JP6411930B2 - Game machine - Google Patents

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JP6411930B2
JP6411930B2 JP2015062257A JP2015062257A JP6411930B2 JP 6411930 B2 JP6411930 B2 JP 6411930B2 JP 2015062257 A JP2015062257 A JP 2015062257A JP 2015062257 A JP2015062257 A JP 2015062257A JP 6411930 B2 JP6411930 B2 JP 6411930B2
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display
special
effect
game
state
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JP2016179130A (en
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小倉 敏男
敏男 小倉
勇太 山本
勇太 山本
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株式会社三共
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  The present invention relates to a gaming machine such as a pachinko gaming machine.
  As a gaming machine, when a game medium such as a game ball is launched into a game area by a launching device, and the game medium wins a prize area such as a prize opening provided in the game area and a start condition is satisfied, a plurality of types of identification are made. Information is variably displayed on the variable display device (hereinafter also referred to as “variable” or “variable display”), and whether or not a predetermined game value is given is determined according to the display result. There is a gaming machine that has improved. In such a gaming machine, when the stop symbol form when the variable display of the display symbol in the variable display game is completely stopped becomes the specific display aspect, an advantageous state (big hit game state) advantageous to the player is obtained. For example, a gaming machine that has become a big hit gaming state has a special electric accessory called a big prize opening or an attacker opened, and continuously provides a state where a player can win a game ball for a certain period of time. To do.
  In addition, the gaming machine cannot start variable display when the game medium wins the start area and the start condition is satisfied, that is, the variable display based on the start condition established earlier is being executed. If the start condition that allows the execution start of variable display is not established because the machine is controlled to the big hit gaming state, etc., the establishment of the execution condition is sequentially stored as a hold information with a hold number stored. Displays information as a hold display in order of hold number. When a variable display corresponding to the hold information is started, a gaming machine has been proposed that predicts the degree of expectation by performing a display (corresponding display) corresponding to the variable display being executed.
  As such a gaming machine, each time a pseudo-variable variable display effect is executed, the display mode of the corresponding display is changed according to the expected degree of big hit, and the corresponding display is erased when the reach state is established. The thing is proposed (for example, patent document 1).
JP 2014-230760 A
  However, in the gaming machine described in Patent Literature 1, when the reach state is established, the displayed correspondence display is erased, so that the player's expectation after that is lowered, and the gaming interest is lowered. There is a fear.
  This invention is made | formed in view of said point, and makes it a subject to provide the gaming machine which can prevent the fall of a game entertainment attraction.
(1) In order to achieve the above object, a gaming machine according to the present invention provides:
A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player,
Corresponding display means (for example, active display section AHA) capable of displaying a corresponding display corresponding to the variable display being executed is provided,
The correspondence display means includes a first mode (for example, active display of the first mode) and a second mode (for example, active display of the second mode) that is more likely to be controlled to the advantageous state than the first mode. ) At least one of the correspondence display can be displayed,
At a plurality of timings during the execution of variable display, after changing the corresponding display displayed in the first aspect to a state in which it is difficult to visually recognize, a change effect is displayed in which the corresponding display of the second aspect is displayed in a state in which the corresponding display is easily visible. (For example, after making the active display being displayed difficult to see from the player once, making it easy to see and changing the display mode, etc.)
When the corresponding display of the specific mode indicating that the variable display being executed is controlled to the advantageous state is displayed at the previous timing, the change effect is not executed at the subsequent timing,
The change effect includes a success effect in which the corresponding display displayed in the first mode is made difficult to view, and then the corresponding display in the second mode is displayed in the state in which the corresponding display is easily visible. After the correspondence display displayed in the aspect is in a state in which it is difficult to visually recognize, a failure effect that displays the correspondence display in the first aspect in a state in which the correspondence display is easily visible is included, and the timing for executing the change effect is The ratio of executing the successful performance differs depending on which timing among the plurality of timings,
It is characterized by that.
  According to such a configuration, a player's expectation can be maintained, and a decrease in gaming interest can be prevented.
(2) In the gaming machine of (1) above,
The correspondence display unit displays the predetermined image superimposed on the corresponding display of the first aspect being displayed, thereby making the display difficult (for example, displaying a predetermined character image superimposed on the active display being displayed). To make it difficult to see the active display being displayed)
You may do it.
  According to such a configuration, it is possible to improve the production effect and improve the game entertainment.
(3) In the above gaming machine (1) or (2),
A change for executing a change effect for displaying the corresponding display of the second mode in a state in which the corresponding display is easily viewed after the corresponding display displayed in the first mode is made difficult to view during execution of the variable display. It further includes effect execution means (for example, an effect control CPU 120 for executing an active change effect),
The change effect executing means is capable of executing the change effect at least one of a first timing and a timing after the first timing during execution of variable display (for example, the first effect). A change effect and / or a second change effect can be executed)
You may do it.
  According to such a configuration, it is possible to give the player a sense of expectation and to improve the gaming interest.
(4) In the gaming machine of (3) above,
The correspondence display means can display a correspondence display of a specific mode (for example, an active display of the third mode) indicating that a variable display being executed is controlled to the advantageous state,
The change effect execution means restricts execution of the change effect when the corresponding display mode being displayed is the specific mode (for example, execution of the second change effect is determined as Yes in step S704). Limit)),
You may do it.
  According to such a configuration, it is possible to improve the production effect and improve the game entertainment.
(5) In the gaming machine of (3) or (4) above,
Variable display can be executed based on one of multiple types of variable display patterns.
There are a plurality of execution timings of the change effect according to the variable display pattern (for example, timing A to timing C included in the first timing or the second timing),
The change effect execution means can execute the change effect at a timing provided in common in a plurality of types of variable display patterns (for example, when the first change effect is executed, it is executed at the first timing, etc.) ),
You may do it.
  According to such a configuration, it is possible to improve the production effect and improve the game entertainment.
(6) In any of the above gaming machines (3) to (5),
In the change effect, after making the corresponding display displayed in the first aspect difficult to view, a successful effect (for example, a successful effect) for displaying the corresponding display in the second aspect in an easily visible state, After making the corresponding display displayed in the first aspect difficult to visually recognize, there is a failure effect (for example, a failure effect) for displaying the corresponding display of the first aspect in an easily visible state,
Of the plurality of timings during execution of variable display, the proportion of execution of the successful effect differs depending on which timing the change effect is executed (at timing A to timing C, which timing is executed) Depending on the execution ratio of the successful performance, etc.)
You may do it.
  According to such a configuration, it is possible to attract the player's attention with respect to the execution timing of the change effect, and to improve the gaming interest.
It is a front view of the pachinko gaming machine in the present embodiment. It is a block diagram which shows examples, such as various control boards mounted in the pachinko gaming machine. It is a figure showing an example of main production control commands. It is a flowchart which shows an example of a special symbol process process. It is a flowchart which shows an example of a start winning determination process. It is a figure which shows the structural example of random number values MR1-3. It is a figure which shows the structural example of a special figure holding | maintenance memory | storage part. It is a flowchart which shows an example of a special symbol normal process. It is a figure which shows the structural example of a special figure display result determination table and a jackpot classification determination table. It is a flowchart which shows an example of a fluctuation pattern setting process. It is explanatory drawing which shows the structural example of a fluctuation pattern. It is a figure which shows the structural example of the fluctuation pattern determination table according to a variable display result. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a pending | holding display setting process. It is a flowchart which shows an example of a variable display start setting process. It is a flowchart which shows an example of an active change effect setting process. It is a figure which shows the structural example of a 1st change production execution determination table and a 1st change aspect determination table. It is a figure which shows the structural example of a 2nd change effect execution determination table, a 2nd change aspect determination table, and a 2nd change effect execution timing determination table. It is a flowchart which shows an example of the production process during variable display. It is a timing chart which shows the execution timing of an active change effect. It is a figure which shows the example of an effect image in case an active change effect is performed.
  Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment and shows an arrangement layout of main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a gaming board (gauge board) 2 constituting a gaming board surface and a gaming machine frame (base frame) 3 for supporting and fixing the gaming board 2. The game board 2 is formed with a substantially circular game area surrounded by guide rails. In this game area, a game ball as a game medium is launched from a predetermined hitting ball launching device and driven.
  A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions of the game board 2 (in the example shown in FIG. 1, on the right side of the game area). Each of the first special symbol display device 4A and the second special symbol display device 4B is composed of, for example, 7-segment or dot matrix LEDs (light emitting diodes). Special symbols (also referred to as “special graphics”) that are a plurality of types of identification information (special identification information) that can be identified are displayed variably (variably displayed). For example, each of the first special symbol display device 4A and the second special symbol display device 4B variably displays a plurality of types of special symbols composed of numbers indicating "0" to "9", symbols indicating "-", and the like. To do. Thereafter, the confirmed special symbol is stopped and displayed as a variable display result in the special figure game. The confirmed special symbol may be different from the special symbol displayed during variable display.
  The special symbols displayed on the first special symbol display device 4A and the second special symbol display device 4B are limited to those composed of numbers indicating "0" to "9", symbols indicating "-", and the like. For example, a plurality of types of lighting patterns (a pattern in which all LEDs are appropriately turned off may be included as a lighting pattern) in which a combination of an LED to be turned on and a light to be turned off in a 7-segment LED are different from each other What is necessary is just to be preset as a special symbol. Hereinafter, the special symbol variably displayed on the first special symbol display device 4A is also referred to as "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as "second special symbol". .
  An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. On the screen of the image display device 5, in response to the variable display of the first special symbol by the first special symbol display device 4A and the variable display of the second special symbol by the second special symbol display device 4B in the special symbol game. For example, in a decorative symbol display area serving as a plurality of variable display units such as three, decorative symbols that are a plurality of types of identification information (decorative identification information) that can be identified are variably displayed. This variable display of decorative designs is also included in the variable display game.
  As an example, “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged on the screen of the image display device 5. And in response to the start of one of the changes in the first special symbol in the first special symbol display device 4A and the second special symbol in the second special symbol display device 4B in the special symbol game, In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R, variation of decorative symbols (for example, vertical scroll display) is started. Thereafter, when the fixed special symbol is stopped and displayed as a variable display result in the special symbol game, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5 are displayed. Then, the finalized decorative symbol (final stop symbol) that is the variable display result of the decorative symbol is stopped and displayed. Note that the confirmed decorative design may be different from the decorative design displayed during variable display. For example, a decorative pattern other than the scrolled decorative pattern may be a confirmed decorative pattern.
  As described above, on the screen of the image display device 5, the special symbol game (also referred to as the first special symbol game) using the first special symbol in the first special symbol display device 4A or the second special symbol display device 4B. In synchronism with the special figure game using the second special figure (also referred to as the second special figure game), a variable display of a plurality of types of decorative patterns that can be distinguished from each other is performed, and a fixed decorative pattern that is a variable display result is displayed. Derived display (or simply referred to as “derivation”). Note that, for example, various display symbols such as special symbols and decorative symbols are derived and displayed by stopping display of identification information such as decorative symbols (also referred to as complete stop display or final stop display) and terminating variable display. is there. On the other hand, during the variable display from the start of the variable display of the decorative pattern until the fixed decorative pattern that is the variable display result is derived and displayed, the variation speed of the decorative pattern becomes “0”, The symbol may be stopped and displayed, and for example, a display state that causes slight shaking or expansion / contraction may occur. Such a display state is also called a temporary stop display, and although the display result in the variable display is not displayed deterministically, the player can recognize that the variation of the decorative pattern due to the scroll display or the update display is not progressing. It becomes. The temporary stop display may include displaying the decorative symbols completely stopped for a time shorter than a predetermined time (for example, 1 second) without causing slight shaking or expansion / contraction.
  On the screen of the image display device 5, a first hold display unit 5HL, a second hold display unit 5HR, and an active display unit AHA are arranged. The 1st reservation display part 5HL displays the 1st special figure reservation memory number so that identification is possible. The number of first special figure hold memory is the number of variable display hold corresponding to the special figure game using the first special figure in the first special symbol display device 4A. The 2nd reservation display part 5HR displays the 2nd special figure reservation memory number so that identification is possible. The second special figure holding memory number is the variable display holding number corresponding to the special figure game using the second special figure in the second special symbol display device 4B. The variable display suspension corresponding to the special game is such that the game ball passes (enters) the first start winning opening formed by the normal winning ball apparatus 6A and the second starting winning opening formed by the normal variable winning ball apparatus 6B. It occurs based on the start winning by doing. That is, the start condition (also referred to as “execution condition”) for executing a variable display game such as a special figure game or a variable display of decorative symbols has been established, but a variable display game based on the previously established start condition is being executed. When the start condition that allows the start of the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, the variable display corresponding to the established start condition is suspended. Done.
  For example, when a first start prize that causes a game ball to pass (enter) the first start prize opening is generated, the start condition of the special figure game using the first special figure by the first special symbol display device 4A (first start condition) ) Is satisfied, if the first start condition for starting the special figure game using the first special figure based on the establishment of the first start condition is not satisfied, the first special figure holding storage number is 1. Addition (increment) is made, and execution of the special figure game using the first special figure is suspended. In addition, when the second start winning that the game ball passes (enters) through the second start winning opening is generated, the start condition of the special figure game using the second special figure by the second special symbol display device 4B (second start condition) ) Is established, if the second start condition for starting the special figure game using the second special figure based on the establishment of the second start condition is not established, the second special figure holding memory number is 1. Addition (increment) is made, and execution of the special figure game using the second special figure is suspended. On the other hand, when the execution of the special figure game using the first special figure is started, the hold data (holding memory) is digested, the first special figure holding memory number is decremented by 1 (decrement), and the second When the execution of the special figure game using the special figure is started, the hold data (hold memory) is digested, and the second special figure hold memory number is decremented by 1 (decrement). If the first special figure holding storage number reaches a predetermined upper limit (for example, “4”) when the first start winning is generated, the first starting condition is not satisfied, and the start winning is determined. The special figure game based on it may be invalidated and only the payout of prize balls may be performed. Also, if the second special figure holding storage number reaches a predetermined upper limit (for example, “4”) when the second start winning is generated, the second starting condition is not satisfied, and the start winning is determined. The special figure game based on it may be invalidated and only the payout of prize balls may be performed.
  The variable special display reserved memory number obtained by adding the first special figure reserved memory number and the second special figure reserved memory number is also referred to as a total reserved memory number. When simply referring to the “number of special figure hold memory”, it usually refers to a concept including any of the first special figure hold memory number, the second special figure hold memory number, and the total hold memory number. , A concept including the first special figure reserved memory number and the second special figure reserved memory number while excluding the total reserved memory number).
  In the first hold display section 5HL, a hold display corresponding to the hold storage of the special figure game using the first special figure is performed. The first hold display unit 5HL only needs to be configured so that the first hold display is performed, for example, right-justified (a mode in which the first hold display unit 5HA is packed toward the active display unit AHA at the center). The first hold display section 5HL is provided with four display parts that match the upper limit value “4” of the first special figure hold memory number, and holds in order from the right end (active display section AHA side) to the left end. The numbers “1”, “2”, “3”, and “4” may be associated with each other. When the number of holds of the special figure game using the first special figure increases due to the establishment of the first start condition, if there is no other first hold display in the first hold display part 5HL, the hold on the first hold display part 5HL A new first hold display is added as a hold display corresponding to the incremented first special figure hold memory number at the right end (active display portion AHA side) corresponding to the number “1”. If there is another first hold display in the first hold display portion 5HL, a new first hold display is hidden on the left side of the display part where the other first hold display is performed. It is added to the part (corresponding to any of the holding numbers “2” to “4”). When there is a plurality of first hold displays in the first hold display section 5HL, and when a special figure game using the first special figure is started due to establishment of a new first start condition, the first hold display section 5HL While erasing (digesting) the first hold display at the display part at the right end (active display part AHA side) corresponding to the hold number “1”, the display part corresponding to the other hold numbers “2” to “4” Each 1-hold display is moved (shifted) in the direction (right side) of the deleted display part.
  In the second hold display section 5HR, a hold display corresponding to the hold storage of the special figure game using the second special figure is performed. The second hold display unit 5HR may be configured to perform the second hold display, for example, in a left-justified manner (a mode in which the second hold display unit 5HA is arranged toward the active display unit AHA at the center). The second hold display section 5HR is provided with four display parts that match the upper limit value “4” of the second special figure hold memory number, and the hold number “1” in order from the left end (active display section AHA side). , “2”, “3”, “4”. When the number of holdings of the special figure game using the second special figure increases due to the establishment of the second start condition, if there is no other second holding display in the second holding display part 5HR, the holding in the second holding display part 5HR A new second hold display is added as a hold display corresponding to the incremented second special figure hold storage number at the left end (active display portion AHA side) corresponding to the number “1”. If there is another second hold display in the second hold display portion 5HR, a new second hold display is hidden on the right side of the display part where the other second hold display is performed. It is added to the part (corresponding to any of the holding numbers “2” to “4”). When there is a plurality of second hold indications in the second hold display portion 5HR, when a special game using the second special drawing is started due to the establishment of a new second start condition, the second hold display portion 5HR While erasing (digesting) the second hold display at the display portion at the left end (active display unit AHA side) corresponding to the hold number “1”, the second hold display at the display portions corresponding to the other hold numbers “2” to “4” Each of the two hold displays is moved (shifted) in the direction (left side) of the erased display part.
  In addition, in the 1st hold | maintenance display part 5HL, it comprised so that the 1st hold | maintenance display might be performed by the right alignment (the aspect packed toward the center), and the example with which the 1st hold display shifted to the right side when digested was shown However, for example, it may be configured such that the first hold display is performed left-justified and shifted to the left when digested. Similarly, the second hold display unit 5HR is configured so that the second hold display is performed with left justification (a mode in which it is narrowed toward the center), and the second hold display shifts to the left when digested. However, for example, it may be configured such that the second hold display is performed right-justified and shifted to the right when digested.
  The active display unit AHA displays the same effect image as the hold display or a different effect image corresponding to the variable display being executed. The display in the active display section AHA is referred to as active display (also referred to as variable display compatible display, digestion display, or current display). In the active display unit AHA, for example, in response to the start of the special game using the first special figure when the first start condition is established, the first display unit 5HL erased (digested) the first special game. 1 Active display corresponding to the hold display is performed. Further, in the active display area AHA, for example, in response to the start of the special game using the second special figure when the second start condition is satisfied, it is erased (digested) in the second hold display part 5HR. An active display corresponding to the second hold display is performed. The first hold display, the second hold display, and the active display only need to have colors and patterns in common. For example, the active display is displayed larger than the first hold display or the second hold display. It may be. However, the display mode of the active display in the present embodiment may change to a display mode different from the display mode of the first hold display or the second hold display when the active change effect is executed.
  In the display area of the image display device 5 shown in FIG. 1, an active display portion AHA is arranged between the first hold display portion 5HL and the second hold display portion 5HR. On the other hand, the active display unit AHA is not limited to the one arranged between the first hold display unit 5HL and the second hold display unit 5HR, and is arranged at an arbitrary position in the display area of the image display device 5. It only has to be. Further, the arrangement of the first hold display section 5HL and the second hold display section 5HR can be arbitrarily changed. For example, the first hold display section 5HL and the second hold display section 5HR may be replaced with each other.
  In addition to the first hold display section 5HL and the second hold display section 5HR, or instead of the first hold display section 5HL and the second hold display section 5HR, a display device for displaying the number of special figure hold memories may be provided. Good. In the example shown in FIG. 1, together with the first hold display unit 5HL and the second hold display unit 5HR, the number of special figure hold memories can be specified at the top of the first special symbol display device 4A and the second special symbol display device 4B. A first hold indicator 25A and a second hold indicator 25B for displaying are provided. The first hold indicator 25A displays the first special figure hold memory number so that it can be specified. The second hold indicator 25B displays the second special figure hold memory number so that it can be specified. Each of the first hold indicator 25A and the second hold indicator 25B has, for example, a number (for example, “4”) corresponding to an upper limit value (for example, “4”) in each of the first special figure hold memory number and the second special figure hold memory number. For example, four LEDs are included. Here, the first special figure reserved memory number and the second special figure reserved memory number are displayed according to the number of lighted LEDs.
  In some cases, “variable display related information” is used as a generic term for the information corresponding to each of the above-described hold display (first hold display, second hold display) and active display. In addition, when “variable display related information” is described, it indicates any of information corresponding to hold display, information corresponding to active display, information corresponding to hold display and active display.
  Below the image display device 5, an ordinary winning ball device 6A and an ordinary variable winning ball device 6B are provided. The normal winning ball device 6A forms, for example, a first starting winning opening as a starting area (first starting area) that is always kept in a certain open state by a predetermined ball receiving member. The normal variable winning ball apparatus 6B is an electric tulip-type accessory having a pair of movable wing pieces that are changed between a closed state in a vertical position and an open state in a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. (Ordinary electric accessory) is provided and a second start winning opening is formed.
  As an example, in the normally variable winning ball apparatus 6B, the movable wing piece is in the vertical position when the solenoid 81 for the ordinary electric accessory is in the off state, so that the game ball passes (enters) the second start winning opening. Do not close. On the other hand, in the normal variable winning ball apparatus 6B, the movable wing piece is in the tilting position when the solenoid 81 for the normal electric accessory is in the on state, so that the game ball passes (enters) the second start winning opening. ) Make it open. Note that the normally variable winning ball apparatus 6B is normally opened when the solenoid 81 is in the off state, and the game ball can enter the second start winning opening, while the expanded opening state when the solenoid 81 is in the on state. Alternatively, the game ball may be configured to be difficult to pass (enter). Thus, the normal variable winning ball apparatus 6B has the first variable state (passing (entry) easy state) such as an open state or an enlarged open state in which the game ball can pass (enter) through the second start winning port, and the game ball. Can be changed to a second variable state (a state in which passage (entry) is difficult (including impossibility of passage (entry))) such as a closed state where passage (entry) is impossible or a normal open state where passage (entry) is difficult Has been. The first variable state may be a state in which the game ball is easier to pass (enter) the second start winning opening than the second variable state.
  The game ball that has entered the first start winning opening formed in the normal winning ball apparatus 6A is detected by, for example, the first start opening switch 22A shown in FIG. The game ball that has entered the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by, for example, the second start opening switch 22B shown in FIG. Based on the detection of the game ball by the first start port switch 22A, a predetermined number (for example, three) of game balls are paid out as prize balls (prize game media), and the first special figure holding memory number is predetermined. Is less than the upper limit (for example, “4”), the first start condition is satisfied. Based on the detection of the game ball by the second start port switch 22B, a predetermined number (for example, three) of game balls are paid out as prize balls, and the second special figure holding memory number is less than a predetermined upper limit value. If so, the second start condition is satisfied.
  The number of prize balls to be paid out based on the detection of the game ball by the first start port switch 22A and the number of prize balls to be paid out based on the detection of the game ball by the second start port switch 22B. May be the same number or different numbers. The pachinko gaming machine 1 may be one that directly pays out game balls that are prize balls, or may be one that gives a score corresponding to the number of game balls that are prize balls.
  A special variable winning ball device 7 is provided below the normal winning ball device 6A and the normal variable winning ball device 6B. The special variable winning ball apparatus 7 includes a special winning opening door that is opened and closed by a solenoid 82 for the special winning opening door shown in FIG. 2, and the specific region that changes between an open state and a closed state by the special winning opening door. As a big prize opening.
  As an example, in the special variable winning ball apparatus 7, when the solenoid 82 for the big prize opening door is in the off state, the big winning opening door closes the big winning opening and the game ball enters the big winning opening (for example, Cannot pass). On the other hand, in the special variable winning ball apparatus 7, when the solenoid 82 for the special prize opening door is in the ON state, the special prize opening door opens the big prize opening, so that the game ball can easily enter the special prize opening. Become. In this way, the special winning opening as the specific area changes into an open state in which a game ball can easily enter and is advantageous for the player, and a closed state in which the game ball cannot enter and is disadvantageous for the player. In addition, instead of the closed state where the game ball cannot enter the big prize opening, or in addition to the closed state, a partially opened state where the game ball is difficult to enter the big prize opening may be provided.
  The game ball that has passed (entered) into the big prize opening is detected by, for example, the count switch 23 shown in FIG. Based on the detection of the game ball by the count switch 23, a predetermined number (for example, 14) of game balls are paid out as prize balls. Thus, when a game ball enters the large winning opening that has been opened in the special variable winning ball apparatus 7, for example, the gaming ball passes through another winning opening such as the first starting winning opening or the second starting winning opening ( More prize balls are paid out than when entering. Therefore, if the special prize winning device 7 is opened, the game ball can pass (enter) into the special prize opening, which is an advantageous first state for the player. On the other hand, if the special prize winning device 7 is closed in the special variable prize winning ball device 7, it becomes impossible or difficult to obtain a prize ball by passing (entering) the game ball to the special prize winning port. The second state is more disadvantageous to the player.
  A normal symbol display 20 is provided at a predetermined position of the game board 2 (on the left side of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is composed of 7 segments, dot matrix LEDs, and the like, like the first special symbol display device 4A and the second special symbol display device 4B. An ordinary symbol (also called “ordinary diagram” or “ordinary diagram”) that is identification information is displayed variably (variably displayed). Such variable display of normal symbols is called a general game (also referred to as “normal game”). Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. For example, the reserved display 25C is configured to include four LEDs, and is formed in a game area such that a pass gate 41 (a game ball can be passed by a predetermined member). 2 shows the number of ordinary reserved memories as the number of effective passing balls that have passed (detected by two gate switches 21).
  In addition to the above configuration, the surface of the game board 2 is provided with a windmill for changing the flow direction and speed of the game ball and a number of obstacle nails. In addition, as a winning opening different from the first starting winning opening, the second starting winning opening, and the large winning opening, for example, there is a single or a plurality of general winning openings that are always kept open by a predetermined ball receiving member. It may be provided. In this case, a predetermined number (for example, 10) of game balls may be paid out as prize balls based on the fact that a game ball that has entered one of the general prize openings is detected by a predetermined general prize ball switch. . In the lowermost part of the game area, there is provided an out port through which game balls that have not entered any winning port are taken.
  Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the left and right upper positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the game area. A decorative LED may be arranged around each structure (for example, the normal winning ball device 6A, the normal variable winning ball device 6B, the special variable winning ball device 7, etc.) in the game area of the pachinko gaming machine 1. . At the lower right position of the gaming machine frame 3, there is provided a hitting operation handle (operation knob) operated by a player or the like to launch a game ball as a game medium toward the game area. For example, the hitting operation handle adjusts the resilience of the game ball according to the operation amount (rotation amount) by the player or the like.
  At a predetermined position of the gaming machine frame 3 below the gaming area, a game ball paid out as a prize ball or a game ball lent out by a predetermined ball lending machine is held (stored) so as to be supplied to a ball hitting device. )) Is provided. Below the gaming machine frame 3, there is provided a lower plate that holds (stores) surplus balls overflowing from the upper plate so as to be discharged to the outside of the pachinko gaming machine 1.
  For example, a stick controller 31A that can be held and tilted by a player is attached to a member that forms the lower plate, for example, at a predetermined position on the front side of the upper surface of the lower plate body (for example, a central portion of the lower plate). It has been. The stick controller 31A includes an operation stick that the player holds, and a trigger button is provided at a predetermined position of the operation stick (for example, a position where the index finger of the operator is hooked when the player holds the operation stick). ing. The trigger button is operated in a predetermined direction by, for example, performing a push-pull operation with a predetermined operation finger (for example, an index finger) while the player holds the operation rod of the stick controller 31A with an operation hand (for example, a left hand). What is necessary is just to be comprised so that. A trigger sensor that detects a predetermined instruction operation such as a push / pull operation on the trigger button may be incorporated in the operation rod.
  A controller sensor unit 35A including a tilt direction sensor unit that detects a tilting operation with respect to the operating rod may be provided inside the lower pan body or the like below the stick controller 31A. For example, the tilt direction sensor unit includes two transmissive photosensors (parallel sensors) arranged in parallel to the board surface of the game board 2 on the left side of the center position of the operation pole when viewed from the player side facing the pachinko gaming machine 1. And a pair of transmissive photosensors (vertical sensor pairs) arranged perpendicularly to the surface of the game board 2 on the right side of the center position of the operation rod when viewed from the player side. What is necessary is just to be comprised including the photo sensor.
  The member that forms the upper plate includes, for example, a push button 31B that allows a player to perform a predetermined instruction operation by a pressing operation or the like at a predetermined position on the front side of the upper surface of the upper plate body (for example, above the stick controller 31A). Is provided. The push button 31B only needs to be configured to be able to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. A push sensor 35 </ b> B that detects the player's operation act on the push button 31 </ b> B may be provided inside the main body of the upper plate at the installation position of the push button 31 </ b> B.
  The pachinko gaming machine 1 is equipped with various control boards such as a main board 11, an effect control board 12, an audio control board 13, and a lamp control board 14 as shown in FIG. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as a payout control board, an information terminal board, a launch control board, an interface board, and a touch sensor board are arranged on the back of the game board or the like in the pachinko gaming machine 1.
  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is mainly directed to a sub-side control board composed of a random number setting function used in a special figure game, a function of receiving a signal from a switch or the like disposed at a predetermined position, and an effect control board 12 and the like. It has a function of outputting and transmitting a control command (such as an effect control command described later) as an example of information as a control signal, and a function of outputting various information to the hall management computer. In addition, the main board 11 performs lighting / extinguishing control of each LED (for example, segment LED) constituting the first special symbol display device 4A and the second special symbol display device 4B to perform the first special symbol and the second special symbol. Variable display of a predetermined display pattern such as control of variable display of the figure, or control of normal symbol variable display by the normal symbol display 20 by turning on / off / coloring control of the normal symbol display 20 It also has a function to control. The main board 11 also has a function of controlling the first hold indicator 25A, the second hold indicator 25B, the universal hold indicator 25C, etc., and displaying various reserved memory numbers.
  On the main board 11, for example, a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like are mounted. The switch circuit 110 takes in detection signals (detection signals indicating that the passage or entry of game media has been detected (the switch is turned on)) from various switches for detecting game balls, and the game control microcomputer 100. Transmit to. The solenoid circuit 111 receives a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100, a solenoid 81 for a normal electric accessory, or a solenoid for a grand prize opening door. 82.
  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and receives the image display device 5, the speakers 8L, 8R. In addition, various circuits for controlling the production operation by the electrical parts for production such as the game effect lamp 9 and the decoration LED are mounted. That is, the effect control board 12 performs all or part of the display operation in the image display device 5, all or part of the sound output operation from the speakers 8L and 8R, and all or one of the on / off operations in the game effect lamp 9 and the decoration LED. A function of causing the electrical component for production to execute a predetermined production operation.
  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and based on a signal (sound effect signal) from the effect control board 12, the sound (effect) is output from the speakers 8L and 8R. A processing circuit for executing sound signal processing for outputting sound (sound designated by a sound signal) is mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and based on a signal (electric decoration signal) from the effect control board 12, the game effect lamp 9 and the decoration LED A lamp driver circuit that performs lighting / extinguishing driving (lighting / extinguishing according to the drive content indicated by the electrical decoration signal) is mounted.
  As shown in FIG. 2, detection signals from various switches such as a gate switch 21, a start port switch (first start port switch 22 </ b> A and second start port switch 22 </ b> B), and a count switch 23 are transmitted to the main board 11. Wiring is connected. In addition, various switches should just have arbitrary structures which can detect the game ball | bowl as game media like what is called a sensor, for example. Further, the main board 11 is connected with wiring for transmitting a command signal for performing display control, such as the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20. The main board 11 is connected to a wiring for transmitting a solenoid drive signal for driving the solenoid 81 for the ordinary electric accessory and the solenoid 82 for the special prize opening door.
  A control signal (control command) transmitted from the main board 11 to the effect control board 12 is relayed by the relay board 15. The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted as an electrical signal (details will be described later). All the presentation control commands have, for example, a 2-byte structure, the first byte indicates MODE (command classification), and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to “1” and the first bit of the EXT data may be set to “0” in advance.
  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 for storing a game control program, fixed data, and the like, and a game control microcomputer. Random Access Memory (RAM) 102 that provides a work area, a CPU (Central Processing Unit) 103 that executes a game control program to perform control operations, and updates numeric data that represents random numbers independently of the CPU 103 And a random number circuit 104 that performs an I / O (Input / Output port) 105.
  As an example, in the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101, thereby realizing a process for controlling the progress of the game in the pachinko gaming machine 1 (for example, the function of the main board 11 is realized). For example). At this time, the CPU 103 reads fixed data from the ROM 101, the CPU 103 writes various fluctuation data to the RAM 102 and temporarily stores the fluctuation data, and the CPU 103 temporarily stores the various fluctuation data. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed.
  Note that the one-chip microcomputer constituting the game control microcomputer 100 only needs to incorporate the RAM 102 in addition to the CPU 103, and the ROM 101, the random number circuit 104, the I / O 105, and the like may be externally attached.
  In the game control microcomputer 100, for example, the random number circuit 104 or the like counts numerical data indicating various random values used for controlling the progress of the game in an updatable manner. The random number used for controlling the progress of the game is also called a game random number. The game random number may be updated by hardware such as the random number circuit 104 or may be updated by software when the CPU 103 of the game control microcomputer 100 executes a predetermined computer program. May be. For example, numerical data indicating a predetermined random number value is stored in a random counter provided in a predetermined area of the RAM 102 in the game control microcomputer 100 or a random counter provided in an internal register different from the RAM 102. The random number value may be updated by updating the stored value periodically or irregularly.
  In addition to the game control program, the ROM 101 provided in the game control microcomputer 100 stores various selection data and table data used to control the progress of the game. For example, the ROM 101 stores data constituting a plurality of determination tables, determination tables, setting tables and the like prepared for the CPU 103 to perform various determinations, determinations, and settings. Further, the ROM 101 has table data constituting a plurality of command transmission tables used for the CPU 103 to transmit control signals serving as various control commands from the main board 11, and a variation pattern table storing a plurality of types of variation patterns. The table data etc. which comprise are memorize | stored.
  Various data (including various flags, counters, timers, etc.) used for controlling the progress of the game in the pachinko gaming machine 1 are temporarily stored in the RAM 102 provided in the game control microcomputer 100 so as to be rewritable. The RAM 102 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power source created on the power supply board. That is, for example, even if there is a power failure or the like, the power supply to the pachinko gaming machine 1 is stopped (even if there is a so-called power interruption), the capacitor as the backup power supply is discharged and the backup power supply supplies the power. Until it is disabled, some or all of the contents of RAM 102 are preserved. In particular, at least data corresponding to the game state, that is, the control state of the game control means (such as a special symbol process flag) and data indicating the number of unpaid prize balls are stored in the backup RAM. The data stored in the backup RAM and backed up in this way is appropriately referred to as backup data.
  The I / O 105 includes, for example, an input port to which various signals are input from the outside of the game control microcomputer 100 and an output port for transmitting various signals to the outside of the game control microcomputer 100. The
  The effect control board 12 includes an effect control CPU 120 that performs a control operation in accordance with a program, a ROM 121 that stores an effect control program, fixed data, and the like, a RAM 122 that provides a work area for the effect control CPU 120, and an image display device. 5, a display control unit 123 that executes processing for determining the control content of the display operation in FIG. 5, a random number circuit 124 that updates the numerical data indicating the random number value independently of the effect control CPU 120, and the I / O 125. And are installed.
  As an example, in the effect control board 12, the effect control CPU 120 executes the effect control program read from the ROM 121, thereby controlling the effect operation by the effect electric component (predetermined to the effect electric component). A process for realizing a function for executing the rendering operation) is executed. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores them, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed.
  The effect control CPU 120, the ROM 121, and the RAM 122 may be included in a one-chip effect control microcomputer mounted on the effect control board 12. In the effect control board 12, wiring for transmitting a video signal to the image display device 5, wiring for transmitting a sound effect signal as an information signal indicating sound number data to the sound control board 13, Wiring for transmitting an electrical decoration signal as an information signal indicating lamp data is connected to the lamp control board 14. Furthermore, on the effect control board 12, wiring for transmitting from the controller sensor unit 35A an operation detection signal as an information signal indicating that the player's operation action on the stick controller 31A has been detected, and a game for the push button 31B. Wiring for transmitting from the push sensor 35B an operation detection signal as an information signal indicating that the user's operation action has been detected is also connected.
  On the effect control board 12, for example, the random number circuit 124 or the like counts the numerical data indicating various random values used for controlling the effect operation so as to be updatable. The random number used for controlling such a production operation is also called a production random number. As an example, on the side of the effect control board 12, it is possible to count numerical data indicating random values for determining various effects such as a random number for determining a stop symbol in a variable display of decorative symbols, and a random value for determining a notice effect. Controlled.
  In addition to the effect control program, the ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used for controlling the effect operation. For example, the ROM 121 includes a plurality of determination tables prepared for the effect control CPU 120 to perform various determinations, determinations, and settings, table data configuring the determination table, pattern data configuring various effect control patterns, and the like. It is remembered. The effect control pattern is a collection of data for executing various effects such as variable display of decorative symbols and reach effects, for example, effect control execution data (display) associated with a determination value such as a process timer determination value. Control data, sound control data, lamp control data, etc.) and process data including an end code.
  The RAM 122 mounted on the effect control board 12 stores various data (including various flags, counters, timers, etc.) used for controlling the effect operation. Since the RAM 122 is not a backup RAM, the stored data is lost when power supply to the pachinko gaming machine 1 is stopped (that is, when there is a power interruption).
  The display control unit 123 mounted on the effect control board 12 is based on a display control command or the like from the effect control CPU 120 (for example, the display control unit 123 is controlled by the effect control CPU 120 by this command), and the image The control content of the display operation in the display device 5 is determined and executed. For example, the display control unit 123 causes the image display device 5 to perform variable display of decorative symbols and various types of effect display by determining the switching timing of the effect image to be displayed on the display screen of the image display device 5. Control. As an example, the display control unit 123 may be equipped with a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), an LCD drive circuit, and the like. The VDP may be a graphics processing unit (GPU), a graphics controller LSI (GCL), or a microprocessor for image processing, more commonly referred to as a digital signal processor (DSP). The CGROM may be, for example, a non-rewritable semiconductor memory, a rewritable semiconductor memory such as a flash memory, or a non-volatile recording medium such as a magnetic memory or an optical memory. Any configuration may be used.
  The I / O 125 mounted on the effect control board 12 includes, for example, an input port for capturing an effect control command transmitted from the main board 11 and the like, and an output for transmitting various signals to the outside of the effect control board 12. Port. For example, from the output port of the I / O 125, a video signal transmitted to the image display device 5, a sound effect signal transmitted to the audio control board 13, an electric decoration signal transmitted to the lamp control board 14, etc. Is output.
  With the configuration as described above, the effect control CPU 120 controls the speakers 8L and 8R via the sound control board 13 to output sound, the game effect lamp 9 and the decoration LED via the lamp control board 14 and the like. Various effects are executed by performing lighting / extinguishing driving at, or displaying effect images in the display area of the image display device 5 via the display control unit 123.
  In the pachinko gaming machine 1, a predetermined game using a game ball as a game medium is performed, and a predetermined game value can be given based on the game result. The game value given in the gaming machine is directly payout of a game ball to be a prize ball or a score equivalent to this. The record information of the game balls and the score corresponding to the number of the game balls may be any value that can be exchanged for special prizes or general prizes according to the quantity. Alternatively, these game balls and score recording information may not be exchanged for special prizes or general prizes, but may have valuable value that can be used for a second game on a gaming machine.
  In addition, the gaming value that can be given in the gaming machine is not limited to paying out a gaming ball as a winning ball or giving a score. For example, it is controlled to a big hit gaming state or a special gaming state such as a probability change state. The maximum number of rounds that can be executed in the big hit gaming state becomes the first round number (for example, “16”) larger than the second round number (for example, “2”), and the execution is performed in a short time state. The upper limit number of possible variable displays is a first number (for example, “100”) larger than the second number (for example, “50”), and the big hit probability in the probability variation state is the second probability (for example, 1/50). ) Higher than the first probability (for example, 1/20), and the number of consecutive chunks, which is the number of times of repeated control to the big hit gaming state without being controlled to the normal state, Than 5 ”) There first communication Chang number (e.g., "10"), such as part or all of it to be, it may include be a more favorable game situation for the player.
  As an example of a game using a game ball, a predetermined hit ball is based on a predetermined operation (for example, a rotation operation) performed by a player on a hitting operation handle installed on the lower right side of the front surface of the housing of the pachinko gaming machine 1. A game ball as a game medium is launched toward a game area by a launch motor provided in the launch device. When the game ball that has flowed down the game area enters the first start winning opening (first start area) formed in the normal winning ball apparatus 6A, the game ball is detected by the first start opening switch 22A shown in FIG. (The first start port switch 22A is turned on) or the like is satisfied. Thereafter, for example, a special game using the first special figure by the first special symbol display device 4A based on the fact that the first start condition is satisfied, for example, because the previous special figure game or the big hit gaming state has ended. Be started.
  Further, when the game ball passes (enters) the second start winning opening (second start area) formed in the normally variable winning ball apparatus 6B, the game ball is detected by the second start opening switch 22B shown in FIG. (The second start port switch 22B is turned on) or the like is satisfied. After that, for example, based on the fact that the second start condition is satisfied due to, for example, the end of the previous special game or the big hit game state, the special game using the second special figure by the second special symbol display device 4B is performed. Be started. However, when the normally variable winning ball apparatus 6B is in the normally open state or closed state as the second variable state, it is difficult or impossible for the game ball to pass (enter) the second starting winning opening.
  Based on the fact that the game ball that has passed through the passage gate 41 is detected by the gate switch 21 shown in FIG. 2 (the gate switch 21 is turned on), the normal symbol display 20 performs variable display of the normal symbol. The usual starting condition for this is established. After that, for example, based on the fact that the general symbol start condition for starting variable symbol normal display, such as the end of the previous general symbol game, is satisfied, the general symbol game on the normal symbol display device 20 is started. . In this ordinary game, when a predetermined time elapses after starting the change of the normal symbol, the fixed normal symbol that is the variable display result of the normal symbol is stopped and displayed (derived display). At this time, if a specific normal symbol (a symbol per ordinary symbol) is stopped and displayed as the fixed ordinary symbol, the variable symbol display result of the ordinary symbol becomes “per ordinary symbol”. On the other hand, if a normal symbol other than the symbols per regular symbol is stopped and displayed as the fixed regular symbol, the variable symbol display result of the regular symbol becomes “ordinary symbol losing”. Corresponding to the fact that the variable symbol display result of the normal symbol is “per standard”, the opening control and the expansion opening control are performed in which the movable wing piece of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted. When a predetermined time elapses, closing control or normal opening control for returning to the vertical position is performed. Whether or not the variable symbol display result of the normal symbol is set as “predetermined per symbol” as the predetermined specific display result is determined when the normal symbol game is started by the normal symbol display 20 or the like. Is determined (predetermined) before derivation display.
  When a special symbol game using the first special symbol by the first special symbol display device 4A is started or when a special symbol game using the second special symbol by the second special symbol display device 4B is started, a special game is started. It is determined (predetermined) whether or not the variable display result of the symbol is to be a “big hit” as a predetermined specific display result before the variable display result is derived and displayed. Then, the variation pattern is determined at a predetermined ratio based on the determination of the variable display result, and the effect control command for designating the variable display result and the variation pattern is the game control microcomputer 100 of the main board 11 shown in FIG. To the effect control board 12.
  After the special figure game is started based on the determination of the variable display result and the variation pattern, for example, when a predetermined variable display time corresponding to the variation pattern has elapsed, a fixed special symbol that becomes the variable display result is displayed. Derived and displayed. Corresponding to the variable display of special symbols by the first special symbol display device 4A and the second special symbol display device 4B, decorations of “left”, “middle”, and “right” arranged on the screen of the image display device 5 In the symbol display areas 5L, 5C, and 5R, a variable display of a decorative symbol (effect symbol) different from the special symbol is performed. In the special symbol game using the first special symbol by the first special symbol display device 4A and the special symbol game using the second special symbol by the second special symbol display device 4B, a fixed special that results in variable display of the special symbol When the symbol is derived and displayed, a fixed decorative symbol that is a variable display result of the decorative symbol is derived and displayed on the image display device 5.
  When a predetermined jackpot symbol is derived and displayed as a variable symbol display result of the special symbol, the variable symbol display result (special symbol display result) becomes "big jackpot" (specific display result), and the jackpot as an advantageous state advantageous to the player Controlled to gaming state. Whether or not the game is controlled to the big hit gaming state corresponds to whether or not the variable display result is “big hit”, and is determined (predetermined) before the variable display result is derived and displayed. When the jackpot symbol is not derived and displayed as the variable symbol display result of the special symbol, and the loss symbol is derived and displayed, the variable symbol display result (special symbol display result) is “lost” (non-specific display result).
  As an example, a special symbol indicating the numbers “1”, “3”, and “7” is a jackpot symbol, and a special symbol indicating a symbol “−” is a lose symbol. It should be noted that each symbol such as a jackpot symbol or a lost symbol in the special symbol game by the first special symbol display device 4A may be different from each symbol in the special symbol game by the second special symbol display device 4B. However, a special symbol common to both special symbol games may be a jackpot symbol or a lost symbol.
  In the big hit gaming state, the special winning opening is in an open state, and the special variable winning ball apparatus 7 is in a first state advantageous to the player. And, in the period until a predetermined period (for example, 29 seconds) or a predetermined number (for example, 9) of game balls enter the grand prize opening and a winning ball is generated, the grand prize opening is continuously opened. A round game (simply called “round”) is executed. During periods other than the execution period of such round games, the big prize opening is closed, and it is difficult or impossible to generate a winning ball. When a game ball enters the grand prize opening, a winning ball (game ball that has entered the big prize opening) is detected by the count switch 23, and a predetermined number (for example, 14) of game balls are awarded as the prize ball for each detection. To be paid out. The round game in the big hit game state is repeatedly executed until a predetermined upper limit number of times (for example, “16”) is reached.
  When the variable display result is “big hit”, the case where the big hit type is “non-probable change”, “probability change”, or “surprise change” is included. For example, as a result of variable display of a special symbol, when a jackpot symbol indicating the number “3” is derived and displayed, the jackpot type becomes “non-probable”, and when a jackpot symbol indicating the number “7” is derived and displayed The type is “probable change”. Also, when the big hit symbol indicating the number “1” is derived and displayed, the big hit type is “surprise”. When the jackpot type is “probability change” or “non-probability change”, as a round game in the big hit game state, the special variable winning ball device 7 is in a first state (a big prize opening is in an open state) advantageous to the player. The normal open round in which the upper limit time to be a predetermined time (for example, a first period such as 29 seconds) is executed a predetermined number of times such as 16 rounds (16 times). In addition, when the big hit type is “surprise”, as the round game in the big hit game state, the upper limit time for the special variable winning ball apparatus 7 to be in the first state (open state with the big winning opening) advantageous to the player Is a predetermined number of times, such as 2 rounds (2 times). Note that the big hit gaming state based on “big hit” when the big hit type is “non-probable change” is referred to as “non-probable big hit game state”. Also, the big hit gaming state based on “big hit” when the big hit type is “probable change” is referred to as “probability big hit game state”. Further, the big hit gaming state based on “big hit” when the big hit type is “surprise” is referred to as “surprise big hit gaming state”.
  After the big hit gaming state is ended, the probability that the variable display result is “big hit” (big hit probability) may be controlled to a probability change state where the probability is higher than the normal state. The probability change state is controlled so as to continue until a predetermined probability change end condition such as the start of the next big hit gaming state is satisfied. In addition, after the big hit gaming state is ended, the average variable display time may be controlled to a short state when it becomes shorter than the normal state. The short-time state is a short-time end of either one of a predetermined number of times (in this embodiment, 100 times) variable display (special game) being executed and the next big hit game state being started. It is controlled to continue until the condition is satisfied first. Note that the remaining number of executions of variable display (such as a special figure game) until the time-shutdown condition is satisfied may be referred to as a time-save remaining number. The short-time state and the probability variation state are also advantageous for the player.
  When a predetermined small hit symbol (for example, “5”) is derived and displayed as a variable symbol display result of the special symbol, the variable display result (special symbol display result) becomes “small bonus”, and the big hit after the big hit gaming state The probability of becoming a small hit that does not change. When a small hit is made, the game is controlled to a small hit gaming state in which the big prize opening is opened twice in substantially the same opening mode (for example, an opening time of 0.5 seconds) as when the big hit is made. As a result, the player cannot specify whether it was a small hit or a sudden big hit from the open mode of the big hit game. Also, when a small hit is made, the gaming state is not controlled to the time-saving state. As a result, when the big winning opening is controlled to the open state twice with a small win, it is possible to give the player an impression as if a sudden big hit has occurred. In other words, the small hit can be used as a so-called false big hit that is a sudden big hit.
  In the present embodiment, the gaming state after the non-probability big hit gaming state is ended becomes a short-time state but does not become a probable variation state. In the present embodiment, the gaming state after the probability variation big hit gaming state is a short time state and a probability variation state.
  The normal state is an advantageous state such as a big hit gaming state, a gaming state other than a state advantageous for a player such as a short-time state, a probability variation state, etc. The probability of “winning” and the probability that the variable display result in the special game is “big hit” is an initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed, a predetermined return after power-on) This is the same control as when the process was not executed.
  In the short time state, the normally variable winning ball device 6B is placed in the first variable state (open state) in an advantageous change mode in which the game ball is likely to enter the second start winning opening than in the non-short time state that is not in the short time state such as the normal state. Alternatively, the state is changed between an enlarged open state and a second variable state (closed state or normal open state). For example, the normal symbol display unit 20 controls the normal symbol change time (normal diagram change time) in the normal symbol game to be shorter than that in the normal state, or the variable symbol display result of the normal symbol in each normal symbol game is “general”. Tilt control time for controlling the tilt of the movable blade piece in the normal variable winning ball apparatus 6B based on the fact that the probability of “per figure” is higher than that in the normal state, and the variable display result is “per figure”. By making the control longer than that in the normal state and increasing the number of tilts more than in the normal state, the normally variable winning ball apparatus 6B is changed to the first variable state and the second variable state in an advantageous change mode. Just do it. Note that any one of these controls may be performed, or a plurality of controls may be performed in combination. Thus, the control for changing the normally variable winning ball apparatus 6B between the first variable state and the second variable state in an advantageous change mode is referred to as high opening control (also referred to as “time-short control” or “high base control”). Is done. By controlling in such a short time state, the time required until the next variable display result becomes “big hit” is shortened, and a special gaming state that is more advantageous to the player than the normal state is achieved.
  Time-short states are also referred to as “high base state”, “high base”, etc., and game states that are not time-short states are also referred to as “low base state”, “low base”, “non-time-short state”, “non-time-short state”, etc. Is called. The probability variation state in which probability variation control is performed is also referred to as “high probability state”, “high probability”, and the gaming state that is not the probability variation state is “low probability state”, “low probability”, “non-probability variation state”, “non-probability variation”. Is also said. The game state when the probability change state and the time-short state are set are also referred to as “highly accurate and high base state”, “highly accurate and high base”, and the like. The gaming state when the state is in the short-time state without being in the probable change state is also referred to as “low-accuracy base state”, “low-accuracy base”, or the like. The game state when the state is in the probabilistic state without being in the short-time state is also referred to as “highly accurate low base state”, “highly accurate low base”, or the like. The state that cannot be in either the short-time state or the probability variation state, that is, the normal state is also referred to as “low accuracy low base state”, “low accuracy low base”, or the like.
  In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, a special symbol game using the first special symbol in the first special symbol display device 4A and In response to the start of any one of the special symbol games using the second special symbol in the second special symbol display device 4B, the decorative symbol variable display is started. The period from the start of variable display of decorative symbols to the end of variable display due to the stop display of the fixed decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R In (variable display period), the decorative symbol variable display mode may be a predetermined reach mode (reach is established).
  Here, the reach mode refers to a decorative design that has not yet been stopped when the decorative design that is stopped and displayed on the screen of the image display device 5 constitutes a part of the jackpot combination ("reach variation design"). Is also a display mode in which the variation continues, or a display mode in which all or part of the decorative symbols change synchronously while constituting all or part of the jackpot combination. Specifically, in some of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R (for example, “left” and “right” decorative symbol display areas 5L and 5R). The remaining decorative symbol display area (for example, “middle”) that has not been stopped yet when the decorative symbol (for example, the decorative symbol indicating the alphanumeric character “7”) constituting the predetermined jackpot combination is stopped and displayed. In the decorative pattern display area 5C, etc.), or in all or part of the display pattern in which the decorative pattern fluctuates, or in the decorative pattern display areas 5L, 5C, and 5R of “left”, “middle”, and “right” This is a display mode in which symbols change synchronously while constituting all or part of the jackpot combination.
  During the variable display of the decorative design, a character image (effect image simulating a person) different from the decorative design is displayed on the screen of the image display device 5, a background image is displayed, An effect of reproducing and displaying different moving images is executed. These effects are called effects during variable display together with variable display of decorative symbols. That is, the variable display effect is an effect by an image displayed on the screen of the image display device 5 in accordance with the variable display of the special symbol, and is a concept including the variable symbol display itself. Making the variable display mode a reach mode is one of the effects during variable display. In the variable display effect, in addition to the effect by the image (including the variable display of the decorative pattern itself) displayed on the screen of the image display device 5 along with the variable display of the special symbol, the sound output operation by the speakers 8L and 8R. In addition, effects such as lighting operation (flashing operation) in a light emitter such as the game effect lamp 9 may be included.
  In the variable display effect, a reach effect may be executed. The reach effect is executed in response to the reach mode. Reach effects can be achieved by reducing the fluctuating speed of the decorative pattern, displaying a character image (effect image simulating a person) different from the decorative pattern on the screen of the image display device 5, or changing the display mode of the background image. It is an effect that performs an effect operation different from that before reaching the reach mode, by playing a video that is different from the decorative pattern, or by changing the change mode of the decorative pattern. The reach effect includes not only the display operation in the image display device 5 but also the sound output operation by the speakers 8L and 8R, the lighting operation (flashing operation) in the light emitter such as the game effect lamp 9, and the like. An operation mode different from the previous operation mode may be included. In the present embodiment, a normal reach, a super reach A, a super reach B, and a rush / small hit dedicated reach are provided as the reach effects.
  In addition, during the variable display of decorative symbols, unlike the reach effect, the variable display of decorative symbols can indicate the possibility that the variable display status of decorative symbols will reach the reach state and the variable display result may be a “hit”. There may be a case where a variable display effect for notifying the player is executed depending on the mode or the like. As an example, it is only necessary that the “pseudo-continuous” variable display effect can be executed during decorative display of the decorative design. It is only necessary to determine whether or not to execute the “pseudo-continuous” variable display effect in response to the change pattern being determined on the main board 11 side.
  In the “pseudo-ream” variable display effect, the variable display of the decorative symbol is started in response to one of the first start condition and the second start condition of the special figure game being satisfied once. Before the final determined decorative symbol is derived and displayed, the decorative symbols are temporarily stopped and displayed in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. The effect display in which the decorative symbols are changed again (pseudo continuous change) in all the decorative symbol display areas 5L, 5C, and 5R can be performed a predetermined number of times (for example, up to three times). The number of quasi-continuous fluctuations is displayed for the left, middle, and right decorative symbols, excluding the first variation after all decorative symbols are temporarily suspended after the decorative symbol variable display starts. This is the number of times that the decorative symbols re-variate in all of the areas 5L, 5C, and 5R. As an example, in the variable display effect of “pseudo-continuous”, a plurality of predetermined pseudo-ream chances of special combinations are displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. A decorative symbol that is one of the various types of lost combinations is displayed temporarily. In the temporary stop display, while the decorative symbol is stopped and displayed, the decorative symbol is displayed to the player by, for example, performing a fluctuation display or changing the decorative symbol again immediately after stopping for a short time. What is necessary is just to alert | report that the decoration design which is not decided. Alternatively, even in the temporary stop display, the decorative symbol may be re-fluctuated after the decorative symbol is stopped to such an extent that the player recognizes that the decorative symbol once displayed is confirmed.
  In the “pseudo-continuous” variable display effect, for example, as the number of pseudo-continuous fluctuations (re-variations) increases, the possibility that the variable display result becomes “big hit” increases. Thus, the player can recognize that the “pseudo-continuous” variable display effect is performed by displaying the pseudo-continuous chance temporarily stopped, and the variable display result is increased as the number of pseudo-continuous fluctuations increases. The expectation of becoming a “big hit” is enhanced. In the present embodiment, the first start condition or the second start condition is established once by performing the pseudo continuous change (re-change) once or twice in the “pseudo continuous” variable display effect. Based on this, it is possible to make it appear as if the variable display of the decorative design has been started 2 to 3 times in succession. Note that the number of pseudo continuous fluctuations (revariations) in the “pseudo-continuous” variable display effect may be, for example, four times or five times.
  When the “pseudo-continuous” variable display effect is executed, a re-change effect such as a related display effect is executed along with a plurality of variable displays including the initial change (pseudo-continuous change). Also good. As an example, a predetermined effect image such as a specific character image may be displayed on the image display device 5 during the period of each variable display (including the initial change) by the variable display effect of “pseudo-continuous”. Further, for example, the most variable effect may be executed by performing an arbitrary effect operation such as sound output from the speakers 8L and 8R and a lighting operation of another light emitter such as the game effect lamp 9.
  In addition to “pseudo ream”, variable display effects using variable display operation of decorative symbols include, for example, “slip”, “development chance eyes”, “end of development chance eyes”, “after chance eye stop” Various presentation operations such as “slip” may be executed. Here, in the variable display effect of “sliding”, “variable” of “left”, “middle”, “right” from the start of variable display of the decorative symbol to the display of the definite decorative symbol that is the variable display result is displayed. After changing the decorative symbols in all of the decorative symbol display areas 5L, 5C, 5R, single or plural decorative symbol display areas (for example, “left” and “right” decorative symbol display areas 5L, 5R, etc.) After temporarily displaying the decorative symbols at, a predetermined number (for example, “1” or “2”) of the decorative symbol display areas (for example, “left” decorative symbols) of the temporarily stopped display of the decorative symbols are displayed. An effect display for changing the decorative symbol to be stopped is performed by changing the decorative symbol again after changing the decorative symbol again in either or both of the display area 5L and the “right” decorative symbol display area 5R).
  In the variable display effect of “Development Opportunity”, the decoration of “Left”, “Middle”, and “Right” from the start of the variable display of the decorative pattern to the display of the fixed decorative pattern that results in the variable display. In all of the symbol display areas 5L, 5C, and 5R, the decorative symbols constituting the development chances included in the predetermined special combination are temporarily stopped and displayed, and then the decorative symbol variable display state is set as the reach state. Reach production begins. On the other hand, in the variable display effect of “end of development opportunity”, after the decorative display of the decorative pattern is started, the decorative pattern display areas 5L, 5C, and 5R of “left”, “middle”, and “right” are all displayed. Then, an effect display is performed in which a decorative pattern having a predetermined combination as an opportunity for development is derived and displayed as a confirmed decorative pattern. In the variable display effect of “slip after the chance stop”, as with the variable display effect of “pseudo ream”, after the variable display of the decorative pattern is started, the fixed decorative pattern that is the variable display result is derived and displayed. After temporarily displaying the decorative symbols of the lost combinations (special combinations) that are the pseudo-continuous chances in all of the decorative symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right”, Unlike the “pseudo-ream” variable display effect that changes the decorative symbols again in all of the decorative symbol display areas 5L, 5C, and 5R, the decorative symbols are changed again in some of the decorative symbol display areas 5L, 5C, and 5R. By doing so, an effect display for changing the decorative design to be stopped is performed.
  During variable display of decorative patterns, unlike variable display effects such as reach effects or “pseudo-continuous”, for example, a predetermined effect image is displayed, a message image or voice output is displayed. There is a possibility that the decorative display variable display state may reach a reach state due to an effect operation different from the symbol variable display operation, that a reach effect by super reach may be executed, and the variable display result is `` A notice effect may be executed to notify the player in advance that there is a possibility of being a “hit”.
  The effect operation as the notice effect is the variable display mode of the decorative symbols after the decorative symbol variable display is started in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. It is only necessary to be executed (started) prior to the reach mode (before the decorative symbols are temporarily stopped and displayed in the “left” and “right” decorative symbol display areas 5L and 5R). In addition, the notice effect that notifies that there is a possibility that the variable display result may be a “hit” may include one that is executed after the decorative symbol variable display mode becomes the reach mode. In this way, the notice effect can be a big hit gaming state at a predetermined timing from the start of variable display of special symbols and decorative symbols until the fixed special symbols and fixed decorative symbols that result in variable display are derived. Anything that can give notice of sex is acceptable. A plurality of notice patterns are prepared in advance corresponding to the contents of the effect operation (effect mode) when such a notice effect is executed.
  The notice effect that is executed after the variable display to be noticed is started is referred to as a single notice effect (also referred to as a single notice, a change notice, or a variable display notice effect). As an example of the single notice effect, the display of the effect image on the active display section AHA may be changed to a display mode different from the display mode in the normal state, thereby causing a “big hit” in the variable display satisfying the start condition, etc. A notice effect (active change effect) of “active display change” for notifying (advantage) is executed. More specifically, the display color in the active display unit AHA is a specific color (for example, blue, red, rainbow, etc.) that is different from a predetermined color (for example, white and the same color as the display color of the hold display) in normal times. It is only necessary to be able to notify that the possibility that the variable display result will be “big hit” is higher than usual. In addition, by making the icon displayed on the active display section AHA a specific icon different from the round solid plain at the normal time, for example, a message such as “?”, “Chance”, “hot” is notified. It suffices if it is possible to suggest the possibility that the variable display result will be a “big hit”. In addition, the icon displayed on the active display section AHA includes an icon for notifying that a message such as “NEXT” is notified and that the pseudo continuous variation in the “pseudo continuous” variable display effect is executed. Also good. The notice effect of “active display change” is also referred to as an active change effect. It should be noted that the degree of advantage is, for example, for a player in the progress of a game, such as the possibility of a big hit, the possibility of probability variation control (such as other short-time control) after a big hit, the possibility of successful production, etc. Anything may be used as long as it indicates the possibility that an advantage will occur or the possibility that an advantage will occur for the player in the production. The active change effect in this embodiment is an effect of changing the display mode after making the active display being displayed once difficult for the player to make it visually difficult. As will be described in detail later, specifically, the active change effect in this embodiment is to make it difficult to visually recognize the active display once displayed by displaying a predetermined character image superimposed on the active display being displayed. . Note that it is only necessary to make it difficult to visually recognize the display. For example, the size of the active display may be reduced to such an extent that the player cannot recognize the display color, or the active display may be temporarily deleted. In the active change effect, instead of changing the display color, for example, the shape may be changed from a round shape to a star shape, or the shape may be changed from a round shape to a message display. There may be. In the active change effect in this embodiment, after the active display being displayed is once made difficult to be viewed by the player, the successful effect in which the display mode is changed and the active display being displayed are temporarily displayed from the player. After making it difficult to visually recognize, a failure effect in which the display mode does not change is included.
  Next, main operations (actions) of the pachinko gaming machine 1 in the present embodiment will be described. In the following, the operation will be described with reference to a flowchart and the like, but in each operation (each process), a process that does not appear in the flowchart may be appropriately performed.
  In the main board 11, when power supply from a predetermined power supply board is started, the game control microcomputer 100 is activated, and the CPU 103 executes a predetermined process as a game control main process. When the game control main process is started, the CPU 103 performs the necessary initial setting after setting the interrupt prohibition. In this initial setting, for example, the RAM 101 is cleared. Also, register setting of a CTC (counter / timer circuit) built in the game control microcomputer 100 is performed. Thereby, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 milliseconds), and the CPU 103 can periodically execute timer interrupt processing. When the initial setting is completed, an interrupt is permitted and then loop processing is started. In the game control main process, a process for returning the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop may be executed before entering the loop process.
  When the CPU 103 executing such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, the CPU 103 sets the interrupt disabled state and executes a predetermined game control timer interrupt process. The game control timer interrupt process includes, for example, a switch process, a main side error process, an information output process, a game random number update process, a special symbol process process, a normal symbol process process, and a command control process. A process for controlling the progress of the game is included. At the end of the game control timer interrupt process, the interrupt enabled state is set. As a result, the game control timer interrupt process is executed every time a timer interrupt occurs, that is, every predetermined time (for example, 2 milliseconds) which is the supply interval of the interrupt request signal.
  The switch process is performed by determining whether a detection signal is input from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110. This is a process for determining for each switch whether or not it is in an ON state (that is, whether or not a game ball has entered or passed).
  The main-side error process is a process of performing an abnormality diagnosis of the pachinko gaming machine 1 and generating a warning if necessary according to the diagnosis result.
  The information output process is, for example, a process of outputting data such as jackpot information, start information, probability variation information supplied to a hall management computer installed outside the pachinko gaming machine 1.
  The game random number update process is a process for updating at least a part of a plurality of types of game random numbers used on the main board 11 side by software. As an example, the game random numbers used on the main board 11 side include a random number value MR1 for determining the special figure display result, a random value MR2 for determining the big hit type, and a random value MR3 for determining the variation pattern. It only has to be included (see FIG. 6). The random number value MR1 for determining the special figure display result is a random number value used for determining whether or not the variable display result of the special symbol or the like in the special figure game is controlled as the big hit game state with “1”. Any of the values of “65535” can be taken. The random number MR2 for determining the big hit type is a random value used to determine the big hit type as “probable change” or “non-probable change” when the variable display result is “big hit”. It can take any value from “100” to “100”. The random value MR3 for determining the variation pattern is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol as one of a plurality of variation patterns prepared in advance. It can take any value of “900”.
  In the special symbol process, the value of the special symbol process flag provided in the RAM 102 is updated according to the progress of the game in the pachinko gaming machine 1, and the variable display result of the special symbol or the like in the special symbol game is set as a big hit. Determination of whether or not to control the game state, determination of variation pattern, control of display operation in the special symbol display device 4 based on the determination result (execution of special game), special variable winning ball device 7 in the big hit gaming state In order to perform the opening / closing operation setting (execution of round game or short-term opening control) of the special prize opening in the predetermined procedure, various processes are selected and executed. Although the details of the special symbol process will be described later, by executing the special symbol process every time a timer interrupt occurs, the variable display result and the variation pattern are determined, the special symbol game is executed based on the determination, and the jackpot gaming state Etc. are realized.
  In the normal symbol process, for example, when the game ball passes through the passing gate 41 (for example, when it is determined in the switch process that the gate switch 21 is turned on), the number of holds reaches the upper limit. If there is not, hold storage of the usual game (for example, extract a random value and store it in the RAM 102), or use the hold memory (random number stored in the RAM 102) to determine the variable display result of the usual game. Or, the variation pattern (variation time, etc.) of the normal game is determined, or the display operation (for example, turning on / off the segment LED) in the normal symbol display device 20 is controlled according to the variation pattern, thereby variably displaying the normal symbol. When the variable display result is per game, the first variable variable winning ball device 6B is opened when the variable display result is per game. Or performs the process to change state. By executing the normal symbol process process every time the timer interrupt occurs, the execution of the normal game, the first variable state of the normal variable winning ball apparatus 6B at the time of the normal game, etc. are realized.
  The command control process is a process of transmitting a control command from the main board 11 to a sub-side control board such as the effect control board 12. As an example, in special symbol process processing, normal symbol process processing, and the like, transmission setting of a control command (production control command or the like) (for example, storing a storage address value of a control command to be transmitted is stored in the RAM 102) is performed. In the process, a process of actually transmitting the transmission-set control command to the effect control board 12 is performed. In this transmission process, an effect control INT signal or the like is used, and a control command is transmitted.
  After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.
  Here, main effect control commands transmitted from the main board 11 to the effect control board 12 by the command control process will be described with reference to FIG. “(H)” indicates a hexadecimal number.
  The command 80XX (H) is an effect control command (variation pattern designation command) for designating a variation pattern of a decorative symbol variably displayed on the image display device 5 in response to variable display of a special symbol. In the present embodiment, a variation pattern designation command corresponding to each variation pattern is set. For example, a unique number (variation pattern number) is assigned to each variation pattern, and the number is set to “XX” in the command (for example, “01” for the variation pattern PA1-1). The variation pattern designation command is also a command for designating the start of variation of decorative symbols.
  The command 8A01 (H) is an effect control command (first start prize opening designation command) for designating that a first start prize has occurred due to the entry of a game medium into the first start prize opening. The command 8A02 (H) is an effect control command (second start prize opening designation command) for designating that a second start prize has occurred due to the entry of a game medium into the second start prize opening. The first start prize opening designation command and the second start prize opening designation command may be collectively referred to as a start opening prize designation command.
  Command 8CXX (H) is an effect control command (display result designation command) that designates whether or not to make a big hit and designates the type of big hit, that is, designates a variable display result. In the present embodiment, a display result designation command corresponding to each display result is set. For example, a unique number is assigned to each display result, and the number is set to “XX” in the command (for example, “00” for “losing”, “big hit” with a big hit type of “probable change”). "01").
  Command 8D01 (H) is an effect control command (first variation start designation command) that designates the start of variable display (variation) of the first special symbol. Command 8D02 (H) is an effect control command (second variation start designation command) for designating the start of variable display (variation) of the second special symbol. The first variation start designation command and the second variation start designation command may be collectively referred to as a variation start designation command. Note that information indicating whether to start variable display of the first special symbol or to start variable display of the second special symbol may be included in a later-described variation pattern determination result designation command.
  Command 8F00 (H) is an effect control command (design confirmation designation command) for designating that the variable display (fluctuation) of the decorative symbols is terminated and the display result (stopped symbols) is derived and displayed.
  Command 95XX (H) is an effect control command (game state designation command) for designating a game state. In the present embodiment, a game state designation command corresponding to each game state is set. For example, if the gaming state is a normal state (low probability low base), “XX” is set to “00”. For example, if the gaming state is a high probability low base state, “XX” is set to “01”. For example, “XX” is set to “02” if the gaming state is a highly accurate and high base state.
  The command A000 (H) is an effect control command (a jackpot start designation command) that designates the start of a jackpot gaming state (start of fanfare). The fanfare is an effect that is executed at the start of the big hit gaming state and notifies that the big hit gaming state has been entered. Command A100 (H) is an effect control command (small hit start specifying command) that specifies the start of the small hit gaming state.
  The command A2XX (H) is an effect control command (specifying command for opening a special prize opening) that designates opening of the special variable winning ball apparatus 7 for the number of times (round) indicated by XX. A3XX (H) is an effect control command (designation command after opening the big prize opening) that designates closing of the special variable winning ball apparatus 7 of the number of times (round) indicated by XX.
  Command A601 (H) is an effect control command (a jackpot end designation command) for designating the end of the jackpot gaming state (start of ending). Note that the ending is an effect for notifying the end of the big hit gaming state, which is executed at the end of the big hit gaming state. Command A 602 (H) is an effect control command (small hit end specifying command) for specifying the end of the small hit gaming state.
  Command C1XX (H) is an effect control command (first special figure reserved memory number designation command) for designating the first special figure reserved memory number. “XX” indicates the first special figure reservation storage number. Command C2XX (H) is an effect control command (second special figure reserved memory number designation command) for designating the second special figure reserved memory number. “XX” indicates the second special figure reservation storage number. The first special figure reserved memory number specifying command and the second special figure reserved memory number specifying command may be collectively referred to as a special figure reserved memory number specifying command.
  Next, the special symbol process will be described. FIG. 4 is a flowchart showing an example of the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
  FIG. 5 is a flowchart showing an example of the start winning determination process executed in step S101. When the start winning determination process is started, the CPU 103 first determines whether or not the first start opening switch 22A provided corresponding to the first start winning opening formed by the normal winning ball apparatus 6A is turned on ( Step S201). When it is determined in the switch process that the first start port switch 22A is on, for example, because the first start port switch 22A is on (step S201; Yes), the CPU 103 displays the first special drawing. It is determined whether or not the first special figure reserved memory number, which is the reserved memory number of the used special figure game, is a predetermined upper limit value (for example, “4”) (step S202). At this time, the CPU 103 stores the first stored value of a first special figure reserved memory number counter (counter that counts the first special figure reserved memory number) provided in a predetermined area of the RAM 102 (such as a game control counter setting unit). It suffices if the first special figure reserved memory number can be specified by reading the special figure reserved memory number count value. If it is determined in step S202 that the first special figure reserved memory number is not the upper limit value (step S202; No), the CPU 103 stores a start port buffer provided in a predetermined area (such as a game control buffer setting unit) of the RAM 102. The starting port buffer value, which is a value, is set to “1” (step S203).
  When it is determined in step S201 that the first start-up switch 22A is off (step S201; No), or when it is determined in step S202 that the first special figure reservation storage number has reached the upper limit (step S202; In Yes), the CPU 103 determines whether or not the second start port switch 22B provided corresponding to the second start winning port formed by the normally variable winning ball apparatus 6B is on (step S204). If it is determined in the switch process that the second start port switch 22B is on, for example, because the second start port switch 22B is on (step S204; Yes), the CPU 103 displays the second special drawing. It is determined whether or not the second special figure reserved memory number, which is the reserved memory number of the used special figure game, is a predetermined upper limit value (for example, “4”) (step S205). At this time, the CPU 103 stores the second stored value of the second special figure reserved memory number counter (counter for counting the second special figure reserved memory number) provided in a predetermined area (such as a game control counter setting unit) of the RAM 102. It suffices if the second special figure reserved memory number can be specified by reading the special figure reserved memory number count value. When it is determined in step S205 that the second special figure reservation storage number is not the upper limit value (step S205; No), the CPU 103 sets the start port buffer value to “2” (step S206). When it is determined that the second start port switch 22B is not on (step S204; No), or when it is determined that the second special figure reservation storage number is the upper limit value (step S205; Yes), the CPU 103 The start winning determination process is terminated.
  After executing either of the processes of step S203 or S206, the CPU 103 updates the special figure reserved memory number count value corresponding to the start port buffer value to be incremented by 1 (step S207). For example, when the starting port buffer value is “1”, the first special figure reserved memory number count value is incremented by 1, while when the starting port buffer value is “2”, the second special figure reserved memory number count value is increased. Add one. Thus, the first special figure reserved memory count value increases by 1 when the game ball enters the first start winning opening and the first start condition corresponding to the special figure game using the first special figure is satisfied. Updated to (increment). Also, the second special figure reserved memory count value increases by 1 when the game ball enters the second start winning opening and the second start condition corresponding to the special figure game using the second special figure is satisfied. Updated to (increment). At this time, the total pending storage number count value, which is the stored value of the total pending storage number counter provided in a predetermined area of the RAM 102 (such as a game control counter setting unit), is updated to add 1 (step S208).
  After executing the process of step S208, the CPU 103 extracts a predetermined game random number corresponding to the occurrence of the start winning (step S209). As an example, in the process of step S209, the random number circuit 104 or random data provided by a random counter or the like provided in a predetermined area of the RAM 102 (game control counter setting unit, etc.) Numerical data (see FIG. 6) indicating the numerical value MR1, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern are extracted. The numerical data indicating each random value extracted in this way is stored as reserved data by being set at the head of the empty entry in the special figure storage unit corresponding to the start port buffer value (step S210). For example, when the start port buffer value is “1”, the hold data is set in the first special figure hold storage unit as shown in FIG. On the other hand, when the start port buffer value is “2”, the hold data is set in the second special figure hold storage unit as shown in FIG. At this time, when the hold data is set in the first special figure hold storage unit, the CPU 103 can control the first hold indicator 25A and specify the first special figure hold memory number added by one. May be displayed on the first hold indicator 25A (for example, the number of lighted LEDs is increased by one). When the hold data is set in the second special figure hold storage unit, the CPU 103 controls the second hold indicator 25B to display a display that can specify the number of the second special figure hold memory added by one. You may make it make the 2nd holding | maintenance display device 25B perform (for example, increase the number of lighting of LED by 1).
  The first special figure storage unit shown in FIG. 7A is not started yet, although a game ball has entered the first start winning opening formed by the normal winning ball apparatus 6A and a first start winning has occurred. On-hold data of a special figure game (a special figure game using the first special figure in the first special symbol display device 4A) is stored. As an example, the first special figure holding storage unit associates with the holding number in the winning order (game ball detection order) to the first start winning opening, and based on the establishment of the first starting condition by the entry of the game ball The CPU 103 extracts the random number value MR1 for determining the special figure display result extracted from the random number circuit 104, the random number value MR2 for determining the big hit type, the numerical data indicating the random value MR3 for determining the variation pattern, and the like as the reserved data. Is stored until reaching a predetermined upper limit value (for example, “4”). Thus, the hold data stored in the first special figure hold storage unit indicates that the execution (variable display) of the special figure game using the first special figure is held, and the variable display result in this special figure game On-hold that makes it possible to determine whether or not it is decided to control to the big hit gaming state based on (special drawing display result), or whether or not the variable display mode of the decorative symbol becomes a specific mode (for example, reach effect, etc.) It becomes stored information.
  Note that the hold number in the first special figure hold storage unit and the display position of the hold display symbol (controlled on the effect control board 12 side) basically correspond to each other. For this reason, when the hold data is stored in the first special figure hold storage unit, the hold display symbol is displayed at the display position corresponding to the hold number associated with the hold data. For example, when the hold data is newly stored in association with the hold number “1”, the hold display symbol is displayed at the leftmost first display position of the first hold display portion 5HL. For example, when the hold data is newly stored in association with the hold number “2”, the hold display symbol is displayed at the second display position on the right side of the first display position of the first hold display portion 5HL. To do.
  The second special figure storage unit shown in FIG. 7B is not yet started, although the game ball has entered the second start winning opening formed by the normally variable winning ball apparatus 6B and the second start winning has occurred. The reserved data of the special game (not shown special game using the second special figure in the second special symbol display device 4B) is stored. As an example, the second special figure holding storage unit associates with the holding number in the winning order (game ball detection order) to the second starting winning opening, and based on the establishment of the second starting condition by the entry of the game ball The CPU 103 extracts the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, the numerical data indicating the random value MR3 for determining the variation pattern, and the like, as the reserved data. The data is stored until a predetermined upper limit value (for example, “4”) is reached. Thus, the hold data stored in the second special figure holding storage unit indicates that the execution (variable display) of the special figure game using the second special figure is held, and the variable display result in this special figure game On-hold that makes it possible to determine whether or not it is decided to control to the big hit gaming state based on (special drawing display result), or whether or not the variable display mode of the decorative symbol becomes a specific mode (for example, reach effect, etc.) It becomes stored information.
  Note that the hold number in the second special figure hold storage unit and the display position of the hold display symbol (controlled on the effect control board 12 side) basically correspond to each other. For this reason, when the hold data is stored in the second special figure hold storage unit, the hold display symbol is displayed at the display position corresponding to the hold number associated with the hold data. For example, when the hold data is newly stored in association with the hold number “1”, the hold display symbol is displayed at the leftmost first display position of the second hold display portion 5HR. For example, when the hold data is newly stored in association with the hold number “2”, the hold display symbol is displayed at the second display position on the right side of the first display position of the second hold display portion 5HR. To do.
  After executing the process of step S210, the CPU 103 performs a setting for transmitting a start opening prize designation command prepared in advance to the effect control board 12 (step S211). Thereafter, the CPU 103 performs setting for transmitting a reserved memory number notification command prepared in advance to the effect control board 12 (step S212).
  Subsequently, the CPU 103 determines whether the start port buffer value is “1” or “2” (step S213). At this time, if it is determined that the start port buffer value is “2” (step S213; “2”), the CPU 103 clears the start port buffer and initializes the stored value to “0” ( Step S214), the start winning determination process is terminated. On the other hand, when it is determined that the start port buffer value is “1” (step S213; “1”), the CPU 103 clears the start port buffer and initializes the stored value to “0”. (Step S215), the process proceeds to Step S204. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect the start winning of the game balls that are effective at the same time, the processing based on the detection of both effective start winnings can be completed reliably.
  After executing the start winning determination process in step S101 shown in FIG. 4, the CPU 103 performs steps S110 to S120 in accordance with the value of the special figure process flag provided in a predetermined area (such as a game control flag setting unit) of the RAM 102. Select one of the processes to execute.
  The special symbol normal process in step S110 is executed when the value of the special symbol process flag is “0”. In this special symbol normal process, the first special symbol display device 4A, the first special symbol display unit 4A, the second special symbol reservation storage unit, the second special figure reservation storage unit, and the like are stored on the basis of the presence or absence of reserved data stored in a predetermined area of the RAM 102. It is determined whether or not the special symbol game is started by the second special symbol display device 4B. Further, in the special symbol normal processing, whether or not the variable display result of the special symbol or the decorative symbol is set to “big hit” based on the numerical data indicating the random value MR1 for determining the special symbol display result is determined by the variable display result. Make a decision (predetermined) before being displayed. At this time, if the variable display result is determined to be “big hit”, the big hit type is determined to be one of a plurality of types such as “non-probability change”, “probability change”, and “surprise change”. The data indicating the determination result of the jackpot type is stored in the jackpot type buffer provided in a predetermined area (for example, the game control buffer setting unit) of the RAM 102, whereby the jackpot type is stored. Further, in the special symbol normal process, in response to the variable display result of the special symbol in the special symbol game, the confirmed special symbol (big hit symbol, the special symbol game by the first special symbol display device 4A and the second special symbol display device 4B) Lost symbol) is set. In the special symbol normal process, the value of the special symbol process flag is updated to “1” when the variable display result of the special symbol or the decorative symbol is determined in advance.
  FIG. 8 is a flowchart showing an example of the special symbol normal process executed in step S110 shown in FIG. When the special symbol normal process is started, the CPU 103 first determines whether or not the second special symbol holding storage number is “0” (step S231). The second special figure reserved memory number is the reserved memory number of the special figure game using the second special figure by the second special symbol display device 4B. The CPU 103 only has to read the second special figure reserved memory number count value and determine whether or not the read value is “0”.
  When it is determined in step S231 that the second special figure reservation storage number is other than “0” (step S231; No), the CPU 103, for example, the first area of the second special figure reservation storage unit (for example, the reservation number “1”). As storage data stored in a predetermined area of the RAM 102 (such as a storage area corresponding to “”), numerical data indicating a predetermined random number value is read (step S232). Thereby, the game random number extracted corresponding to the occurrence of the start winning (second start winning) at the second start winning opening in the process of step S209 is read. The numerical data read at this time may be stored in a random number buffer for variation, for example, and temporarily stored.
  Subsequent to the processing in step S232, the CPU 103 updates the second special figure reserved memory number to be decremented by 1, for example, by subtracting and updating the second special figure reserved memory number count value by one, and the like. The contents stored in the second special figure storage unit are shifted (step S233). For example, the reservation data stored in the storage area lower than the holding number “1” (the storage area corresponding to the holding numbers “2” to “4”) in the second special figure holding storage unit is higher by one entry ( Shift to storage areas corresponding to the holding numbers “1” to “3”. Further, in the process of step S233, the total number of reserved storages may be updated to be subtracted by one. Then, the CPU 103 updates the variation special figure designation buffer value, which is the stored value of the fluctuation special figure designation buffer provided in a predetermined area (for example, the game control buffer setting unit) of the RAM 102, to “2” (step S234). .
  When it is determined in step S231 that the second special figure reserved memory number is “0” (step S231; Yes), the CPU 103 determines whether or not the first special figure reserved memory number is “0” (step S231: Yes). Step S235). The first special figure reserved memory number is the reserved memory number of the special figure game using the first special figure by the first special symbol display device 4A. The CPU 103 may read the first special figure reserved memory number count value and determine whether or not the read value is “0”. Thus, the process of step S235 is executed when it is determined in step S231 that the second special figure reserved memory number is “0”, and the first special figure reserved memory number is “0”. It is determined whether or not. Thereby, execution of the special figure game using the second special figure is started in preference to the special figure game using the first special figure.
  If the special game is executed in the order in which the game balls enter the start winning opening regardless of whether it is the first starting winning opening or the second starting winning opening, the first starting winning opening And the starting opening data indicating which game ball has entered into the second starting winning opening is stored in a predetermined area of the RAM 102 in association with the holding number together with the holding data or separately from the holding data, What is necessary is just to make it possible to specify the order in which the start conditions are established for the special game corresponding to each hold data.
  When it is determined in step S235 that the first special figure reservation storage number is other than “0” (step S235; No), for example, the first special figure reservation storage unit corresponds to the head area (for example, the reservation number “1”). Numerical data indicating a predetermined random number value is read out as reserved data stored in a predetermined area of the RAM 102 (step S236). Thereby, the game random number extracted in response to the occurrence of the start winning (first start winning) at the first start winning opening in the process of step S236 is read. The numerical data read at this time may be stored in a random number buffer for variation, for example, and temporarily stored.
  Subsequent to the processing of step S236, the CPU 103 updates the first special figure reserved memory number to be decremented by 1, for example by subtracting and updating the first special figure reserved memory number count value by one, and the like. The contents stored in the first special figure reservation storage unit are shifted (step S237). For example, the first special figure hold storage unit stores the hold data stored in the storage area lower than the hold number “1” (the storage area corresponding to the hold numbers “2” to “4”) one entry at a time ( Shift to storage areas corresponding to the holding numbers “1” to “3”. Further, in the process of step S237, the total number of reserved storages may be updated to be decremented by 1. Then, the variable special figure designation buffer value is updated to “1” (step S238).
  After executing one of the processes of steps S234 and S238, the CPU 103 determines the special figure display result, which is the variable symbol display result of the special symbol, as either “big hit” or “losing” (step S239). As an example, in the process of step S239, a special figure display result determination table prepared by storing in a predetermined area of the ROM 101 in advance is selected and set as a use table for determining the special figure display result. For example, the CPU 103 sets the special figure display result determination table shown in FIG. 9 as a use table. In the special figure display result determination table, for example, as shown in FIG. 9, a numerical value (determined value) to be compared with the random value MR1 for determining the special figure display result indicates the special figure display result as “big hit” and “lost”. It is only necessary to be assigned to the determination result of whether or not the game state is the probability variation state.
  The CPU 103 reads the numerical data indicating the random value MR1 for determining the special figure display result included in the game random number temporarily stored in the random number buffer for variation in step S232 or S236 from the random number buffer for variation, and the gaming state is in the probabilistic state. Whether or not the gaming state is a probable change state to the determined value that matches the random value MR1 by referring to the special figure display result determination table based on whether or not there is numerical data indicating the random value MR1 Accordingly, the assigned determination result of “big hit”, “small hit”, and “losing” may be determined as the special figure display result.
  In the present embodiment, as the special figure display result determination table, a first special figure display result determination table shown in FIG. 9A and a second special figure display result determination table shown in FIG. It is prepared. The first special figure display result determination table displays the variable display result before the fixed special symbol that becomes the variable display result is derived and displayed in the special figure game using the first special figure by the first special symbol display device 4A. Whether or not to control the big hit gaming state as “big hit” and whether to control the small hit game state as the “small hit” based on the random display value MR1 for determining the special figure display result This is a table that is referred to. The second special figure display result determination table 130B shows the variable display result before the fixed special symbol that becomes the variable display result is derived and displayed in the special figure game using the second special figure by the second special symbol display device 4B. Whether or not to control the big hit gaming state as "big hit" and whether to control the small hit game state as "small hit" based on the random value MR1 for determining the special figure display result It is a table that is referenced to determine.
  In the first special figure display result determination table shown in FIG. 9A, whether the gaming state in the pachinko gaming machine 1 is a normal state, a short time state (low probability state), or a probability variation state (high probability state). Accordingly, a numerical value (decision value) to be compared with the random number MR1 for determining the special figure display result is assigned to the special figure display results of “big hit”, “small hit”, and “losing”. In the second special figure display result determination table shown in FIG. 9B, the special figure depends on whether the gaming state is the normal state, the short-time state (low probability state), or the probability variation state (high probability state). A numerical value (decision value) to be compared with the random number value MR1 for determining the display result is assigned to the special figure display result of “big hit” or “losing”.
  In the first special figure display result decision table or the second special figure display result decision table, the table data indicating the decision value compared with the random value MR1 for special figure display result decision has the special figure display result as “big hit”. It is data for determination assigned to the determination result of whether or not to control to the big hit gaming state. In each of the first special figure display result determination table and the second special figure display result determination table, when the gaming state is the probability variation state (high probability state), it is more than the normal state or the short time state (low probability state). Many decision values are assigned to the special figure display result of “big hit”. As a result, in the probability variation state (high probability state) in which the probability variation control is performed in the pachinko gaming machine 1, the special figure display result is “big hit” compared to the normal state or the short time state (low probability state). If the state is controlled, the probability of being determined increases. That is, in each of the first special figure display result determination table and the second special figure display result determination table, when the gaming state in the pachinko gaming machine 1 is a probable change state, it is a big hit compared to the normal state and the short time state The determination data is assigned to the determination result as to whether or not to control the jackpot gaming state so that the probability of being determined when controlling to the gaming state is increased.
  In the setting example of the first special figure display result determination table, a predetermined range of determined values (values in the range of “30000” to “30100”) are assigned to the special figure display results of “small hits”. On the other hand, in the setting example of the second special figure display result determination table, the determination value is not assigned to the special figure display result of “small hit”. With such a setting, the variable display result is determined based on the fact that the first start condition for starting the special figure game using the first special figure by the first special symbol display device 4A is satisfied, The case where the variable display result is determined based on the fact that the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B is established. The ratio determined to be controlled in the small hit gaming state as “small hit” can be varied.
  In particular, in the special figure game using the second special figure, since it is not determined that the special figure display result is “small hit” and the small hit game state is controlled, for example, a short time state (low probability high base state) or In a gaming state in which a game ball is likely to enter the second starting prize opening formed by the normally variable winning ball apparatus 6B, such as a probability variation state (high probability high base state), frequent small hit gaming states in which it is difficult to obtain a prize ball Thus, it is possible to prevent a decrease in gaming interests due to the extended game. In the second special figure display result determination table, a predetermined range of determination values different from the settings in the first special figure display result determination table may be assigned to the “small hit” special figure display result. . For example, in the second special figure display result determination table, a smaller decision value than the first special figure display result determination table may be assigned to the “small hit” special figure display result. In this way, when the high base state such as the short-time state or the probability change state is set, the proportion determined to be controlled in the small hit gaming state may be lower than when the low base state such as the normal state or the short-time probability change state is used. Good. Alternatively, regardless of whether the first start condition or the second start condition is satisfied, the special figure display result is determined by referring to the common special figure display result determination table and determining the special figure display result. A decision may be made.
  Returning to FIG. 8, the CPU 103 determines whether or not the special figure display result determined by the process of step S239 is “big hit” (step S240). When it is determined that the special figure display result is “big hit” (step S240; Yes), the CPU 103 sets a big hit flag provided in a predetermined area of the RAM 102 to an on state (step S241). In addition, the CPU 103 determines the big hit type as one of a plurality of types (step S242). As an example, in the process of step S242, a jackpot type determination table prepared by storing in a predetermined area of the ROM 101 in advance is selected and set in a use table for determining the jackpot type. For example, the CPU 103 sets a jackpot type determination table shown in FIG. 9C as a use table. In the jackpot type determination table, for example, as shown in FIG. 9C, numerical values (determined values) to be compared with the random number MR2 for determining the jackpot type are “non-probable change”, “probability change” and “ It is only necessary to be assigned to “Accuracy”.
  The CPU 103 reads the numerical data indicating the random number value MR2 for determining the big hit type included in the gaming random number temporarily stored in the random number buffer for variation in step S232 or S236 from the random number buffer for variation, and the jackpot read from the random number buffer for variation Based on the numerical data indicating the type-determining random value MR2, by referring to the jackpot type determination table set in the use table, one of the jackpot types to which the decision value matching the random number MR2 is assigned is selected. do it.
  FIG. 9C shows a configuration example of a jackpot type determination table stored in the ROM 101. The jackpot type determination table is used to determine the jackpot type as one of a plurality of types based on the random number MR2 for determining the jackpot type when it is determined to control the big hit game state with the special figure display result as “big hit”. It is a table that is referred to. In the jackpot type determination table 131, the special symbol that is variably displayed (changed) in the special symbol game is the first special symbol (the special symbol game by the first special symbol display device 4A) or the second special symbol (second). Depending on whether it is a special symbol game by the special symbol display device 4B, the numerical value (decision value) compared with the random value MR2 for determining the big hit type is a plurality of values such as “non-probability change”, “probability change”, and “surprise change”. Assigned to the type of jackpot type.
  In the setting example of the big hit type determination table, the assignment of the decision value to the big hit type of “surprise” differs depending on whether the variation special chart is the first special figure or the second special figure. That is, when the fluctuation special chart is the first special figure, the predetermined value (a value in the range of “70” to “99”) is assigned to the big hit type of “surprise”, while the fluctuation special figure Is the second special figure, no decision value is assigned to the big hit type of “surprise”. With such a setting, the jackpot type is determined as one of a plurality of types based on the fact that the first start condition for starting the special figure game using the first special figure by the first special symbol display device 4A is satisfied. And determining the jackpot type as one of a plurality of types based on the fact that the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B is satisfied. Thus, the rate at which the jackpot type is determined to be “surprising” can be varied. In particular, in the special figure game using the second special figure, it is not determined that the big hit type is “surprise” and the short-open big hit state is controlled. In the gaming state where the game ball is likely to enter the second starting winning opening formed by the device 6B, the frequent occurrence of the short-term open big hit state in which it is difficult to obtain the prize ball is avoided, and the deterioration of the game interest due to the extended game is prevented. it can.
  Even when the fluctuation special chart is the second special figure, a predetermined range of determination values different from the case where the fluctuation special figure is the first special figure may be assigned to the “surprise” jackpot type. Good. For example, when the fluctuation special chart is the second special figure, a smaller decision value may be assigned to the “surprise” jackpot type than when the fluctuation special chart is the first special figure. Alternatively, regardless of whether the fluctuation special chart is the first special chart or the second special chart, the jackpot type may be determined with reference to the common table data.
  Returning to FIG. 8, after executing the process of step S242, the CPU 103 stores the jackpot type (step S243). The CPU 103 stores a jackpot type buffer setting value indicating the determination result of the jackpot type in a jackpot type buffer provided in a predetermined area (for example, a game control buffer setting unit) of the RAM 102 (for example, “0” in the case of “non-probable change”). ”And“ 1 ”in the case of“ probability change ”), the jackpot type may be stored.
  When it is determined that the special figure display result is not “big hit” (step S240; No), the CPU 103 determines whether or not the special figure display result is “small hit” (step S244). When it is determined that the special figure display result is “small hit” (step S244; Yes), the CPU 103 sets a small hit flag provided in a predetermined area of the RAM 102 to an ON state (step S245).
  After executing the process of step S243, after executing the process of step S245, or when determining that the special figure display result is not “small hit” in the process of step S244 (step S244; No) The CPU 103 determines a confirmed special symbol that becomes a variable display result of the special symbol in the special symbol game (step S246). For example, when it is determined in step S240 that the special figure display result is “big hit”, the CPU 103 determines a plurality of types of big hit symbols according to the determination result of the big hit type in step S242 (according to the big hit type buffer setting value). As one of the predetermined special symbols, the fixed special symbol is determined. If it is determined in step S240 that the special figure display result is “small hit”, the CPU 103 determines one of the special symbols predetermined as the small hit symbol as a confirmed special symbol. On the other hand, if it is determined in step S244 that the special symbol display result is not “small hit”, the CPU 103 determines a special symbol predetermined as a lost symbol as a confirmed special symbol.
  After executing the process of step S246, the CPU 103 updates the value of the special figure process flag to “1” (step S247), and ends the special symbol normal process. When the value of the special figure process flag is updated to “1” in step S247, when the next timer interrupt occurs, the variation pattern setting process in step S111 shown in FIG. 4 is executed.
  In the process of step S235, if it is determined that the number of reserved memories of the special figure game using the first special figure is “0” (step S235; Yes), the CPU 103 performs a predetermined demonstration display setting ( Step S248), the special symbol normal process is terminated. In this demonstration display setting, for example, an effect control command (customer waiting demonstration designation command) for designating demonstration display (demonstration screen display) by displaying a predetermined effect image on the image display device 5 is produced from the main board 11. It is determined whether or not transmission to the control board 12 has been completed. At this time, if the transmission has been completed, the demonstration display setting is ended as it is. On the other hand, if it has not been transmitted, after setting the transmission of the customer waiting demonstration designation command, the demonstration display setting is terminated. The effect control board 12 displays a demonstration screen when a customer waiting demonstration designation command is transmitted.
  The variation pattern setting process of step S111 shown in FIG. 4 is executed when the value of the special figure process flag is “1”. This variation pattern setting process includes a process of determining a variation pattern as one of a plurality of types based on a result of prior determination as to whether or not the variable display result is “big hit”. Since the variation pattern designates the content (variable display mode) of the variable display of the decorative design, the content of the variable display of the decorative design is determined by this determination. The variable display time for special symbols and decorative symbols is set in advance corresponding to the variation pattern. Therefore, by determining the variation pattern in the variation pattern setting process, the variable display time (special diagram variation time) from the start of variable symbol special display until the finalized special symbol resulting in variable display is derived is determined. Is done. Further, the variation pattern setting process may include a process of performing setting for starting the variation of the special symbol in the special symbol display device 4. When the variation pattern setting process is executed, the value of the special figure process flag is updated to “2”.
  FIG. 10 is a flowchart showing an example of the variation pattern setting process executed in step S111 shown in FIG. When the variation pattern setting process is started, the CPU 103 first determines whether or not the big hit flag is on (step S261). When it is determined that the big hit flag is on (step S261; Yes), the CPU 103 determines a variation pattern corresponding to the big hit when the special figure display result is “big hit” (step S262). When it is determined in the process of step S261 that the big hit flag is in an off state (step S261; No), the CPU 103 determines whether or not the small hit flag is in an on state (step S263). When it is determined that the small hit flag is in the on state (step S263; Yes), the CPU 103 determines a variation pattern corresponding to the small hit when the special figure display result is “small hit” (step S264). On the other hand, when it is determined that the small hit flag is in the off state (step S263; No), the CPU 103 determines a variation pattern corresponding to the loss when the special figure display result is “lost” (step S265).
  FIG. 11 shows a specific example of the variation pattern in the present embodiment.
  The variation pattern PA1-1 is selected when the variable display result is “losing”, specifies non-reach (the variable display mode does not become the reach mode), and the special figure variation time is normal. This is a non-reach variation pattern of length.
  The variation pattern PA1-2 is selected when the variable display result is “losing”, designates non-reach (the variable display mode does not become the reach mode), and the special figure variation time than usual. This is a non-reach fluctuation pattern for short time.
  The variation pattern PA2-1 is selected when the variable display result is “losing”, and is a reach variation pattern that designates execution of normal reach. The variation pattern PA2-2 is selected when the variable display result is “losing”, and is a reach variation pattern that designates execution of super reach A. The variation pattern PA2-3 is selected when the variable display result is “losing”, and is a reach variation pattern that designates execution of super reach B.
  The fluctuation pattern PB1-1 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of normal reach. The fluctuation pattern PB1-2 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of super reach A. The fluctuation pattern PB1-3 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of super reach B.
  The variation pattern PC1-1 is selected when the variable display result is “big hit” and the big hit type is “surprise” and when the variable display result is “small hit”, and designates non-reach. Non-reach variation pattern. The fluctuation pattern PC1-2 is selected when the variable display result is “big hit” and the big hit type is “surprise”, and when the variable display result is “small hit”. It is a reach variation pattern that specifies the execution of reach. Here, the reach / small hit-only reach is a reach that can be selected and determined only when the variable display result is a sudden big hit or a small hit. The decorative pattern for the big hit is a pattern in which the combination of the left, middle, and right decorative symbols is stopped and displayed as “3”, “5”, and “7”. The small hitting decorative pattern is a state in which the combination of the left, middle, and right decorative patterns is stopped and displayed with “2”, “4”, and “6”.
  In the process of step S262 shown in FIG. 10, for example, the big hit fluctuation pattern is determined using the big hit fluctuation pattern determination table shown in FIG. As an example, in the jackpot variation pattern determination table, a numerical value (determination value) to be compared with the random value MR3 for determining the variation pattern may be assigned to the variation pattern determination result. The CPU 103 refers to the jackpot variation pattern determination table based on the numerical data indicating the variation pattern determination random value MR3 read from the variation random number buffer, and thereby the variation assigned to the determination value that matches the random value MR3. The pattern may be determined (selected) as the current variation pattern. In FIG. 12A, the determination ratio is described instead of the determination value.
  In the process of step S264 shown in FIG. 10, for example, the variation pattern at the time of the small hit is determined using the small hit variation pattern determination table shown in FIG. 12B stored in advance in a predetermined area of the ROM 101. . As an example, in the small hit variation pattern determination table, a numerical value (determination value) to be compared with the random value MR3 for variation pattern determination may be assigned to the variation pattern determination result. The CPU 103 is assigned to a decision value that matches the random value MR3 by referring to the small hit variation pattern determination table based on the numerical data indicating the variation pattern random number MR3 read from the variation random number buffer. The variation pattern may be determined (selected) as the current variation pattern. In FIG. 12B, the determination ratio is described instead of the determination value.
  In the process of step S265 shown in FIG. 10, for example, the variation pattern at the time of loss is determined using the loss variation pattern determination table shown in FIGS. 12C and 12D that is stored in advance in a predetermined area of the ROM 101. Is done. When the gaming state is a non-short-time state (the short-time flag is off), the CPU 103 refers to the loss variation pattern determination table shown in FIG. When the gaming state is the short time state (the short time flag is on), the CPU 103 refers to the loss variation pattern determination table shown in FIG. As an example, in each loss variation pattern determination table, a numerical value (determination value) to be compared with the random value MR3 for determining the variation pattern may be assigned to the determination result of the variation pattern. The CPU 103 refers to the loss variation pattern determination table based on the numerical data indicating the variation pattern determination random value MR3 read from the variation random number buffer, and thereby the variation allocated to the determination value that matches the random value MR3. The pattern may be determined (selected) as the current variation pattern. In FIGS. 12C and 12D, the determination ratio is described instead of the determination value.
  In the loss variation pattern determination table shown in FIGS. 12C and 12D, the variation pattern PA1-2 having a short special diagram variation time is easily selected in the short-time state, and the average is larger than in the non-short-time state. The variable display time can be shortened, and the occurrence of invalid start winnings can be suppressed, and the stoppage of the game ball by the player (so-called “stopping”) can be reduced. Moreover, the execution frequency of variable display can be increased.
  As shown in FIG. 12, at the time of big hit (probability / non-probability), the determination ratio of the fluctuation pattern PB1-3 for executing the super reach B is the highest, the fluctuation pattern PB1-2 of the super reach A, and the fluctuation of the normal reach. The determination ratio is gradually decreased in the order of the pattern PB1-1. At the time of losing, the determination ratio of the non-reach fluctuation pattern PA1-1 (including PA1-2) is the highest, the normal reach fluctuation pattern PA2-1, the super reach A fluctuation pattern PA2-2, and the super reach B. The determination ratio gradually decreases in the order of the fluctuation pattern PA2-3. From this, when the super reach B is executed, the variable display result becomes “big hit” at the highest rate. Then, in the order of super reach A and normal reach, the rate at which the variable display result becomes “big hit” (so-called big hit expectation) decreases.
  Also, as shown in FIG. 12, at the time of big hit (probability), the determination ratio of the variation pattern PC1-2 of the accuracy / small hit reach is higher than the determination ratio of the non-reach variation pattern PC1-1. On the other hand, at the small hit, the determination ratio of the non-reach fluctuation pattern PC1-1 is higher than the determination ratio of the fluctuation pattern PC1-2 of the abrupt / small hit reach. From this, when the variation pattern PC1-2 of the sudden / small hit reach is executed, the variable display result tends to be “big hit (surprise)”, and when the non-reach fluctuation pattern PC1-1 is executed, The variable display result tends to be “small hit”.
  After executing any one of steps S262, S264, and S265, the CPU 103 sets a special figure change time (also referred to as a change time) that is a variable symbol display time (step S266). The special figure change time, which is the variable display time of the special symbol, is the time required from the start of the change of the special symbol in the special figure game until the fixed special symbol that becomes the variable display result (special display result) is derived and displayed. It is. As shown in FIG. 11, the special figure fluctuation time is determined in advance corresponding to a plurality of fluctuation patterns prepared in advance. The CPU 103 can set the timing at which a special symbol or decorative symbol variable display result is derived by setting a special symbol variation time corresponding to the variation pattern selected in each process of steps S262, S264, and S265. The special figure change time is set by, for example, setting a timer value corresponding to the special figure change time in a game control process timer provided in a predetermined area of the RAM 102.
  Following the process of step S266, a special game using the first special figure in the first special symbol display device 4A and a special game using the second special figure in the second special symbol display device 4B are started. The setting for starting the variation of the special symbol is performed so as to start one of the special symbol games for which the condition is satisfied (step S267). As an example, if the variable special symbol designation buffer value is “1”, a setting is made to transmit a drive signal for updating the display of the first special symbol in the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is “2”, a setting is made to transmit a drive signal for updating the display of the second special symbol in the second special symbol display device 4B. Thereby, a special figure game is started. When the CPU 103 starts variable display using the first special figure, the CPU 103 controls the first hold indicator 25A to display the first special figure hold memory number subtracted by 1 from the first display. You may make it carry out to the hold | maintain indicator 25A (for example, reduce the number of lighting of LED by 1). When starting the variable display using the second special figure, the CPU 103 controls the second hold indicator 25B to display the second special figure hold memory number subtracted by one for the second display. You may make it carry out to the holding | maintenance indicator 25B (for example, reduce the number of lighting of LED by 1).
  After executing the process of step S267, the CPU 103 sends a special symbol change start command (change start command) to notify the effect control board 12 of the special figure display result, the change pattern determination result, and the like. Transmission setting is performed (step S268). For example, when the variation special figure designation buffer value is “1”, the CPU 103 sends the first variation start designation command, the variation pattern designation command ( A command including EXT data indicating the variation pattern determined in step S262 or S263), a display result specifying command (a command including EXT data indicating the variable display result determined in step S244), a first special figure reserved memory number specifying command ( The first special figure reserved memory count value decremented by 1 in step S237, that is, a command including EXT data indicating the first special figure reserved memory number when one reserved memory is consumed when the special figure game is started. Perform transmission settings for sequential transmission. On the other hand, when the variation special figure designation buffer value is “2”, the CPU 103 sends a second variation start designation command, a variation pattern designation command ( A command including EXT data indicating the variation pattern determined in step S262 or S263), a display result specifying command (a command including EXT data indicating the variable display result determined in step S244), a second special figure reserved memory number specifying command ( The second special figure reserved memory count value decremented by 1 in step S233, that is, a command including EXT data indicating the second special figure reserved memory count when one reserved memory is consumed when the special figure game is started. Perform transmission settings for sequential transmission.
  After executing the process of step S268, the CPU 103 updates the value of the special figure process flag to “2” (step S267), and then ends the variation pattern setting process. When the value of the special figure process flag is updated to “2” in step S267, the special symbol variation process in step S112 shown in FIG. 4 is executed when the next timer interrupt occurs.
  The special symbol variation process of step S112 shown in FIG. 4 is executed when the value of the special symbol process flag is “2”. This special symbol variation process includes a process of subtracting 1 from the timer value of the game control process timer. Then, when the timer value of the game control process timer (the timer value after subtracting 1) is not 0, the special figure variation time has not elapsed, so control for executing variable display of the special figure game (for example, the first 1st special symbol display device by performing a control to transmit a display signal of 1 special figure or 2nd special figure (including an update for maintaining the display of special symbols for a predetermined time as appropriate). In 4A or the second special symbol display device 4B, a process for changing the special symbol is performed, and the special symbol changing process is terminated. On the other hand, when the timer value of the game control process timer becomes 0 and the elapsed time from the start of the special symbol variation reaches the special symbol variation time, the first special symbol display device 4A or the second special symbol display In the device 4B, the variation of the special symbol is stopped, and the fixed special symbol (the fixed special symbol set in step S110) that is the variable symbol display result is stopped (derived display) (the fixed special symbol is displayed for a predetermined time). In addition, when the display is stopped, the symbol confirmation designation command is set to be transmitted, and the value of the special figure process flag is updated to “3”. By repeatedly executing step S112 each time a timer interrupt occurs, special symbol variable display, fixed special symbol derivation display, and the like are realized.
  The special symbol stop process in step S113 is executed when the value of the special symbol process flag is “3”. In the special symbol stop process, the CPU 103 determines whether or not the big hit flag is on. When the big hit flag is in the on state, the CPU 103 makes settings for ending the special game state such as the probability change state or the short time state. For example, the probability variable flag and the time reduction flag are reset (turned off), and the count of the time reduction counter that counts the remaining number of times of variable display (remaining time reduction) provided in a predetermined area of the RAM 102 is executed. A process of setting the count value of the short time counter to “0” to count the value is performed. Then, a timer value corresponding to the fanfare waiting time (the waiting time from the start to the end of the fanfare in the big hit gaming state, which is a predetermined time) is set as an initial value in the game control process timer. Then, “16” is set as an initial value in a round number counter provided in the RAM 102 for counting round games. Thereafter, a setting is made to transmit a hit start designation command and a gaming state designation command (in this case, a command to designate the normal state) for designating the current gaming state, and the special figure process flag is updated to “4”. The special symbol stop process is terminated. Since the gaming state is changed after the big hit gaming state, it is not necessary to transmit a gaming state designation command here.
  When the big hit flag is in the off state, the CPU 103 determines whether or not the small hit flag is in the on state. Is a waiting time until the execution of the production corresponding to the start of the hit gaming state is started, which is a predetermined time), and the special hit display result is “small hit” The transmission setting of the small hit start designation command (effect control command) which is a control command for designating the start of the gaming state is performed, and the special figure process flag is updated to “8”. On the other hand, when the small hit flag is in the off state, the value of the special figure process flag is updated to “0”.
  Subsequently, the CPU 103 determines whether or not to end a special game state such as a probability change state or a time saving state. For example, the CPU 103 determines whether or not the time reduction flag is in an on state. If the time reduction flag is in an on state, the CPU 103 subtracts “1” from the count value of the time reduction number counter. It is determined whether or not the count value after subtracting “1” is “0”. If the count value is “0”, the time-short end condition for ending the time-short state is satisfied (that is, Since a predetermined number of variable displays that can be executed in the state has been executed), the time reduction flag is turned off to end the time reduction state. After that, based on the current gaming state, a transmission setting for transmitting a gaming state designation command (in this case, a command for designating a highly accurate low base state) is performed, and the special symbol stop process is terminated.
  The big hit release pre-processing in step S114 is executed when the value of the special figure process flag is “4”. In this big hit release pre-processing, for example, 1 is subtracted from the timer value of the game control process timer. If the timer value after the subtraction is not “0”, the fanfare waiting time has not yet elapsed, so the big hit release pre-processing ends. When the timer value after subtraction is “0”, the fanfare waiting time has elapsed and the round game start timing has come. In this case, the process of starting the execution of the round game in the big hit gaming state and opening the grand prize opening (for example, the process of transmitting the solenoid drive signal to the solenoid 82 for the big prize opening door), the big prize opening For example, processing for setting a timer value corresponding to the upper limit (29 seconds in this case) of the period for setting the game control process timer to the game control process timer is executed. When the process for opening the special winning opening is executed, the value of the special figure process flag is updated to “5”. By repeating step S114 every time a timer interrupt occurs, waiting until the start timing of the round game (waiting until the end of the fanfare), opening of the big prize opening, and the like are realized.
  The big hit release processing in step S115 is executed when the value of the special figure process flag is “5”. This big hit release process includes a process of subtracting 1 from the timer value of the game control process timer, a timer value after 1 subtraction, and the number of game balls detected by the count switch 23 in one round game (switch Based on a counter (provided in the RAM 102, etc.) that counts 1 each time the count switch 23 is determined to be in the ON state in the process, etc. For example, a process for determining whether or not it is time to return to the partial release state).
  When it is determined that the timer value after subtraction of 1 has reached 0, or the number of detected game balls (count value of the counter) has reached a predetermined number (for example, 9), Since it is time to close, the process of returning the prize winning opening to the closed state (for example, the process of stopping transmitting the solenoid drive signal to the solenoid 82 for the prize winning door and turning off the solenoid 82), Processing to set the timer value corresponding to the closing period of the big prize opening (a round game interval period, a preset period) in the game control process timer, processing to subtract the count value of the round number counter, etc. Executed. If the timer value after subtracting 1 does not become 0 and the number of detected game balls has not reached the predetermined number, a process for maintaining the open state of the big prize opening (for example, the solenoid drive signal Etc.), and the process during the big hit release is completed. When the special winning opening is returned to the closed state, the value of the special figure process flag is updated to “6”. By repeating step S115 every time a timer interrupt occurs, the open state of the big prize opening is maintained until the timing for returning the big prize opening from the open state to the closed state.
  The big hit release post-processing in step S116 is executed when the value of the special figure process flag is “6”. In the processing after the big hit release, there are processing for determining whether or not the count value of the round number counter has become “0”, and processing for decrementing the timer value of the game control process timer by 1 when it is not “0”. Done.
  If it is determined that the count value of the round number counter is “0”, it means that the round game has reached the upper limit number of times, so the ending waiting time (start of ending in the big hit gaming state) Is a waiting time until the end of the game, and a timer value corresponding to a predetermined time) is set in the game control process timer. In addition, a setting for transmitting a hit end designation command is performed, and processing for updating the special figure process flag to “7” is also performed.
  When the process of decrementing the timer value of the game control process timer by 1 is performed, it is determined whether the timer value after decrementing by 1 is 0. If not, it is not the start timing of the round game, so the closed state Is maintained, and the processing after the big hit release ends. If it is 0, it is the start timing of the round game, so the timer value corresponding to the upper limit (29 seconds in this case) of the process for opening the big winning opening and the period for opening the big winning opening. A process for setting the game control process timer is executed. When the process for opening the special winning opening is executed, the value of the special figure process flag is updated to “5”.
  Each round game is realized by repeatedly executing S115 and S116 after the big winning opening is opened in step S114 every time a timer interrupt occurs.
  The jackpot end process in step S117 is executed when the value of the special figure process flag is “7”. In the big hit end process, a process of decrementing the timer value of the game control process timer by 1 is performed. If the timer value decremented by 1 is not 0, the ending has not ended, and the jackpot end processing is ended as it is. When the timer value decremented by 1 reaches 0, the ending ends, so depending on the big hit type (big hit type buffer setting value) stored in the big hit type buffer, the short time flag, short time counter, probability variation flag, etc. Set the state.
  For example, if the big hit type is “probability change”, the time reduction flag and the probability change flag are turned on, and “100” is set as a count initial value in the time reduction counter provided in a predetermined area of the RAM 102. If the big hit type is “non-probable change”, only the hour / hour flag is turned on, and “100” is set as the initial count value in the hour / hour counter. If the big hit type is “surprise”, only the probability variation flag is turned on. In the jackpot end processing, after such setting, a transmission setting for transmitting a gaming state designation command for designating a gaming state corresponding to the setting is performed, and various data such as a gaming control process timer and a jackpot type buffer setting value (next value) The display of the special figure process flag is updated to “0”.
  The small hit release pre-processing in step S118 is executed when the value of the special figure process flag is “8”. This small hit release pre-processing includes the fact that the variable display result is “small hit” and the timing for opening the big prize opening (for example, the small hit start start waiting time set above) And the like, and the process of starting the measurement of the elapsed time from the open state is included. In addition, in the small hit opening pre-processing, for example, the upper limit of the period for which the big winning opening is opened is set to “0.5 seconds” in the same manner as when the variable display result is “big hit” and the big hit type is “surprise”. ”Or the like is set to the small hit gaming state. When a process for opening the special winning opening is executed, the value of the special figure process flag is updated to “9”. By repeatedly executing step S118, the standby state is controlled until the special winning opening is opened.
  The small hit releasing process in step S119 is executed when the value of the special figure process flag is “9”. This small hit opening process includes a process of measuring the elapsed time since the big winning opening is in the open state, the measured elapsed time, the number of game balls detected by the count switch 23, and the like. The process of determining whether or not it is time to return the mouth from the open state to the closed state (or may be partially open), and the timing to return the grand prize opening from the open state to the closed state (of the game ball Processing for returning the special winning opening to the closed state when it is determined that the number reaches a predetermined number (for example, 9) or the elapsed time reaches the upper limit period set in step S118) Etc. are included. And when returning the grand prize opening to the closed state, a process for determining whether or not the number of times of opening has reached a predetermined upper limit number, or a timing when the grand prize opening is returned to the closed state when the upper limit number is not reached A process for measuring the elapsed time from the time, a process for opening the special winning opening again when the measured elapsed time reaches a preset time, and the like are executed. When the number of times of opening the big winning opening reaches the upper limit number, a setting is made to transmit a small hit end designation command which is a control command for notifying that the small hit gaming state has ended, and the value of the special figure process flag is “10”. Is updated. The command set to be transmitted is transmitted from the main board 11 to the effect control board 12, for example, by executing the above-described command control process after the special symbol process is completed. Step S118 is repeatedly executed, and step S119 is repeatedly executed to realize the small hit gaming state.
  The small hit end process in step S120 is executed when the value of the special figure process flag is “10”. In this small hit end process, there is a waiting time corresponding to a period during which a presentation operation for informing the end of the small hit gaming state is performed by an effect device such as the image display device 5, the speakers 8L and 8R, the game effect lamp 9 or the like. This includes a process of waiting until it elapses (ending the small hit end process until the waiting time elapses). Here, when the small hit gaming state is finished, the state of the pachinko gaming machine 1 before the small hit gaming state is continued without changing the state of the probability change flag and the short time flag. When the waiting time at the end of the small hit gaming state has elapsed, the value of the special figure process flag is updated to “0”.
  Next, main operations in the effect control board 12 will be described.
  In the effect control board 12, when the supply of the power supply voltage is received from the power supply board or the like, the effect control CPU 120 is activated to execute a predetermined effect control main process. When the production control main process is started, the production control CPU 120 first executes a predetermined initialization process, clears the RAM 122, sets various initial values, and CTC (counter / timer mounted on the production control board 12). Circuit) register setting, etc. Thereafter, it is determined whether or not a timer interrupt flag provided in a predetermined area (for example, an effect control flag setting unit) of the RAM 122 is turned on. The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the CTC register setting. At this time, if the timer interrupt flag is off, the process waits.
  On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 is generated separately from the timer interrupt that occurs every time a predetermined time elapses. This interruption is, for example, an interruption that occurs when an effect control INT signal from the main board 11 is turned on. When an interruption due to the turn-on of the effect control INT signal occurs, the effect control CPU 120 automatically sets the interrupt prohibition, but if a CPU that does not automatically enter the interrupt disable state is used, the interrupt is interrupted. It is desirable to issue a prohibition instruction (DI instruction). The effect control CPU 120 executes a predetermined command reception interrupt process, for example, in response to an interrupt when the effect control INT signal is turned on. In this command reception interrupt process, a control signal that becomes an effect control command from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. Capture. The effect control command captured at this time is stored in an effect control command reception buffer provided in the RAM 122, for example. Thereafter, the effect control CPU 120 ends the command reception interrupt processing after setting the interrupt permission.
  If the timer interrupt flag is on, the timer interrupt flag is cleared and turned off, and command analysis processing is executed. In the command analysis processing, for example, after the various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the effect control command receiving buffer are read, the read effect control commands are read out. Settings and control corresponding to are performed.
  After executing the command analysis process, the effect control process is executed. In the effect control process, for example, various operations such as an effect image display operation in the display area of the image display device 5, an audio output operation from the speakers 8L and 8R, a lighting operation in the light emitter such as the game effect lamp 9 and the decoration LED, and the like. With respect to the control content of the rendering operation using the rendering device, determination, determination, setting, etc. according to the rendering control command transmitted from the main board 11 are performed. Subsequent to the effect control process, an effect random number update process is performed, and numerical data indicating the effect random numbers counted by the random counter in the RAM 122 is updated by software as various random values used for effect control. Thereafter, it is determined again whether or not the timer interrupt flag is on.
  FIG. 13 is a flowchart illustrating an example of the effect control process. In the effect control process shown in FIG. 13, the effect control CPU 120 first executes a hold display setting process (step S161).
  FIG. 14 is a flowchart illustrating an example of the hold display setting process. When the hold display setting process shown in FIG. 14 is started, the effect control CPU 120 first determines whether or not a start winning command has been received (step S501). When it is determined that the start winning command has been received (step S501; Yes), the production control CPU 120 determines whether it is the first start winning port designation command or the second start winning port designation according to the received start winning command. Depending on whether the command is a command, the first hold display or the second hold display is additionally displayed on the first hold display portion 5HL or the second hold display portion 5HR of the display screen of the image display device 5 (step S502).
  After performing the process of step S502, or when it is determined in the process of step S501 that the start winning command has not been received (step S501; No), has the production control CPU 120 received the variation start designation command? It is determined whether or not (step S503). Whether or not the effect control CPU 120 has received the variation start designation command by referring to whether or not either the first variation start designation command reception flag or the second variation start designation command reception flag is set, for example. What is necessary is just to determine. When it is determined that the variation start designation command has not been received (step S503; No), the effect control CPU 120 ends the hold display setting process. The first variation start designation command reception flag and the second variation start designation command reception flag are provided in the RAM 122, and are set to an on state every time a corresponding variation start designation command is received. It is cleared after the start or when the corresponding variable display ends.
  On the other hand, when it is determined that the variation start designation command has been received (step S503; Yes), the effect control CPU 120 determines whether or not the received variation designation command is the second variation start designation command (step S504). . When it is determined that the received variation start designation command is not the second variation start designation command, that is, the received variation start designation command is the first variation start designation command (step S504; No), the effect control CPU 120 The first hold display corresponding to the hold display number “1” stored in the command buffer at the time of the first winning prize is displayed on the variable display corresponding display section AHA while maintaining the display color (without changing). Is displayed (step S505). After executing the process of step S505, the effect control CPU 120 uses the first hold display unit 5HL of the image display device 5 to correspond to the hold display numbers “2” to “4” other than the hold display number “1”. The first hold display is moved (shifted) to the right one by one while maintaining the display color (without changing) (step S512). Then, the stored content of the hold display number “0” (active display) in the first start winning command buffer is erased, and the stored content corresponding to the hold display numbers “1” to “4” is shifted one by one ( Step S513). After executing the process of step S513, the effect control CPU 120 ends the hold display setting process.
  When it is determined that the received variation start designation command is the second variation start designation command (step S504; Yes), the effect control CPU 120 determines that the hold display number “ The first hold display corresponding to “1” is displayed as an active display on the variable display corresponding display unit AHA while maintaining the display color (without changing) (step S514). After executing the process of step S514, the CPU 120 for effect control corresponds to each of the hold display numbers “2” to “4” other than the hold display number “1” in the second hold display unit 5HR of the image display device 5. The second hold display is moved (shifted) to the left one by one while maintaining the display color (without changing) (step S515). Then, the stored contents of the hold display number “0” (active display) in the second start winning command buffer are erased, and the stored contents corresponding to the hold display numbers “1” to “4” are shifted one by one ( Step S516). After executing the process of step S516, the effect control CPU 120 ends the hold display setting process.
  In this embodiment, in the processing of step S505 and step S514, the display mode of the hold display is maintained and the variable display corresponding display unit AHA is displayed as the active display. However, for example, as the active display In the case of displaying, for example, all of the modes may be the same, even if all the modes are not the same, such as the same display color and different shapes (or vice versa). Moreover, as long as the degree of expectation of jackpot is recognizable to the player, the aspect may be different from the aspect of the hold display.
  Returning to the description of the flowchart of the effect control process shown in FIG. 13, after executing the hold display setting process in step S <b> 161, the effect control CPU 120 provides an effect provided in a predetermined area (for example, an effect control flag setting unit) of the RAM 122. Depending on the value of the process flag (initially “0”), one of the following processes in steps S170 to S177 is selected and executed.
  The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is “0”. The variable display start waiting process starts variable display of decorative symbols on the image display device 5 based on whether the first symbol variation start designation command or the second symbol variation start designation command from the main board 11 is received. It includes a process for determining whether or not to do so. When the first symbol variation start designation command or the second symbol variation start designation command is received and it is determined that the variable display of the decorative symbols on the image display device 5 is started, the value of the effect process flag is updated to “1”. Is done.
  The variable display start setting process in step S171 is a process executed when the value of the effect process flag is “1”. This variable display start setting process corresponds to the start of variable display of special symbols in the special symbol game by the first special symbol display device 4A and the second special symbol display device 4B, and the decorative symbols in the image display device 5 In order to perform various display operations and other various presentation operations, it includes a process of determining a definite decorative pattern and various presentation control patterns according to the variation pattern of the special symbol, the type of display result, and the like. The variable display start setting process ends when the value of the effect process flag is updated to “2”.
  The variable display effect process in step S172 is a process executed when the value of the effect process flag is “2”. In the variable display effect processing, the effect control CPU 120 corresponds to the timer value in the effect control process timer provided in a predetermined area (for example, the effect control timer setting unit) of the RAM 122, and the effect control determined in step S171. Various control data is read from the pattern, and various effects control is performed during the variable display of the decorative design.
  The variable display stop process in step S173 is a process executed when the value of the effect process flag is “3”. The variable display stop process includes a process of determining whether the variable display result notified by the display result designation command is “big hit”, “small hit”, or “losing”. When the variable display result is “big hit” or “small win”, the value of the production process flag is updated to “4”, while when the variable display result is “lost”, the production The process flag is cleared and its value is initialized to “0”.
  The special figure waiting process in step S174 is a process executed when the value of the effect process flag is “4”. In this special figure waiting process, the effect control CPU 120 determines whether or not a hit start designation command transmitted from the main board 11 has been received. When the hit start designation command is received, the hit start designation command designates the start of the big hit gaming state, and the jackpot type specified by the display result designation command received before that is “probable change”. Or, if it is “non-probable change”, the value of the production process flag is updated to “6”. If the hit start specifying command specifies the start of the small hit gaming state, or the hit start specifying command specifies the start of the big hit gaming state, the display result specifying command received before that If the big hit type identified by is “surprise”, the value of the production process flag is updated to “5”. Further, when the production control process timer times out without receiving the hit start designation command (when the hit start designation command reception waiting time has elapsed), it is determined that the special figure display result in the special figure game is “lost”. Then, the value of the production process flag is updated to “0” which is the initial value.
  The special winning opening short-term opening process of step S175 is a process executed when the value of the effect process flag is “5”. In this big winning opening short-term opening process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the “surprise” big hit game state or the small hit game state, and the effect image based on the set content Is displayed on the display area of the image display device 5, voice and sound effects are output from the speakers 8 </ b> L and 8 </ b> R by outputting a command (sound effect signal) to the sound control board 13, Various effect control in the big hit game state or the small hit game state such as turning on / off / flashing the game effect lamp 9 and the decoration LED by the output of the decoration signal) Is also included, for example, effect control informing the image display device 5). In addition, the process at the time of short-opening of the big prize opening is a value corresponding to the ending effect process, for example, the value of the effect control process flag in response to receiving the big hit end specifying command or the small hit end specifying command from the main board 11 To "7".
  The special winning opening normal opening process of step S176 is a process executed when the value of the effect process flag is “6”. In the special winning opening normal opening process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the jackpot gaming state of “probability change” or “non-probability change”, and the effect image based on the setting content Is displayed on the display area of the image display device 5, voice and sound effects are output from the speakers 8 </ b> L and 8 </ b> R by outputting a command (sound effect signal) to the sound control board 13, Various effect control in the jackpot gaming state of “probability change” or “non-probability change” such as lighting / extinguishing / flashing of the game effect lamp 9 and the decoration LED by the output of the decoration signal) , Including the effect control notified in the image display device 5). Further, in the special winning opening normal opening process, the value of the effect control process flag is set to “7”, which is a value corresponding to the ending effect process, in response to receiving the jackpot end designation command from the main board 11, for example. Update.
  The ending effect process in step S177 is a process executed when the value of the effect process flag is “6”. In this ending effect process, the effect control CPU 120 sets an effect control pattern or the like corresponding to, for example, the end of the big hit game state or the small hit game state, and displays an effect image based on the set contents in the display area of the image display device 5. Display the sound, sound is output from the speakers 8L and 8R by outputting the command (sound effect signal) to the sound control board 13, and game effect is output by outputting the command (electric signal) to the lamp control board 14 Various effect controls such as turning on / off / flashing the lamp 9 and the decoration LED are executed at the end of the big hit gaming state. Thereafter, the value of the effect process flag is updated to “0” which is an initial value.
  FIG. 15 is a flowchart showing an example of the variable display start setting process executed in step S171 of FIG. When the variable display start setting process is started, the effect control CPU 120 first performs special processing based on, for example, a display result designation command (command stored in the display result designation command storage area) transmitted from the main board 11. It is determined whether or not the figure display result is “lost” (step S551). When it is determined that the special figure display result is “losing” (step S551; Yes), the effect control CPU 120, for example, the variation pattern designation command transmitted from the main board 11 (stored in the variation pattern designation command storage area). Whether the variation pattern specified by the command) is a non-reach variation pattern (PA1-1, PA1-2) corresponding to the case of “non-reach” in which the decorative display variable display mode is not the reach mode. Determination is made (step S552).
  When it is determined in the process of step S552 that the pattern is a non-reach variation pattern (step S552; Yes), the effect control CPU 120 determines a combination of confirmed decorative symbols that will be the final stop symbol constituting the non-reach combination (step S553). ). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining a decorative design of a non-reach combination that is updated by an effect random counter or the like provided in a predetermined area of the random number circuit 124 or the RAM 122 and stores it in the ROM 121. The determined decorative pattern (decorative decorative pattern of non-reach combination) is determined by referring to a decorative design determining table of non-reach combination prepared and stored in advance.
  When it is determined in the process of step S552 that the pattern is not a non-reach variation pattern (step S552; No), the effect control CPU 120 determines a combination of fixed decorative symbols that will be the final stop symbol constituting the reach combination (step S554). ). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining the decorative symbol of the reach combination updated by the random number circuit 124 or the effect random counter, and the reach combination prepared in advance stored in the ROM 121. The determined decorative design (decorative decorative design) is determined by referring to the decorative design determination table.
  If it is determined in step S551 that the special figure display result is not “losing” (step S551; No), the effect control CPU 120 determines whether the special figure display result is “big hit” and the big hit type is “surprise”. Alternatively, it is determined whether or not the special figure display result is “small hit” (step S555). When it is determined that the special figure display result is “surprise” or “small hit” (step S555; Yes), the CPU 120 for effect control, for example, when “surprise” or “small hit”, such as an opening chance, is displayed. The combination of the confirmed decorative symbols that will be the final stop symbol corresponding to the case is determined (step S556). For example, in response to the designation of either the variation pattern PC1-1 or PC1-2 by the variation pattern designation command, the effect control CPU 120 configures one of a plurality of types of opening chances as the final. The combination of the fixed decorative symbols that will be the stop symbols is determined. In this case, numerical data indicating a random number value for chance eye determination updated by a random counter or the like provided in the effect control counter setting unit is extracted, and a predetermined chance eye determination table stored in advance in the ROM 121 or the like is extracted. It is only necessary to determine a combination of fixed decorative symbols that constitute one of the opening chance eyes by referring to it. In the chance eye determination table, for example, “3”, “5”, “7”, “1”, “3”, “5”, odd chances for odd hits, It is only necessary to set “2”, “4”, “6”, “4”, “6”, “8”, which are configured as even eyes.
  When it is determined in the process of step S555 that the special figure display result is neither “surprise accuracy” nor “small hit” (step S555; No), the effect control CPU 120 determines the final decoration that becomes the final stop symbol constituting the big hit combination. A combination of symbols is determined (step S557). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining the jackpot determined symbol updated by the random number circuit 124 or the effect random counter. Subsequently, by referring to the jackpot determination symbol determination table prepared and stored in advance in the ROM 121 according to the jackpot type specified by the display result designation command transmitted from the main board 11, the image display device 5 The decorative symbols having the same symbol number that is stopped and displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the display area are determined.
  After executing any of the processes of steps S553, S554, S556, and S557, the effect control CPU 120 executes an active change effect setting process for performing an active change effect execution setting (step S558). As described above, the active change effect in this embodiment is an effect including a success effect in which the display mode of active display changes and a failure effect in which the active display mode does not change. That is, in the process of step S558, by determining whether or not to execute the active change effect, it is determined whether to execute either the successful effect or the failed effect, or not to execute both effects. In addition, the active change effect in this embodiment is executed at the first change effect executed at the first timing when the reach state is reached and at the second timing after the super reach development (there are a plurality of second timings). There is a second change effect, and in the active change effect setting process, whether or not the first change effect and the second change effect are executed and the execution mode (the execution timing in the case of the second change effect) are determined and determined. Execution setting of the contents is performed.
  FIG. 16 is a flowchart showing an example of the active change effect setting process executed in step S558 shown in FIG. In the active change effect setting process shown in FIG. 16, the effect control CPU 120 first determines whether or not to execute the first change effect according to the first change effect execution determination table shown in FIG. 17A (step S701). .
  The first change effect execution determination table shown in FIG. 17A is a table referred to for determining whether or not the first change effect is executed. As shown in FIG. 17A, the first change effect execution determination table determines whether to execute the first change effect including the success effect and the failure effect for each variable display result (including the jackpot type and the variation pattern). A decision rate is assigned to determine whether. More specifically, the variable display results are divided into “big hit (probability / non-probability change)”, “big hit (probability)”, “losing (reach) / small hit”, and “other than the above”, and each variable display A determination ratio as to whether or not to execute the first change effect is assigned to the result. The effect control CPU 120 may acquire the variable display result and the variation pattern of the variable display with reference to the display result designation command and the variation pattern designation command. In the process of step S701, unlike the table shown in FIG. 17A, whether or not to execute the first change effect may be determined at a predetermined rate based on whether or not a big hit. Further, unlike the table shown in FIG. 17A, even if it is a big hit, it may be set so that the determination ratio is different between probability variation and non-probability variation. Moreover, you may set so that a determination ratio may differ by lose (reach) and small hits. Further, even in the case of loss (reach), the determination ratio may be set to be different depending on the type of reach such as super reach A, super reach B, and normal reach. Further, the determination ratio may be different depending on whether or not the pseudo-series is executed and the number of pseudo-series. In addition, the decision rate differs depending on whether it is a big hit or not and the number of pseudo-reams, or the decision rate differs depending on the presence of pseudo-reams and the type of reach, etc. May be different (the same applies to FIG. 17B).
  As shown in FIG. 17A, when the variable display result is “big hit (probability change / non-probability change)” in which 16 round games are executed, the ratio determined to execute the first change effect is the highest. It is high and decreases in the order of “big hit (accuracy)” and “losing (reach) / small hit”. In this embodiment, the case where none of the above-mentioned “big hit (probability / non-probability change)”, “big hit (probability)”, “losing (reach)”, and “small hit” is applicable (the category other than the above) When the first change effect is executed, it is not determined. Therefore, when the first change effect is executed, the expectation level to be a “big hit” is high (the advantage is high), and the player's expectation that the first change effect is executed is improved. Can do. Note that the first change effect in this embodiment is determined not to be executed when the first change effect is executed when it falls under the category “other than the above” at the timing when the reach state is established (first timing). This is because there is no execution timing of the first change effect in variable display where the reach state is not established. In addition, when it corresponds to the category of “other than the above”, it is determined that the first change effect is not executed. For example, when the active change effect is executed before the reach state is established, “other than the above” is determined. A determination ratio may be assigned also in the category. In the case of rush accuracy or small hit, there are cases where the rush accuracy / small hit dedicated reach is executed or not executed, but the illustration is omitted when the rush accuracy / small hit dedicated reach is not executed. , “Other than the above” shall be included, and the small hit and the sudden hit in the “losing (reach) / small hit” and “big hit (rush)” are cases where the reach / defeat special reach is executed. (The same applies hereinafter).
  Returning to FIG. 16, after performing the process of step S701, the CPU 120 for effect control determines whether or not it is determined to execute the first change effect in step S701 (step S702). When it is determined that the first change effect is to be executed (step S702; Yes), the execution mode of the first change effect (whether it is a success effect or a failure effect is determined) according to the first change mode determination table shown in FIG. And, in the case of a successful performance, which mode is to be used) is determined (step S703).
  The first change mode determination table shown in FIG. 17B determines the execution mode of the first change effect (whether it should be a success effect or a failure effect, or in the case of a success effect). This is a table that is referred to. As shown in FIG. 17B, the first change mode determination table is assigned a determination ratio for determining which mode to use for each variable display result (including jackpot type and variation pattern). Yes. More specifically, the variable display result is divided into “big hit (probability / probability change)”, “big hit (probability)” and “losing (reach) / small hit”, and each variable display result is displayed as an execution mode. Different determination ratios are assigned to the prepared “first mode (blue)”, “second mode (red)”, “third mode (rainbow)”, and “normal mode (white)”. In addition, since the display color of the active display changes when it is determined as “first mode (blue)”, “second mode (red)”, or “third mode (rainbow)” The execution is decided. On the other hand, when the “normal mode (white)” is determined, the display color of the active display does not change, and therefore the execution of the failure effect is determined. As shown in FIG. 17B, when the variable display result is “big hit (probability change / non-probability change)” in which 16 round games are executed, the ratio determined as “second mode (red)” Is the highest, and decreases in the order of “third mode (rainbow)”, “first mode (blue)”, and “normal mode (white)”. On the other hand, in the case of “losing (reach) / small hit”, the ratio determined as “normal mode (white)” is the highest, and “first mode (blue)”, “ The order is lower in the order of “2 modes (red)”, and no determination ratio is assigned to “3rd mode (rainbow)”. In the case of “big hit (probability)”, the ratio determined for “first mode (blue)” and “second mode (red)” is higher than the rate determined for “normal mode (white)”. It is higher, and no determination ratio is assigned to the “third aspect (rainbow)”. Therefore, when the success effect is executed, the reliability of “big hit” is higher than when the failure effect is executed. Further, even in the case of a successful production, the success production of the “second mode (red)” is more “third mode” than the “second mode (red)” than the “first mode (blue)”. (Rainbow) "has a higher degree of confidence that it will be a" big hit "when executed. Therefore, it is possible to attract the player's attention to the mode to be executed. In addition, when the “third mode (rainbow)” success production is executed, it is 100% “big hit”, so that the player's expectation can be improved. The “first mode”, “second mode”, and “third mode” may be, for example, information such as “chance”, “super hot”, “confirmed”, and the type and control of super reach. It may be information corresponding to the type of jackpot that is made. Specifically, the name and face of a character appearing in a super reach or a big hit state may be displayed.
  Returning to FIG. 16, after performing the process of step S703, the CPU 120 for effect control determines whether or not the execution mode of the first change effect determined in the process of step S703 is the third mode (step S704). ). When it determines with it being a 3rd aspect (step S704; Yes), the process regarding 2nd change effects, such as the presence or absence of execution of a 2nd change effect, an execution aspect, is skipped and the said active change effect setting process is complete | finished. If the active display changes to the “rainbow” display mode due to the first change effect, since it is determined that it is a big hit, even if the second change effect is executed in the future, the game entertainment will be reduced. After changing to the “rainbow” of the aspect, execution of the second change effect is restricted. Therefore, the production effect can be improved and the game entertainment can be improved. In addition, even if it is a case where it determines with Yes by the process of step S704, you may perform a 2nd change effect. In this case, the failure effect is executed, but a message such as “Congratulations on the big hit!” Is displayed (for example, the fourth mode), so that the player is notified that the big hit has been confirmed. That's fine. In other words, when the active display is changed to the “rainbow” display mode in the first change effect, the second change effect is not limited to the case where neither the success effect nor the failure effect is executed. This is a concept including a case where a failure effect is executed. Moreover, when it determines with Yes by the process of step S704, you may perform a 2nd change effect in a lower ratio than the case where it determines with No. In addition, when it determines with Yes by the process of step S704, in the 2nd change production, you may perform notification which provides a different value from the case where it determines with No. For example, since the “big hit” is determined at the time when the first change effect is the “rainbow” in the third mode, it may be notified that the second change effect is “probable change”. . In addition, other benefits such as mobile-linked images, points, and experience value provision may be given. On the other hand, when it determines with it not being a 3rd aspect in step S704 (step S704; No) or when it determines with not performing a 1st change effect in the process of step S702 (step S702; No), FIG. Whether or not to execute the second change effect is determined according to the second change effect execution determination table shown in A) (step S705).
  The second change effect execution determination table shown in FIG. 18A is a table that is referred to in order to determine whether or not to execute the second change effect. As shown in FIG. 18A, the second change effect execution determination table determines whether or not to execute the second change effect including the success effect and the failure effect for each variable display result (including the jackpot type and the variation pattern). A decision rate is assigned to determine whether. More specifically, the variable display results are classified into “big hit (probability / non-probability)”, “big hit (probability)”, “losing (super reach) / small hit”, and “other than the above”, and each variable is variable. A determination ratio as to whether or not to execute the second change effect is assigned to the display result. The effect control CPU 120 may acquire the variable display result and the variation pattern of the variable display with reference to the display result designation command and the variation pattern designation command. In the process of step S705, unlike the process of step S701, whether or not the second change effect is to be executed is determined at a predetermined rate based on whether it is a big hit or not, unlike the table shown in FIG. Also good. Further, unlike the table shown in FIG. 18A, even if it is a big hit, it may be set so that the decision ratio is different between probability variation and non-probability variation. Moreover, you may set so that a determination ratio may differ by lose (super reach) and a small hit. Furthermore, even in the case of loss (super reach), the determination ratio may be set to be different depending on the type of reach such as super reach A and super reach B. Further, the determination ratio may be different depending on whether or not the pseudo-series is executed and the number of pseudo-series. In addition, the decision rate differs depending on whether it is a big hit or not and the number of pseudo-reams, or the decision rate differs depending on the presence of pseudo-reams and the type of reach, etc. May be different (the same applies to FIG. 18B).
  As shown in FIG. 18A, when the variable display result is “big hit (probability change / non-probability change)” in which 16 round games are executed, the ratio determined to execute the second change effect is the highest. It is high and decreases in the order of “big hit (accurate)” and “losing (super reach) / small hit”. In this embodiment, the case where none of the above-mentioned “big hit (probability / non-probability)”, “big hit (probability)”, “losing (super reach)”, or “small hit” is satisfied (“other than the above” If it falls under the category), it is not determined to execute the second change effect. Therefore, when the second change effect is executed, the expectation of being a “big hit” is high (the advantage is high), and the player's expectation to execute the second change effect is improved. Can do. Note that the second change effect in this embodiment is determined not to be determined to be executed when the second change effect is executed when it falls under the category “other than the above”. Since it is executed at (second timing), there is no execution timing of the second change effect in variable display that does not develop into super reach. In addition, when it corresponds to the category “other than the above”, it is determined that the second change effect is not executed. However, for example, when the active change effect is executed before the development of the super reach, “other than the above” is determined. A determination ratio may be assigned also in the category. Note that the “big hit (probability / non-probability change)” shown in FIG. 18A does not include the normal reach big hit, but in the case of the normal reach big hit (that is, when the variation pattern designation command indicating PB1-1 is received), It shall fall under the category of “other than” (the same shall apply hereinafter).
  Returning to FIG. 16, after performing the process of step S705, the CPU 120 for effect control determines whether or not it is determined to execute the second change effect in step S701 (step S706). When it is determined that the second change effect is to be executed (step S706; Yes), the execution mode of the second change effect (whether it is a success effect or a failure effect is determined) according to the second change mode determination table shown in FIG. And, in the case of a successful performance, which aspect is to be used) is determined (step S707).
  The second change mode determination table shown in FIG. 18B determines the execution mode of the second change effect (whether it is a success effect or a failure effect, or in the case of a success effect). This is a table that is referred to. As shown in FIG. 18B, the second change mode determination table has a variable display result (including jackpot type and variation pattern) and a determination ratio for determining which mode is to be used for each display mode. Assigned. More specifically, the variable display results are classified into “big hit (probability / probability change)”, “big hit (probability)”, and “losing (super reach) / small hit”. Display modes of “white”, “blue”, and “red” are assigned, and “first mode (blue)”, “second mode (red)”, “third” prepared as execution modes are assigned to the respective display modes. Different determination ratios are assigned to “aspect (rainbow)” and “normal aspect (white)”. The display modes of “white”, “blue”, and “red” are determined when the first change effect is executed (determined in the process of step S703 in FIG. 16) (in the case of a failure effect, “ In the case of “white”, “blue”, “red” in the case of a successful effect) or in the case where the first change effect is not executed (in this case, “white”). In the case of the “rainbow” display mode (third mode), since the second change effect is not executed as described above, the “rainbow” display mode is not included in the illustrated example. In addition, for example, when the display mode is “blue” and the second mode (red) is determined, when the color is determined to be different, the execution of the successful effect is determined. On the other hand, when the display mode is “blue” and the first mode (blue) is determined, for example, when the same color is determined, the execution of the failure effect is determined.
  As shown in FIG. 18 (B), in any variable display result, when the display mode is “white”, the ratio that is determined to execute the successful effect is the highest, and the display mode is “blue”. ”And“ red ”. Therefore, even when the display mode is “white”, when the second change effect is executed, the success effect is highly likely to be executed, and the player's expectation can be improved. In addition, when the variable display result is “big hit (probability change / non-probability change)”, the ratio determined to execute the successful performance is higher than in the case of other variable display results. For this reason, it is possible to improve the player's expectation that the successful performance will be executed. Also, in the second change effect mode determination table shown in FIG. 17B, the variable display result is other than “big hit (probability change / non-probability change)” as in the first change effect mode determination table shown in FIG. 17B. In the case of, a determination ratio is not assigned to the “third aspect (rainbow)”. For this reason, when the successful presentation of the “third mode (rainbow)” is executed, it becomes 100% “big hit”, so that the player's expectation can be improved. The “first mode”, “second mode”, and “third mode” may be, for example, information such as “chance”, “super hot”, “confirmed”, and the type and control of super reach. It may be information corresponding to the type of jackpot that is made. Specifically, the name and face of a character appearing in a super reach or a big hit state may be displayed. In this embodiment, in the first change effect and the second change effect, it is determined which of the success effect and the failure effect is executed by determining the display mode. It is also possible to determine whether or not to determine the mode only when it is executed. Moreover, you may assign the determination ratio of a 1st change aspect determination table and a 2nd change aspect determination table so that the ratio of the execution of a successful effect may become higher in the 2nd change effect than the 1st change effect. .
  Returning to FIG. 16, after performing the process of step S <b> 707, the effect control CPU 120 sets the execution timing of the second change effect to any one of a plurality of timings according to the second change effect execution timing table shown in FIG. (Step S708). Specifically, in the process of step S708, it is determined at which timing among the second timings, the predetermined timing A, timing B, and timing C, the second change effect is to be executed. For example, timing A is a timing immediately after the development of super reach, timing B is a timing after 2 seconds have elapsed since the development of super reach, and timing C is a timing after 4 seconds have elapsed after the development of super reach. In addition, a timing D that is selected only with a specific variation pattern may be provided. In this case, the timing D may indicate a big hit decision. In this embodiment, as described above, the first change effect is an effect that is performed at the timing when the reach state is established (first timing) (that is, performed at a common timing regardless of the variation pattern or the like). Since the second change effect is an effect that is performed at any one of a plurality of timings (second timing) after the development to super reach, the second timing is any of the plurality of timings in the process of step S708. To decide. In the example illustrated in FIG. 16, an example in which the presence / absence of execution of the first change effect is determined and then the presence / absence of execution of the second change effect is determined. However, for example, the first change effect and the second change effect are determined. The execution presence / absence and execution mode may be determined collectively by referring to a table that can be determined collectively. In this case, when the first change effect is executed in the third mode, a determination ratio may be assigned so that the second change effect is not executed.
  The second change effect execution timing table shown in FIG. 18C is a table that is referred to in order to determine which of the timings A to C is the second timing that is the timing for executing the second change effect. is there. As shown in FIG. 18C, the second change effect execution timing table is assigned a determination ratio for determining which timing is to be used for each variable display result (including the big hit type and the variation pattern). ing. More specifically, the variable display results are classified into “big hit (probability / probability change)”, “big hit (probability)”, and “losing (super reach) / small win”. Different determination ratios are assigned to “timing A”, “timing B”, and “timing C” prepared as timings. As shown in FIG. 18C, when the variable display result is “big hit (probability variation / non-probability variation)” in which 16 round games are executed, the ratio determined as “timing C” is the highest, "Timing B" is lower in order of "Timing A". On the other hand, in the case of “losing (super reach) / small hit”, the ratio determined as “timing A” is the highest and decreases in the order of “timing B” and “timing C”. ing. Therefore, when the second change effect is performed at the timing C, there is a high possibility of being a “big hit”. In addition, as described above, when the variable display result is “big hit (probability change / non-probability change)”, the proportion of successful performances is higher than in the case of other variable display results (that is, the display mode is Therefore, the rate at which the successful performance is executed is higher at the timing B than at the timing A and at the timing C than at the timing B. Therefore, the player's attention can be gathered with respect to which timing the second change effect is executed. In the example shown in FIG. 18C, an example is shown in which different determination ratios are assigned to “timing A”, “timing B”, and “timing C” for each variable display result. First, one of “timing A”, “timing B”, and “timing C” is determined, and further, each of timings A to C is further divided into a plurality of timings, and each of timings A to C is determined according to the variation pattern. Any one of a plurality of timings included in the information may be determined. Further, in the example illustrated in FIG. 18C, an example in which different determination ratios are assigned to “timing A”, “timing B”, and “timing C” for each variable display result is illustrated. ”,“ Timing B ”, and“ Timing C ”may be fixedly associated with the variation pattern.
  Returning to FIG. 16, after performing the process of step S <b> 708, the effect control CPU 120 ends the active change effect setting process.
  Returning to FIG. 15, after performing the active change effect setting processing in step S558, the effect control CPU 120 determines the effect control pattern to be one of a plurality of patterns prepared in advance (step S560). For example, the effect control CPU 120 selects and uses one of a plurality of prepared effect control patterns (special-fluctuation effect control patterns) corresponding to the change pattern indicated by the change pattern determination result designation command. Set as a pattern. Also, the production control CPU 120 provides a plurality of production control patterns (holding display change) corresponding to the execution setting of the active change production (first change production and second change production) by the active change production setting process in step S558. Select one of (Pattern) and set it as the usage pattern.
  Subsequent to the processing of step S560, the CPU 120 for effect control, for example, an effect provided in a predetermined area (such as an effect control timer setting unit) of the RAM 122 corresponding to the change pattern specified by the change pattern determination result specifying command. An initial value of the control process timer is set (step S561). Then, the setting for starting the variation of the decorative design or the like on the display screen of the image display device 5 is performed (step S562). At this time, the CPU 120 for effect control, for example, displays the display control command designated by the display control data included in the effect control pattern (the effect control pattern at the time of special figure fluctuation) determined in the process of step S560. , Etc., to start the variation of the decorative symbols in the “left”, “middle” and “right” decorative symbol display areas 5L, 5C and 5R provided in the display area of the image display device 5. Just do it.
  After executing the process of step S562, the effect control CPU 120 updates the value of the effect process flag to “2”, which is a value corresponding to the effect process during variable display (step S563), and then starts the variable display start setting process. Exit.
  FIG. 19 is a flowchart showing an example of the variable display effect process executed in step S172 of FIG. When the variable display effect processing shown in FIG. 18 is started, the effect control CPU 120 first determines whether or not the variable display time corresponding to the variation pattern has passed based on the timer value of the effect control process timer or the like. (Step S801). The effect control CPU 120 updates (for example, subtracts 1) the timer value of the effect control process timer, and when an end code is read from the effect control pattern corresponding to the updated effect control process timer value, for example. In addition, it may be determined that the variable display time has elapsed.
  If it is determined in step S801 that the variable display time has not elapsed (step S801; No), the effect control CPU 120 determines whether or not it is a reach effect period for executing the reach effect (step S801). S806). The reach production period may be determined in advance, for example, in the production control pattern determined according to the variation pattern. When it determines with it being a reach production period (step S806; Yes), CPU120 for production control performs control for performing a reach production (step S807).
  After executing the process of step S807, the CPU 120 for effect control determines whether or not it is an active change effect execution period for executing the active change effect (step S808). The active change effect execution period is determined in advance in the effect control pattern selected corresponding to the case where the active change effect is determined to be executed in step S558 of FIG. 15 (including the successful effect and the failed effect), for example. Just do it. When the active change effect is not executed (that is, when neither the first change effect nor the second change effect is executed), it is determined No in step S808. Therefore, it is possible to reduce the processing burden when the active change effect is not executed.
  When it determines with it being an active change effect execution period (step S808; Yes), CPU120 for effect control determines whether it is the 1st change effect period included in an active change effect execution period (step S809). For example, the first change effect period is determined in advance in the effect control pattern selected corresponding to the case where the first change effect is determined to be executed in step S558 of FIG. 15 (including the success effect and the failure effect). It only has to be. When it determines with it being a 1st change period (step S809; Yes), CPU120 for presentation control determines whether it is a visual recognition difficult period (step S810). The difficult-to-view period refers to a period in which the active display is difficult to be viewed by the player, such as a period in which a predetermined character is superimposed on the active display being displayed. The difficult-to-view period may be determined in advance in the effect control pattern selected corresponding to the case where the first change effect is determined to be executed in step S558 of FIG. 15 (including the success effect and the failure effect). . When it is determined that the period is difficult to view (step S810; Yes), the effect control CPU 120 displays the active display by overlaying a predetermined character on the active display being displayed (see FIG. 21B). The visual difficulty control is performed so that the visual difficulty is controlled (step S811). On the other hand, when it is determined that the period is not difficult to view (step S810; No), the effect control CPU 120 displays the predetermined character image displayed in an active display on another position (see FIG. 21C). Easy visual recognition control is performed to control the active display so as to be easily visible from the player (step S812). In the process of step S812, when it is determined to execute the successful effect, a process of changing the display mode of the active display is performed.
  When it is determined in step S809 that it is not the first change effect period (step S809; No), or after executing any one of steps S811 and S812, the effect control CPU 120 performs the active change effect execution period. It is determined whether it is the 2nd change production period included in (step S813). For example, the second change effect period is determined in advance in the effect control pattern selected corresponding to the case where the second change effect is determined to be executed in step S558 of FIG. 15 (including the success effect and the failure effect). It only has to be. In the case of the second change effect, since a plurality of timings A to C described above are prepared, the processing in step S813 is selected according to the timing determined in the processing in step S708 in FIG. It is determined whether or not it is the second change effect period based on the effect control pattern. When it determines with it being the 2nd change period (step S813; Yes), CPU120 for presentation control determines whether it is a visual recognition difficult period (step S814). The visual difficulty period in this case is determined in advance in the effect control pattern selected corresponding to the case where the second change effect is determined to be executed in step S558 of FIG. 15 (including the success effect and the failure effect). Just do it. When it is determined that the period is difficult to view (step S814; Yes), the effect control CPU 120 displays the active display by overlaying a predetermined character on the active display being displayed (see FIG. 21E). The visual difficulty control is performed so that the visual difficulty is controlled (step S815). On the other hand, when it is determined that the period is not difficult to view (step S814; No), the effect control CPU 120 displays the predetermined character image displayed on the active display at another position (see FIG. 21F). Easy visual recognition control is performed to control the active display so as to be easily visible from the player (step S816). In the process of step S816, when it is determined to execute the successful effect, a process of changing the display mode of the active display is performed. Note that, for example, the first change effect and the second change effect are such that the character to be displayed is superimposed on the active display, the character image is superimposed and displayed on one side, and the active display is reduced on the other. (The process of step S811 and the process of step S815) may be made different in the aspect that makes it difficult to view.
  After performing the process of step S815 or step S816, when it is determined that it is not the reach effect period at step S806 (step S806; No), or when it is determined that it is not the active change effect period at step S808 (step) S808; No) or when it is determined in step S813 that it is not the second change effect period (step S813; No), the effect control CPU 120, for example, sets in the effect control pattern determined corresponding to the variation pattern In addition, based on the above, control for executing effects during variable display including decorative display variable display operation is performed (step 819).
  On the other hand, if it is determined in step S801 that the variable display time has elapsed (step S801; Yes), it is determined whether or not a symbol confirmation command transmitted from the main board 11 has been received (step S820). At this time, if there is no reception of the symbol confirmation command (step S820; No), the variable display effect processing is terminated and waits. If the predetermined time has elapsed without receiving the symbol confirmation command after the variable display time has elapsed, predetermined error processing is executed in response to the failure to successfully receive the symbol confirmation command. You may make it do.
  When the symbol confirmation command is received in step S568 (step S820; Yes), the effect control CPU 120 transmits a predetermined display control command to the VDP or the like of the display control unit 123, for example. Control is performed to derive and display the final stop symbol (determined decorative symbol) that is the display result in variable symbol display (step S821). Subsequently, the effect control CPU 120 sets a predetermined time as a jackpot start designation command reception waiting time (step S822). Next, the effect control CPU 120 updates the value of the effect process flag to “3”, which is a value corresponding to the waiting process per special figure (step S824).
  After executing any one of steps S819 and S824, the effect control CPU 120 ends the variable display effect processing.
  Next, with reference to FIG. 20 and FIG. 21, the execution timing and effect operation of the active change effect in this embodiment will be described. FIG. 20 is a timing chart showing the execution timing of the active change effect in this embodiment, and is a timing chart in the case of executing the first change effect and the second change effect (the third mode in the first change effect). It is assumed that it has not been decided on). Specifically, FIG. 20A shows an example in which the first change effect is executed and the second change effect is executed at the timing A. FIG. 20B shows an example in which the first change effect is executed and the second change effect is executed at the timing B. FIG. 19C shows an example in which the first change effect is executed and the second change effect is executed at timing C. FIG. 20 shows an example of an effect image corresponding to FIG.
  As shown in FIG. 20 (A), when the fluctuation is started (corresponding to FIG. 21 (A)), the reach change state is established and an active change effect period is set (Yes in step S808 in FIG. 19). ) And the first change effect period (determined as Yes in step S809 of FIG. 19), and the active display being displayed is controlled to be difficult to visually recognize by the process of step S811 of FIG. 19 (FIG. 21). Corresponding to (B)). When the difficult viewing period ends (No is determined in step S810 in FIG. 19), the predetermined character image displayed in an overlapping manner on the active display is displayed at another position by the process in step S812 in FIG. The active display is set in a state that is easily visible from the player, and the display mode of the active display is changed (corresponding to FIG. 21C). Then, the first change effect period ends (corresponding to FIG. 21D). After that, when it develops to super reach, it becomes the second change effect period of timing A (determined as Yes in step S813 in FIG. 19), and the active display being displayed is difficult to visually recognize by the process in step S815 in FIG. (Corresponding to FIG. 21E). When the difficult viewing period ends (determined as No in step S814 in FIG. 19), the predetermined character image superimposed on the active display is displayed at another position by the process in step S816 in FIG. The active display is set in a state that is easily visible from the player, and the display mode of the active display is changed (corresponding to FIG. 21F). Thereafter, the second change period ends, and the variable display ends (corresponding to FIG. 21G). As shown in FIGS. 21 (E) and 21 (F), when it is developed to reach a super reach, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are reduced. Is done (decorative display is reduced). In the central portion of the image display device 5, an effect corresponding to super reach such as a battle effect is displayed. In the example shown in FIG. 21, an example is shown in which the characters displayed in the first change effect and the second change effect are the same, but different characters are displayed in the first change effect and the second change effect. Also good. Further, in each change effect, a plurality of types of characters to be displayed may be prepared, and the rate at which the success effect is executed may be different depending on the type of characters displayed. In this case, the type of character to be displayed may be determined in the active change effect setting process in FIG. 16 depending on whether the effect is a success effect or a failure effect. Moreover, you may make it the ratio in which a 2nd change effect is performed differ according to the kind of character displayed in a change effect in a 1st change effect. According to this, the player's attention to the type of character displayed in the first change effect can be gathered, and the gaming interest can be improved. Note that the image displayed to overlap the active display is not limited to the character image, and may be a message image. Moreover, the control to the state in which it is difficult to visually recognize is not limited to displaying other images superimposed on the active display, and may be controlled to be difficult to visually recognize by darkening the active display part AHA, or to be transparent. Or it may be deleted. Further, the player may not be able to recognize which mode is achieved by changing the order of white, blue, red, and rainbow. Further, in this embodiment, when the difficult viewing period ends, an example of shifting from the difficult to visible state to the easily visible state is shown. For example, a predetermined time (for example, 2 seconds before the end of the difficult visual period) Etc.) (for example, a message image such as pressing a button) that prompts the player to perform an operation, and when the player performs an operation (for example, a button operation) (more specifically, setting) When an operation is detected within the effective period, the transition may be made to an easily visible state even before the end of the difficult viewing period. In this case, when a successful effect is executed, the display mode may be changed together. According to this, the player's willingness to operate can be improved and the gaming interest can be improved. Note that the visually difficult period may be, for example, a period spanning a plurality of re-variations in pseudo-continuous variation.
  When the second change effect is executed at timing B, as shown in FIG. 20B, the second change effect is executed at the timing A shown in FIG. Is slower than running. When the second change effect is executed at timing B, as shown in FIG. 20C, the second change effect is executed at the timing B shown in FIG. It is slower than executing the change effect. As shown in FIG. 20, in this embodiment, even when the second change effect is executed at any timing of timings A to C, the end timing of the second change effect is a predetermined time before the end of the variable display ( For example, 0.5 seconds before the end of the variable display, and the start timing is different at timings A to C, but the end timing is common (that is, the second effect period is at timings A to C, respectively). Different period). Note that, unlike this, the second effect period may be a period common to the timings A to C, and the end timing may be different. Further, for example, the end timing (for example, immediately before displaying whether winning or losing is displayed) in the super reach effect such as the battle effect may be set as the end timing. Further, as described above, the first change effect is executed at a timing immediately after the reach state is established (including the timing at which the reach state is established). In the example shown in FIG. 20, an example in which the first change effect period is fixed is shown. However, after the process of step S <b> 703 in FIG. 16, the first change effect period (more specifically, depending on the mode). May be selected from a plurality of periods. Moreover, you may make it the ratio with which a successful production is performed differ according to the selected period, such that a success production is easy to be performed, so that a visual recognition difficult time is long.
  As described above, according to the pachinko gaming machine 1 in the present embodiment, the following effects can be achieved.
  The effect control CPU 120 displays an active display corresponding to the variable display being executed. According to such a configuration, it is possible to enhance a sense of expectation for the variable display being executed.
  The effect control CPU 120 controls the active display that is once displayed in step S811 shown in FIG. 19 so that it is difficult for the player to visually recognize the active display, and then in step S812, the active display is easily visible from the player. And the display mode of the active display is changed. In addition, at the timing after the reach state is established, the active display is made easily visible to the player and the display mode of the active display is changed. Further, the effect control CPU 120 can execute either a success effect or a failure effect. According to these structures, a player's expectation can be maintained and the fall of game interest can be prevented.
  In addition, the CPU 120 for effect control makes the active display being displayed difficult to view by displaying a predetermined character superimposed on the active display being displayed. According to this, the production effect can be improved, and the game entertainment can be improved. The effect control CPU 120 can execute at least one of the first change effect performed at the first timing and the second change effect executed at the second timing. Therefore, the player can have a sense of expectation, and the gaming interest can be improved. If the CPU 120 for effect control determines that it is the third mode in the process of step S704 shown in FIG. 16, the process related to the second change effect, such as whether or not the second change effect is executed, is skipped. Then, the active change effect setting process ends. If the active display changes to the “rainbow” display mode due to the first change effect, since it is determined that it is a big hit, even if the second change effect is executed in the future, the game entertainment will be reduced. After changing to the “rainbow” of the aspect, execution of the active change effect is restricted. Therefore, the production effect can be improved and the game entertainment can be improved. The effect control CPU 120 executes the first change effect at the first timing after the reach state is established, regardless of the variation pattern. Therefore, the production effect can be improved and the game entertainment can be improved. Further, when executing the second change effect, the effect control CPU 120 executes the success effect at a higher rate at the timing B than at the timing A and at the timing C than at the timing B. Therefore, the player's attention to the execution timing can be gathered, and the game interest can be improved.
  In addition, this invention is not limited to the said embodiment, A various deformation | transformation and application are possible. For example, the pachinko gaming machine 1 may not have all the technical features shown in the above embodiment, and the one described in the above embodiment so as to solve at least one problem in the prior art. The structure of the part may be provided. Further, at least some of the following modifications may be combined.
  In the above embodiment, for example, before starting the variable display to be targeted, whether or not the variable display result is a “big hit” is determined based on the hold information of the special game. However, the present invention can also be applied to a gaming machine that executes a prefetch notice effect (for example, a hold notice that changes the display mode of the hold display to a mode different from the normal mode) based on the determination result. For example, in the pachinko machine that can determine and execute the hold notice that can be changed to the first to third aspects such as “blue”, “red”, and “rainbow” as in the above embodiment, at the time of starting winning a prize. When the hold notification of “rainbow” in the third aspect is performed, the execution of the active change effect may be limited at the start of variable display. Further, when the first change effect is executed, the advance notice is made using a table having the same configuration as the second change mode table shown in FIG. 18B instead of the first change mode table shown in FIG. The execution mode of the active change effect may be determined according to the display mode. Apart from this, the presence / absence and execution mode of the hold notice and the active change notice may be collectively determined at the timing when the game ball starts and wins. Further, the hold notice may be executed by determining the presence / absence of execution and the execution mode in the process of step S161 in FIG. Accordingly, in the start winning determination process of FIG. 5, it is determined whether or not the variable display result is “big hit”, and the determination result is transmitted to the effect control board 12 side as a command. Good. The hold notice may be performed at the timing of winning a prize or may be performed at the timing after shifting once to three times. In the above embodiment, an example of executing an active change effect in which a character image is superimposed on an active display has been shown. However, a character image is superimposed and displayed for a pending notice, and changes after the period of difficulty in visual recognition is reached. You may let them.
  Specifically, it is determined whether or not the variable display result of the variable display is “big hit” by executing the winning random number determination process in the start winning determination process executed on the main board 11. The main board 11 transmits a determination result designation command for designating the determination result to the effect control board 12. The effect control board 12 determines the contents of the prefetch notice (hold notice) based on the determination result designation command received from the main board 11. However, the determination is not limited to whether or not the main board 11 is “big hit”. For example, the main board 11 transmits a command indicating the random value extracted at the time of winning a prize to the effect control board 12, and the effect control board 12 determines “big hit” based on the command indicating the random value received from the main board 11. It is also possible to determine whether or not to determine, and based on the determination result, the content of the prefetch notice may be determined. That is, the determination process such as whether or not the “big hit” necessary for determining the content of the pre-reading notice may be executed by either the main board 11 or the effect control board 12.
  In the above embodiment, an example is shown in which active display is performed at the start of variable display, but this is only an example. The active display may be performed at a specific timing, for example, a timing when the reach state is established or a timing when the state reaches the super reach. In the above embodiment, an example is shown in which the execution timing of the first change effect is when the reach state is established, but the execution timing of the first change effect is variable, for example, even after the reach state is not established. It may be at an arbitrary timing such as after a predetermined period from the start of display or at the start of variable display. In addition, for example, the first change effect may be executed with the period from the start of variable display to the reach state being established as the period of difficulty in visual recognition. In the above-described embodiment, an example in which the second change effect is after the time of super reach development (timing A to C) is shown. However, the second change effect is a timing later than the execution timing of the first change effect. Any timing may be used, for example, after the elapse of a predetermined period from the execution of the first change effect, or when the reach state is established or when pseudo-variable display is performed. Further, in the above embodiment, an example in which the first change effect is not performed in the variable display that does not reach the reach state (in the case of the second change effect, an example in which the normal reach is not executed) is shown. The first change effect may be executed even in variable display that does not reach the reach state (the second change effect may be executed even in the case of normal reach). Moreover, in the said embodiment, although the 2nd change effect of a 1st change effect and a 2nd change effect was shown, the change effect is 3 like a 3rd change effect in addition to this. May be executed twice (the execution timing of the change effect may be three or more). On the contrary, the change effect may be one time (the execution timing of the change effect may be one). Further, the number of executions of the change effect may be different according to the variation pattern and the variable display result. For example, if the change effect is executed three times, the big hit is confirmed, and the change effect is not executed at the first timing, and if the change effect is executed at the second and third times, the big hit is determined. In this way, the number of executions of the change effect may be set.
  In the above embodiment, for example, in the special figure game using the first special figure, as shown in the first special figure display result determination table of FIG. 9A, “big hit”, “small hit”, “ In the special figure game using the second special figure as the special figure display result of “Lose”, as shown in the second special figure display result determination table of FIG. As a display result, a numerical value (decision value) to be compared with the random number MR1 for determining the special figure display result is assigned to each special figure display result. However, the special figure display result of the special figure game using the first special figure may be only “big hit” and “losing” and may not include “small hit”. In addition, the special figure display result of the special figure game using the second special figure may include “small hit”.
  In the above embodiment, for example, data may be exchanged with the pachinko gaming machine 1 and the management server via a portable terminal having a two-dimensional code reading function and an internet network connection function. The player connects to the management server using a portable terminal or the like, receives the player's own ID in advance, receives a notification regarding his / her own performance during the game, or past game history It is possible to play a game in a game mode reflecting the above.
  In the above-described embodiment, for example, a plurality of types of special symbols composed of numbers indicating “0” to “9”, symbols indicating “−”, or lighting patterns of segments not limited to numbers and symbols, etc. An example of variable display is shown. However, the variable display result displayed on the first special symbol display device 4A and the second special symbol display device 4B and the special symbol variably displayed are a number indicating "0" to "9" and a symbol indicating "-". It is not limited to what consists of etc. For example, a lighting pattern during variable display of a special symbol may include a pattern in which all LEDs are turned off, and a pattern in which all LEDs are turned off and one pattern in which at least some LEDs are lit (for example, a lost symbol) Are also included in the special symbol variable display (in this case, the one pattern (eg, the lost symbol) appears to blink). Further, the special symbol displayed during variable display may be different from the special symbol displayed as the variable display result. As a special symbol variable display, for example, “−” is blinked, and as a variable display result, other special symbols (“7” for “big hit”, “1” for “losing”, etc. ) Is also included in the special symbol variable display. In addition, the variable display of the decorative design includes a blinking display or scroll display of one type of decorative design. The lighting pattern during the variable display of the normal symbol may include a pattern in which all the LEDs are extinguished, and a pattern in which all the LEDs are extinguished and one pattern in which at least some of the LEDs are lit (for example, a lost symbol). It is also included in the variable display of normal symbols to repeat alternately. Also, the decorative symbol or normal symbol displayed during variable display may be different from the decorative symbol or normal symbol displayed as a variable display result.
  In the above-described embodiment, the ratio (including the determination ratio, etc., the same applies to the probability) may include 0%. In other words, the ratio and probability may be between 0 and 100%. For example, to make one ratio different from the other ratio means that one ratio is, for example, 30%, the other ratio is 70%, and the other ratio is, for example, 0%, and the other ratio is 100%. Including. Further, the sum of one ratio and the other ratio may not be 100% (there may be a part that is not included in either one or the other and may have a predetermined ratio). In addition, when the ratio of the other is higher than the ratio of one, the ratio of one is set to 0% and the ratio of the other is set to 100%. For example, in the above, the variable display pattern selected on the other side is selected on the other side to differentiate the variable display pattern determination rate in the specific period after the advantageous state from the variable display pattern determination ratio outside the specific period. This includes cases where the variable display pattern selected on one side and the variable display pattern selected on the other side partially overlap or do not completely overlap. These may be defined by the contents of a table that defines the ratio.
  Further, in the above embodiment, the pachinko gaming machine 1 performs probability variation control in which the jackpot type is “probability variation” when a jackpot symbol indicating a predetermined number is derived and displayed as a variable symbol display result of the special symbol. For example, a probability variation determination device type pachinko gaming machine in which probability variation control is performed based on a game ball passing through a specific region in an attacker provided in the game region may be used.
  In the above embodiment, in order to notify the effect control board 12 of the change pattern indicating the change mode such as the change time, the type of reach effect, the presence or absence of the pseudo-continuous, etc., one change pattern command is given when the change is started. Although an example of transmission is shown, a variation pattern may be notified to the effect control board 12 by two or more commands. Specifically, in the case of notifying by two commands, the gaming control microcomputer 100 uses the first command to indicate whether there is a pseudo-continuity, whether there is a slip effect, etc. before reaching reach (so-called if not reach). A command indicating the variation time and variation mode before the second stop) is transmitted, and the second command has reached the reach such as the type of reach and presence / absence of re-lottery effect (if the reach does not reach, the so-called first You may make it transmit the command which shows the fluctuation | variation time and fluctuation | variation aspect (after 2 stop). In this case, the effect control board 12 may perform the effect control in the change display based on the change time derived from the combination of the two commands. The game control microcomputer 100 notifies the change time by each of the two commands, and the effect control board 12 selects the specific change mode executed at each timing. Also good. When two commands are sent, the two commands may be transmitted within the same timer interrupt. After the first command is transmitted, a predetermined period elapses (for example, the next timer interrupt is transmitted). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be appropriately changed. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern command can be reduced.
  In the above embodiment, a pachinko machine is taken as an example of the gaming machine. However, according to the present invention, a predetermined number of bets are set by inserting medals, and a plurality of types are set according to the operation of the operation lever by the player. When the symbol is rotated and the symbol is stopped according to the stop button operation by the player, if the combination of the stop symbol becomes a specific symbol combination, it applies to a slot machine in which a predetermined number of medals are paid out to the player It is also possible. For example, when applied to a slot machine, the total number of winning combinations such as a small combination or replaying combination (replay) is counted, and the winning rate is calculated based on the total number of winning combinations generated and a specific effect May be configured to execute.
  In addition, the image display operation in the image display device for executing the device configuration and data configuration of the gaming machine, the processing shown in the flowchart, the sound output operation in the speaker, and the lighting operation in the game effect lamp and the decoration LED Various rendering operations including, etc. can be arbitrarily changed and modified without departing from the spirit of the present invention. In addition, the gaming machine of the present invention is not limited to a payout type gaming machine that pays out a predetermined number of gaming media as prizes based on the occurrence of winnings, and is scored based on the occurrence of winnings by enclosing gaming media It can also be applied to an enclosed game machine that gives
  The program and data for realizing the present invention are not limited to a form distributed and provided by a detachable recording medium to a computer device included in the gaming machine such as the pachinko gaming machine 1, for example. Alternatively, it may be distributed in a pre-installed manner in a storage device such as a computer device. Furthermore, the program and data for realizing the present invention are distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit. It doesn't matter.
  The game execution mode is not only executed by attaching a removable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 3 ... Gaming machine frame 4A, 4B ... Special symbol display device 5 ... Image display device 5HL ... 1st reservation display part 5HR ... 2nd reservation display part 6A ... Normal winning ball apparatus 6B ... Normal variable winning ball apparatus 7 ... Special variable winning ball apparatus 8L, 8R ... Speaker 9 ... Game effect lamp 11 ... Main board 12 ... Production control board 13 ... Voice control board 14 ... Lamp control board 15 ... Relay board 20 ... Normal symbol display Device 21 ... Gate switches 22A and 22B ... Start-up switch 23 ... Count switch 100 ... Game control microcomputers 101 and 121 ... ROM
102, 122 ... RAM
103 ... CPU
104, 124 ... random number circuit 105, 125 ... I / O
120 ... CPU for effect control
123 ... Display control unit AHA ... Active display unit

Claims (1)

  1. A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player,
    Corresponding display means capable of displaying a corresponding display corresponding to the variable display being executed,
    The correspondence display means can display the correspondence display by at least one of the first aspect and the second aspect that is more likely to be controlled to the advantageous state than the first aspect.
    At a plurality of timings during the execution of variable display, after changing the corresponding display displayed in the first aspect to a state in which it is difficult to visually recognize, a change effect is displayed in which the corresponding display of the second aspect is displayed in a state in which the corresponding display is easily visible. Is possible and
    When the corresponding display of the specific mode indicating that the variable display being executed is controlled to the advantageous state is displayed at the previous timing, the change effect is not executed at the subsequent timing,
    The change effect includes a success effect in which the corresponding display displayed in the first mode is made difficult to view, and then the corresponding display in the second mode is displayed in the state in which the corresponding display is easily visible. After the correspondence display displayed in the aspect is in a state in which it is difficult to visually recognize, a failure effect that displays the correspondence display in the first aspect in a state in which the correspondence display is easily visible is included, and the timing for executing the change effect is The ratio of executing the successful performance differs depending on which timing among the plurality of timings,
    A gaming machine characterized by that.
JP2015062257A 2015-03-25 2015-03-25 Game machine Active JP6411930B2 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016179131A (en) * 2015-03-25 2016-10-13 株式会社三共 Game machine
JP2016179132A (en) * 2015-03-25 2016-10-13 株式会社三共 Game machine

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5504209B2 (en) * 2011-05-27 2014-05-28 株式会社三共 Game machine
JP6013877B2 (en) * 2012-10-30 2016-10-25 株式会社三共 Game machine
JP6286742B2 (en) * 2014-01-08 2018-03-07 株式会社三共 Game machine
JP5848395B2 (en) * 2014-05-07 2016-01-27 京楽産業.株式会社 Game machine

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016179131A (en) * 2015-03-25 2016-10-13 株式会社三共 Game machine
JP2016179132A (en) * 2015-03-25 2016-10-13 株式会社三共 Game machine

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