reach state is established, and a predetermined operation effect by the effect-for-effects effect 17 for the effect.
  Note that the gaming machine of the present invention is not limited to a pachinko gaming machine, but can also be used for a jigyan ball gaming machine and an arrangement ball gaming machine.
Y gaming machine 6 first start opening 6a first start opening detection sensor 7 second start opening 7a second start opening detection sensor 8 large winning opening 10 winning gate 14 image display device 15 audio output device 16 effect lighting device 70 second Start opening control device 80 Large winning opening control device 101 Main control board 101a Main CPU
101b Main ROM
101c Main RAM
102 Production control board 102a Sub CPU
102b Sub ROM
102c Sub RAM
140 Display unit 141 On-hold icon display area 142 Fluctuating icon display area

Claims (1)

  1. After the start condition is established, based on the establishment of the symbol variation display start condition, the symbol variation display is performed on a predetermined display unit, and the symbol variation display is stopped to stop the specific symbol. When the display is performed, a special game advantageous to the player is executed,
    A game machine that holds a limit on a predetermined upper limit for the variable display of the symbol that the start condition is satisfied but the start condition is not satisfied,
    Each of the symbols that are suspended is displayed as a suspended image in an identifiable manner, and when the start condition for the variation display of the symbols that is held is satisfied, the symbol corresponding to the variation display of the symbol is displayed. Display means for displaying the hold image as a changing image;
    Production control means for executing a predetermined production,
    As the display mode of the changing image, the first display mode, the second display mode in which the display of the specific symbol is stopped higher than the first display mode, and the second display mode than the second display mode. A plurality of display modes including a third display mode with high expectation,
    The production control means includes
    In one variation display of the symbol, the display mode of the changing image is changed from the current display mode to the current display mode in a period in which the change suggestion image indicating the possibility that the changing image is changed is displayed. Change effect execution means for executing a series of change effects that can be changed in a plurality of stages to a display mode having a higher expectation than
    The change effect execution means includes:
    In the series of change effects, it is possible to execute a precursor effect that causes the display mode of the changing image to change to the display mode with a high expectation one or more times, and
    The series of change effects includes a plurality of effect modes including a first effect mode in which the precursor effect is executed a first number of times and a second effect mode in which the precursor effect is executed a second number of times greater than the first number of times. Have
    When the series of change effects is executed in the first effect mode, the series of changes in the second effect mode than the display mode of the changing image when the precursor effect is performed the first number of times. When the production is executed, the ratio of the display mode of the changing image when the precursor production is performed the second number of times is higher in the display mode,
    In the series of change effects, when the display state of the changing image changes in a plurality of stages, a second effect mode in which the precursor effect is executed for the second number of times is easily executed.
JP2016099284A 2016-05-18 2016-05-18 Game machine Active JP6407201B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2016099284A JP6407201B2 (en) 2016-05-18 2016-05-18 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2016099284A JP6407201B2 (en) 2016-05-18 2016-05-18 Game machine

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
JP2014124824A Division JP5940592B2 (en) 2014-06-17 2014-06-17 Game machine

Publications (2)

Publication Number Publication Date
JP2016144731A JP2016144731A (en) 2016-08-12
JP6407201B2 true JP6407201B2 (en) 2018-10-17

Family

ID=56685166

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2016099284A Active JP6407201B2 (en) 2016-05-18 2016-05-18 Game machine

Country Status (1)

Country Link
JP (1) JP6407201B2 (en)

Family Cites Families (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004329226A (en) * 2003-04-30 2004-11-25 Sankyo Kk Game machine
JP5819120B2 (en) * 2011-07-04 2015-11-18 株式会社ニューギン Game machine
JP6142112B2 (en) * 2011-10-31 2017-06-07 株式会社高尾 Bullet ball machine
JP6503154B2 (en) * 2012-01-11 2019-04-17 株式会社三共 Gaming machine
JP6013877B2 (en) * 2012-10-30 2016-10-25 株式会社三共 Game machine
JP5940592B2 (en) * 2014-06-17 2016-06-29 京楽産業.株式会社 Game machine

Also Published As

Publication number Publication date
JP2016144731A (en) 2016-08-12

Similar Documents

Publication Publication Date Title
JP5940590B2 (en) Game machine
JP6089005B2 (en) Game machine
JP5867944B1 (en) Game machine
JP5867943B1 (en) Game machine
JP6259784B2 (en) Game machine
JP5940592B2 (en) Game machine
JP5940591B2 (en) Game machine
JP2016041087A (en) Game machine
JP5855718B1 (en) Game machine
JP6046670B2 (en) Game machine
JP2016002319A (en) Game machine
JP6232391B2 (en) Game machine
JP5855719B1 (en) Game machine
JP6046669B2 (en) Game machine
JP6204968B2 (en) Game machine
JP6280908B2 (en) Game machine
JP6407201B2 (en) Game machine
JP6407200B2 (en) Game machine
JP6407197B2 (en) Game machine
JP6407199B2 (en) Game machine
JP6407198B2 (en) Game machine
JP6060118B2 (en) Game machine
JP6062893B2 (en) Game machine
JP2016144728A (en) Game machine
JP2017029861A (en) Game machine

Legal Events

Date Code Title Description
A621 Written request for application examination

Free format text: JAPANESE INTERMEDIATE CODE: A621

Effective date: 20160711

A977 Report on retrieval

Free format text: JAPANESE INTERMEDIATE CODE: A971007

Effective date: 20170609

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20170613

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20170802

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20180116

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20180306

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

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20180821

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20180918

R150 Certificate of patent or registration of utility model

Ref document number: 6407201

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150