JP6431754B2 - Game machine - Google Patents

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JP6431754B2
JP6431754B2 JP2014239234A JP2014239234A JP6431754B2 JP 6431754 B2 JP6431754 B2 JP 6431754B2 JP 2014239234 A JP2014239234 A JP 2014239234A JP 2014239234 A JP2014239234 A JP 2014239234A JP 6431754 B2 JP6431754 B2 JP 6431754B2
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effect
display
special
variable display
executed
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JP2016097268A (en
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小倉 敏男
敏男 小倉
大輔 秋山
大輔 秋山
貴也 金柿
貴也 金柿
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株式会社三共
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  The present invention relates to a gaming machine that performs a game.
  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 pachinko machine that has improved In such a pachinko 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, the player is in an advantageous state (big hit game state). For example, a pachinko gaming machine that has been in a big hit gaming state has a special electric accessory called a big prize opening or an attacker opened, and a state in which it is extremely easy for a player to win a game ball continuously for a certain period of time. provide.
  In addition, after setting a predetermined number of bets for one game using a game medium such as a medal, a coin, or a game ball similar to a pachinko gaming machine, the player operates the start lever to display on the variable display device. The variable display of the display symbol is started within the range of the maximum delay time determined in advance from the operation timing by starting the variable display of the symbol and the player operating the stop button provided corresponding to each variable display device. And a winning is generated according to the display result derived when the variable display of all the variable display devices is stopped, and a predetermined game medium predetermined according to the winning is paid out, and a specific winning is generated. In some cases, there are slot machines configured to be in an advantageous state advantageous to the player.
  As such a gaming machine, there is a gaming machine that performs a notification as if a certain mission (command) is given to a player and notifies the fact that this mission has been achieved (for example, Patent Document 1). And Patent Document 2).
JP 2014-158854 A JP2013-183919A
  However, in the technique disclosed in Patent Document 1, since the notification effect for notifying that the mission has been achieved is executed in a single effect mode, there is a concern that the interest of the game may be reduced. Further, in the technology disclosed in Patent Document 2, when a plurality of missions are achieved, the facts are notified together at the same timing, so that the satisfaction when each mission is achieved is impaired. Like, there is a risk of reducing the interest of the game.
  The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can improve the interest of a game by executing a notification effect.
(1) In order to achieve the above object, a gaming machine according to the present invention provides:
A gaming machine that performs a game (for example, pachinko gaming machine 1 or the like)
Specific effect execution means (for example, steps S803 and S805 shown in FIG. 28) for executing a plurality of types of specific effects (for example, high expectation step-up notice effect, low expectation notice effect, group notice effect, frame notice effect, etc.) An effect control CPU that executes the processing of S808 and S810), and
After the end of the specific effect, a notification effect that informs that the specific effect has been executed (for example, a character representing a phrase such as “first step occurs!” At the end of the first step effect of the high expectation step-up notice effect) A notification effect executing means (for example, an effect control CPU that executes the process of step S811 shown in FIG. 28) capable of executing an effect or the like that displays an effect image including a column,
The notification effect has a different execution period according to the type of the specific effect to be executed (for example, the notification period is different according to the specific effect in the notification effect determination table shown in FIG. 27).
The plurality of types of specific effects include at least specific effects with different execution timings (for example, the low expectation step-up notice effect is executed before the reach effect, and the group notice effect is executed while the reach effect is being executed) The execution timing differs depending on whether or not it is controlled to an advantageous state advantageous to the player (for example, a low expectation step-up notice effect with a low jackpot expectation level is executed before the reach effect, and a group with a high expectation value for the big hit (For example, the notice effect is performed during the reach effect)
Among the specific effects, the execution period of the notification effect corresponding to the special effect that is not included in the special specific effect is the execution period of the notification effect corresponding to the special specific effect that suggests that there is a high possibility of being controlled to the advantageous state. Longer than the period,
A variable display corresponding display means for performing a variable display corresponding display corresponding to the variable display in accordance with the execution of the variable display,
The variable display corresponding display means executes a common effect that is commonly executed both when the variable display compatible display changes and when the variable display compatible display does not change at any timing among a plurality of timings during execution of variable display. Depending on whether or not the variable display corresponding display changes after the common effect ,
While the notification effect execution means can continue to execute the notification effect even during the execution of the reach effect, the notification effect execution means is executed only when it is controlled to an advantageous state advantageous to the player. Restricting execution of the notification effect;
It is characterized by that.
  According to such a structure, the interest of a game can be improved.
(2) In the gaming machine of (1) above,
As the variable display is executed, the variable display corresponding display means (for example, active display) corresponding to the variable display is displayed on the variable display corresponding display means (for example, the first hold display unit 5HL or the second hold display unit 5HR). When the variable display corresponding to the hold display is started, an effect control CPU for moving the hold display to the active display unit AHA and displaying it as an active display may be further provided.
  According to such a configuration, it is possible to enhance a sense of expectation for the variable display being executed.
(3) In the above gaming machine (1) or (2),
The multiple types of specific effects include high-expected special specific effects (for example, a high expectation step-up notice effect that is executed up to the fifth step effect, which is the final stage)
The notification effect executing means executes a notification effect corresponding to the special specific effect when the special specific effect is executed until a predetermined timing (for example, at the end of variable display),
The specific effect execution means may be capable of executing a specific number of special specific effects (for example, if the variable display result is a big hit) when controlled to an advantageous state advantageous to the player (for example, a big hit game state). If it is, the CPU 120 for effect control capable of executing two or more special specific effects, etc.).
  According to such a configuration, it is possible to enhance the expectation for the specific performance.
(4) In any of the above gaming machines (1) to (3),
While the notification effect execution means can continuously execute the notification effect even during the execution of the reach effect, the notification effect execution means is executed only when it is controlled to an advantageous state advantageous to the player (for example, full rotation reach) The execution of the notification effect may be restricted during the execution of the effect (for example, in the processes of steps S815 and S816 shown in FIG. 28, when the effect control CPU 120 starts the full rotation reach effect). And end control of the notification effect).
  According to such a structure, the fall of the interest of a game can be suppressed.
(5) In any of the above gaming machines (1) to (4),
When specific notification effects are executed in combination, special effect execution means for executing special effects (for example, an effect control CPU 120 for executing special effects in the process of step S813 shown in FIG. 28) is further provided. May be.
  According to such a configuration, it is possible to improve the effect.
(6) In any of the above gaming machines (1) to (5),
Hold storage means for storing hold information for variable display that has not yet started (for example, a first special figure hold storage unit, a second special figure hold storage unit, etc.);
Hold display means for performing hold display corresponding to the hold information stored in the hold storage means (for example, an image display device for displaying hold display on a display screen including the first hold storage area 5HL and the second hold display area 5HR) 5)
Special image display means for displaying a special image representing information including variable display corresponding display (for example, active display) corresponding to the hold display corresponding to the variable display in a predetermined area based on the start of variable display (For example, when variable display corresponding to the hold display displayed on the first hold display portion 5HL or the second hold display portion 5HR is started, the hold display is moved to the active display portion AHA and displayed as the active display. Production control CPU etc.),
During execution of variable display, a common effect (for example, a first change effect or a second change effect) executed in common when the display mode of the special image is changed and when the display mode of the special image is not changed. Etc.) and a successful effect (for example, an effect in which the display shape of the active display changes from “circle” to “star”) or the display of the special image after the common effect is executed. Effect execution means (for example, refer to each change effect mode determination table shown in FIG. 36) capable of executing a failure effect (for example, an effect in which the display shape of the active display remains “circle”, etc.) that does not change the mode. An effect control CPU 120 for executing an active display change effect based on the determined effect mode),
With
Of the multiple timings during execution of variable display (for example, immediately after the start of variable display or during the execution of reach effects), the ratio of executing the successful effect differs depending on the timing at which the common effect is executed. (For example, when the variable display result is “big hit”, the determination ratio of the success effect that changes the display mode of the active display is high and the determination ratio of the active display change effect is high during the reach effect execution) Etc.)
  According to such a configuration, the player can be focused on the execution timing of the common performance.
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 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 random value determination process at the time of winning. 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 variation pattern determination table for big hits, and the variation pattern determination table for loss. It is a flowchart which shows an example of a command analysis process. It is a figure which shows the structural example of the command buffer at the time of a start winning prize. It is explanatory drawing explaining an example of the effect control command received by the effect control board side, and the processing content performed in a command analysis process according to the received effect control command. 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 figure which shows random number values SR1-6. It is a figure which shows the structural example of the various tables for determining the display mode of a hold display. It is a flowchart which shows an example of a variable display start setting process. It is a flowchart which shows an example of a specific production | presentation setting process. It is a figure which shows the structural example of the various tables for determining the production | presentation aspect of a step-up notice effect. It is a figure which shows the structural example of the various tables for determining execution of a group notice effect, a frame notice effect, and a special effect. It is a figure which shows the structural example of the table for determining the specific production to cancel execution. It is a flowchart which shows an example of alerting | reporting effect setting processing. It is a figure which shows the structural example of the table for determining the alerting | reporting content and execution period of alerting | reporting effect. It is a flowchart which shows an example of the production process during variable display. It is a flowchart which shows an example of the production process during variable display. 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 a specific production, a notification production, and a special production. It is a figure which shows the example of an effect image in case a specific effect, a notification effect, and a special effect are performed. It is a figure which shows the example of an effect image in case a specific effect, a notification effect, and a special effect are performed. It is a figure which shows the example of an effect image in case a full rotation reach effect, a notification effect, and a special effect are performed. It is a flowchart which shows an example of a change effect setting process. It is a figure which shows the structural example of the table for determining execution and execution timing of an active display change effect. It is a figure which shows the structural example of the table for determining the production | generation aspect of a 1st change production and a 2nd change production. It is a figure which shows the example of an effect image in execution of the 1st change effect and the 2nd change effect as an active display change effect. It is a figure which shows the example of an effect image in execution of the 1st change effect and the 2nd change effect as an active display change effect.
  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, left-justified. The first hold display section 5HL is provided with four display parts corresponding to the upper limit value “4” of the first special figure hold memory number, and hold numbers “1”, “2”, “3” in order from the left end. ”And“ 4 ”. 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 At the leftmost display portion corresponding to the number “1”, a new first hold display is added as a hold display corresponding to the incremented first special figure hold memory number. If there is another first hold display in the first hold display portion 5HL, a new first hold display is hidden on the right 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 deleting (digesting) the first hold display in the leftmost display part corresponding to the hold number “1”, each of the first hold display in the display part corresponding to the other hold numbers “2” to “4” Move (shift) in the direction (left side) of the erased display area.
  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. For example, the second hold display unit 5HR may be configured so that the second hold display is performed right-justified. The second hold display section 5HR is provided with four display parts corresponding to the upper limit value of the second special figure hold memory number “4”, and hold numbers “1”, “2”, “3” in order from the right end. ”And“ 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 At the rightmost display part corresponding to the number “1”, a new second hold display is added as a hold display corresponding to the incremented second special figure hold memory number. If there is another second hold display in the second hold display section 5HR, a new second hold display is hidden on the left 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 deleting (digesting) the second hold display in the rightmost display portion corresponding to the hold number “1”, each of the second hold display in the display portion corresponding to the other hold numbers “2” to “4” Move (shift) in the direction (right side) of the erased display area.
  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 this embodiment may change to a display mode different from the display mode of the first hold display or the second hold display by executing the active display change effect.
  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.
  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-described 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 the data, 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, “15”) that is larger than the second round number (for example, “2”), and is executed in the 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, is the second consecutive number of chunks (for example, “5 ") More than 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 the 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 specific gaming state is advantageous for the player. It is controlled to the big hit 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 “3” and “7” is a jackpot symbol, and a special symbol indicating the symbol “−” is a lost 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, “15”) is reached.
  When the variable display result is “big hit”, the case where the big hit type is “non-probable change” or “probability 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”. 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 opening 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 15 rounds (15 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”.
  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 time-short state is a short-time end of one of a predetermined number of times (in this embodiment, 100 times) of variable display (special game) and the start of the next big hit gaming state. 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.
  In this embodiment, the gaming state after the non-probability big hit gaming state ends is a time-short state but does not become a probable variation state. In this embodiment, the gaming state after the probability variation big hit gaming state has ended is a short time state and a probability variation state.
  The normal state is a game state other than a state advantageous to the player, such as a specific game state such as a big hit game state, a short-time state, or a probability change state. The probability of “per figure” and the probability that the variable display result in the special figure game will be “big hit” is a predetermined state after the power is turned on (for example, when a system reset is performed as in the case of a system reset). This is the same control as when the return process is 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 gaming state when in the probable change state and the short time state is also referred to as “high-accuracy high base state”, “high-accuracy high base”, or 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 this embodiment, normal reach, super reach A, super reach B, and full rotation reach, which have different production modes, are prepared as 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 this embodiment, in the “pseudo-continuous” variable display effect, the first start condition or the second start condition is established once by performing the pseudo-continuous change (re-change) once or twice. 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, and 5R, a single or a plurality of decorative symbol display areas (for example, “left” and “right” decorative symbol display areas 5L and 5R) are displayed. After temporarily displaying the decorative symbols, a predetermined number (for example, “1” or “2”) of the decorative symbol display areas (for example, “left” decorative symbol display area) of the temporarily stopped display of the decorative symbols 5L and the “right” decorative symbol display area 5R, or both), the decorative symbol is changed again, and then stopped and displayed so that the decorative symbol to be stopped and displayed is changed.
  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 includes a pre-read notice effect (also referred to as a pre-read effect). The pre-reading notice effect indicates that the variable display result is “big hit” according to the production mode before the variable display that is subject to notice (the notice target) is the possibility that the variable display result will be “big hit”. It is a notice effect that can be announced in advance. In particular, a pre-reading notice effect that continuously gives notice over a variable display of decorative symbols that is executed a plurality of times in response to a plurality of special drawing games is also referred to as a continuous notice effect. In the pre-reading notice effect, before the variable display subject to the notice is started, for example, the possibility that the variable display result may be a “hit” based on the reserved memory of the special figure game due to the occurrence of the start winning prize, etc. A production operation is started. In contrast to the pre-reading notice effect, 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 variable notice, or a variable indication notice effect). Is done.
  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 of “active display change” is announced. More specifically, the display color in the active display unit AHA is changed to a specific color (for example, any one of yellow, blue, red, etc.) different from a predetermined color (for example, white) in the normal state, thereby enabling variable display. What is necessary is just to be able to alert | report that a possibility that a result will be a "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 display change effect.
  In addition, when the display mode of the hold display is changed, there may be an effect that suggests that the display mode changes. When the action effect is executed, the display mode of the hold display changes as a result of the action effect. The action effect may include any effect operation such as sound output from the speakers 8L and 8R and lighting operation of other light emitters such as the game effect lamp 9.
  Next, main operations (actions) of the pachinko gaming machine 1 in this 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 necessary initial settings after setting the interrupt disabled. 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 this 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 the decorative pattern, and is transmitted and set in step S111, which will be described later, executed when the variation pattern is set.
  Command 8CXX (H) is an effect control command (display result designation command) for designating whether or not to make a big hit and a big hit type (that is, a variable display result). In this 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"). The display result designation command is transmitted and set in step S111 described later, which is executed when the variation pattern is set together with the variation pattern designation command.
  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. The first variation start designation command or the second variation start designation command is transmitted and set together with the variation pattern determination result designation command and the like in step S111 described later that is executed when the variation pattern is set.
  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. The symbol confirmation designation command is transmitted and set at the end of the special figure game in step S112, which will be described later.
  Command 95XX (H) is an effect control command (game state designation command) for designating a game state. In this 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 gaming state designation command is transmitted and set when executing step S113 or step S117, which will be described later, in which the gaming state can be changed.
  Command A000 (H) is an effect control command (hit start designation command) for designating the start of a big hit 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. This command is set to be transmitted when the big hit gaming state is started in step S113 described later.
  Command A300 (H) is an effect control command (hit end designation command) for designating the end of the big hit 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. This command is set to be transmitted when the last round game is completed in step S116 described later.
  Command B100 (H) is an effect control command (first start opening winning designation command) for designating that the first starting winning is generated due to the entry of the game medium into the first start winning opening. Command B200 (H) is an effect control command (second start opening winning designation command) for designating that a second start winning has occurred due to the entry of a game medium into the second start winning opening. The first start opening prize designation command and the second start opening prize designation command may be collectively referred to as a start opening prize designation command. These commands are set for transmission in a start winning determination process (step S101) described later.
  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 designation command and the second special figure reserved memory number designation command may be collectively referred to as a special figure pending memory number designation command. The special figure reserved memory number designation command is transmitted and set in step S101 and step S111, which will be described later, in which the first special figure reserved memory number or the second special figure reserved memory number can change.
  Command C4XX (H) is an effect control command (design determination result designation command) for designating a display result among the determination results at the time of starting winning. Command C5XX (H) is an effect control command (variation pattern determination result designation command) for designating a variation pattern among the determination results at the time of starting winning. When the first start winning or the second starting winning occurs, random numbers MR1 to MR3 are extracted (step S101 described later). In this embodiment, the variable display corresponding to the extracted random number values MR1 to MR3 is based on the random number values MR1 and MR3 of the extracted random number values MR1 to MR3 before the variable display start condition is satisfied. Thus, it is determined whether or not the variable display result of the variable display is “big hit” and the variable display variation pattern (see FIG. 12). The determination at the time of starting winning means these determinations, and is executed in the winning random number determination process in step S213. Note that this determination may not be performed in a predetermined case. A unique number is assigned to the determination result (including the case of no determination) about the display result, and the number is set to “XX” in the symbol designating command (for example, “No determination” 00 ”,“ 01 ”if“ lost ”,“ 02 ”if“ big hit ”, etc.). A unique number is assigned to the determination result (including the case of no determination) regarding the variation pattern, and the number is set to “XX” in the variation pattern designation command (for example, if “no determination”) “00”, “PA1” “11”, “PA2” “12”, “PA3” “13”, etc.). These commands are transmitted and set in a start winning determination process (step S101) described later.
  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 executes a winning random number determination process (step S213). As described above, the winning random number determination process is a process for determining the start winning prize, and based on the random values MR1 and MR3 among the random values MR1 to MR3 extracted in step S209, This is a process of determining whether or not the variable display result of the variable display to be executed is “big hit” and the variation pattern of the variable display (see FIG. 12). Thereafter, the CPU 103 determines whether the start port buffer value is “1” or “2” (step S214). At this time, if it is determined that the starting port buffer value is “2” (step S214; “2”), the CPU 103 clears the starting port buffer and initializes the stored value to “0” ( Step S215), the start winning determination process is terminated. On the other hand, when it is determined that the start port buffer value is “1” (step S214; “1”), the CPU 103 clears the start port buffer and initializes the stored value to “0”. (Step S216), 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.
  FIG. 8 is a flowchart showing an example of the winning random number determination process executed in step S213 shown in FIG. In this embodiment, when the variable display of special symbols and decorative symbols is started, the special symbol display result is controlled as a “hit” in the special symbol normal process (step S110 shown in FIG. 4) described later. A decision is made whether to do so. In addition, in a variation pattern setting process (step S111 shown in FIG. 4) to be described later, a variation pattern corresponding to the decorative symbol variable display mode is determined. In the winning random number determination process, apart from these determinations, the game ball is extracted at the start winning timing when the game ball is detected at the starting winning opening (the first starting winning opening or the second starting winning opening). What is the variation pattern of the variable display of the random display (determination of whether or not the variable display result of the variable display to be executed of the random number (the random value extracted in the process of step S209) is “big hit”) and the decorative pattern variable display Such as so-called “look ahead”. As a result, the special figure display result is “big hit” before the variable display of the special symbol and the decorative symbol based on the detection of the game ball that has entered the start winning opening is started (before the special game start condition is established). And a rough variable display mode (fluctuation pattern) of the decorative design is predicted, and based on the prediction result, the display mode of the hold display symbol is determined by the CPU 120 for effect control on the effect control board 12 side. can do.
  In the winning random number determination process shown in FIG. 8, first, the CPU 103, for example, a time reduction flag (a flag that is turned on in the time reduction state) provided in a predetermined area (game control flag setting unit or the like) of the RAM 102, The current gaming state in the pachinko gaming machine 1 is specified by checking the state of the probability variation flag (the flag that is turned on when the probability variation state is set) (step S301). In the process of step S301, the current gaming state in the pachinko gaming machine 1 is determined to be a big hit gaming state by confirming a value of a special figure process flag provided in a predetermined area (such as a gaming control flag control unit) of the RAM 102. It is specified whether or not. For example, when the value of the special figure process flag is “4” to “7”, the current gaming state in the pachinko gaming machine 1 may be specified as the big hit gaming state.
  The CPU 103 determines whether or not the gaming state identified in this way is a big hit in which the big hit gaming state is set (step S302). When it is determined that it is not a big hit (step S302; No), the CPU 103 determines whether or not the start port buffer value is “2” (step S303).
  When it is determined in the process of step S303 that the start port buffer value is “2” (step S303; Yes), the CPU 103 sets a big hit determination range (step S304). For example, a special figure display result corresponding to the current game state specified in step S301 in a special figure display result determination table (see FIG. 10), which will be described later, prepared in advance in a predetermined area of the ROM 101, for example. Is set as the jackpot determination range. For example, if the current gaming state is a probability variation state (if the probability variation flag is on), “8000” to “9899” are set as the jackpot determination range, and the current gaming state is a non-probability variation state (not a probability variation state). State) (if the probability variation flag is off), “8000” to “8189” are set as the big hit determination range (see FIG. 10).
  After that, the CPU 103 compares the numerical data indicating the special figure display result determination random number MR1 extracted in step S209 with the jackpot determination range set by the process of step S304 (step S305). Based on the comparison result, the CPU 103 determines whether or not the random value MR1 is within the jackpot determination range (step S306). As an example, the CPU 103 compares the individual determination values included in the jackpot determination range with the random value MR1 for determining the special figure display result extracted by the process of step S209 shown in FIG. The presence or absence of a decision value that matches the numerical value MR1 may be determined. Alternatively, numerical values indicating the minimum value (lower limit value) and the maximum value (upper limit value) of the determined values included in the jackpot determination range are set, and the CPU 103 determines the random number MR1 and the minimum value or maximum value of the jackpot determination range. By comparing, it may be determined whether or not the random number value MR1 is within the range of the jackpot determination range.
  In step S305, for example, the random number value MR1 stored in the special figure reservation storage unit in step S210 may be read, and the determination may be performed using the read random number value MR1. In addition to the step S210, the random value MR1 is held in a predetermined area of the RAM 102 (an area other than the special figure holding storage unit) or the storage area of the CPU 103, and the CPU 103 makes the determination based on the held random number value. May be. The same applies to a random value MR3 described later. Thus, the random value used in the winning random number determination process may not be the random value stored in the special figure storage unit.
  When it is determined in the processing of step S306 that it is within the jackpot determination range (step S306; Yes), the CPU 103 stores a later-described jackpot variation pattern determination table (FIG. 13) prepared in advance in a predetermined area of the ROM 101 or the like. (Refer to) is selected and set in the use table (step S308). As will be described in detail later, the big hit variation pattern determination table is a table for determining a variable display variation pattern in which the variable display result is “big hit”. Each variation pattern is compared with the random value MR3. Is assigned.
  In FIG. 13, the determination ratio is described instead of the range of the determination value. In the actual table, it suffices if a determined value in a range corresponding to the determined ratio in FIG. 13 is assigned to each variation pattern. The determination ratio is a ratio in which the entire range (1 to 900) of values that the random number MR3 can take is 100. For example, as shown in FIG. 13A, the determination rate of the variation pattern PB1-1 is 5, the determination rate of the variation pattern PB1-2 is 15, the determination rate of the variation pattern PB1-3 is 70, and the variation pattern Since the determination ratio of PB1-4 is 10, determination values 1 to 45 (range of 5%) to be compared with the random number value MR3 are assigned to the variation pattern PB1-1, and the random value MR3 and the variation pattern PB1-2. Determination values 46 to 180 (range of 15%) to be compared are assigned, and determination values 181 to 810 (range of 70%) to be compared with the random value MR3 are assigned to the fluctuation pattern PB1-3, and the fluctuation pattern PB1. -4 is assigned a decision value 811 to 900 (10% range) to be compared with the random value MR3. The same applies to other tables in which the determination ratio is described.
  If it is determined in step S306 that it is not within the big hit determination range (step S306; No), the CPU 103 stores a variation pattern determination table for loss prepared in advance in a predetermined area of the ROM 101 (FIG. 13B). , (C)) is selected and set in the use table (step S307). Specifically, when the current gaming state identified in step S301 is a non-short-time state (low base state) (when the short-time flag is off), the variation pattern determination table for loss shown in FIG. Is set in the usage table, and the current gaming state identified in step S301 is the short-time state (high base state) (when the short-time flag is in the on state), the variation pattern determination for loss shown in FIG. Set the table as the used table. The loss variation pattern determination table is a table for determining a variable display variation pattern in which the variable display result is “lost”, and a determination value to be compared with the random value MR3 is assigned to each variation pattern.
  Thereafter, after executing step S307 or S308, the CPU 103 executes the jackpot variation pattern determination table set in the use table based on the numerical data indicating the variation pattern determination random value MR3 extracted in step S209 or The variation pattern assigned to the decision value matching the random number MR3 is determined with reference to the loss variation pattern determination table (step S309). As an example, the CPU 103 determines a variation pattern by determining whether or not there is a decision value that matches the random value MR3 by comparing each decision value assigned to each variation pattern with the random value MR3 one by one. Alternatively, a numerical value indicating the minimum value (lower limit value) and the maximum value (upper limit value) of the determined value assigned to each variation pattern may be set, and the CPU 103 may select the random value MR3 and the minimum value or The fluctuation pattern may be determined by comparing with the maximum value (the same applies when referring to other tables).
  After executing step S309 or when it is determined in step S303 that the starting port buffer value is not “2” (step S304; No), the CPU 103 sets the contents according to the determination results in step S306 and step S309. The start winning command transmission is set (step S310), and the winning random number determination process is terminated. The start winning time command includes a start opening winning designation command, a special figure reserved memory number designation command, a symbol determination result designation command, and a variation pattern judgment result designation command. When the starting port buffer value is “1”, the first starting port winning designation command, the first special figure reserved memory number designation command, the symbol judgment result designation command, and the variation pattern judgment result designation are designated as the command for starting prize. Command and send settings. When the starting port buffer value is “2”, the second starting port winning designation command, the second special figure reserved memory number designation command, the symbol judgment result designation command, and the variation pattern judgment result designation are designated as the starting prize command. Command and send settings. The command set for transmission is transmitted in the command control process.
  The first special figure reserved memory number designation command and the second special figure reserved memory number designation command to be set for transmission are commands for specifying the current first special figure reserved memory number and the second special figure reserved memory number (the number of such memories). The special figure reserved memory number to be specified may be specified by the count value of the first special figure reserved memory number counter or the second special figure reserved memory number counter. When the determination result of step S306 is within the jackpot determination range (step S306; Yes), the symbol designation command to be set for transmission is a command that specifies that the determination result of the variable display result is “big hit” (“big hit”). If the determination result in step S306 is outside the jackpot determination range (step S306; No), a command that specifies that the determination result of the variable display result is “losing” (“losing”). ”And a command including EXT data), and when the determination result in step S303 is the start port buffer value = 1 (step S303; No), it is“ no determination ”in which the determination at the start winning is not performed. Command (command including EXT data corresponding to “no determination”) may be used.The variation pattern determination result designation command to be transmitted is a command (command including EXT data corresponding to the variation pattern that is the determination result) that specifies the variation pattern that is the determination result when the variation pattern is determined in step S309. When the determination result of step S303 is the start port buffer value = 1 (step S303; No), a command ("corresponding to" no determination "" for designating that "no determination" has not been made at the start winning determination. Command including data).
  In the winning random number determination process, as described above, for the variable display corresponding to the random values MR1 to MR3 extracted in step S209 this time, the variable display result of the variable display (special game) becomes “big hit”. And whether or not the variable display variation pattern (see FIG. 13) is determined. That is, so-called prefetching is performed. In this process, the determination is made based on the current gaming state and not based on the gaming state when the variable display is actually executed, so the determination is not necessarily accurate, but to some extent Variable display results and fluctuation patterns can be predicted with accuracy. In the winning random number determination process, the process is started by the process of step S303 when it is determined that the big win is determined in the process of step S302, or when the time reduction control is determined in the process of step S303. It is determined whether or not the mouth buffer value is “2”. At this time, if the start port buffer value is “1” and not “2”, the process proceeds to the process of step S310 without executing the process of step S304 and the like, and the determination at the time of starting winning is not performed. Thus, when the high opening control associated with the short-time control is performed or when the game is in the big hit game state, each of the above-mentioned each is based on the occurrence of the start winning (first start winning) due to the game ball entering the first start winning opening. Limit the decision not to be made. Thus, when the special figure game using the second special figure is executed with priority over the special figure game using the first special figure, the first start winning prize is given during the time-saving control or the big hit gaming state. The soundness of the game can be ensured by restricting the prefetch based on the game from being executed.
  After executing the start winning determination process in step S101 shown in FIG. 4, the CPU 103 performs steps S110 to S117 in accordance with the value of the special 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-probable change” or “probable 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. 9 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 the first special figure reservation storage number is other than “0” in step S235 (step S235; No), for example, the first area of the first special figure reservation storage unit (for example, the storage area corresponding to the reservation number “1”) The numerical data indicating the predetermined random number value is read as the hold data stored in the predetermined area of the RAM 102 (step S236). Thereby, the game random number extracted corresponding to the occurrence of the start winning (first start winning) at the first 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 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. 10 as a use table. In the special figure display result determination table, for example, as shown in FIG. 10, 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 number value MR1 for determining the special figure display result included in the gaming random number temporarily stored in the variation random number buffer in step S232 or S236 from the variation random number buffer, 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” or “lost” may be determined as the special figure display result. The CPU 103 may determine that it is in the probability variation state when the probability variation flag is in the on state. For example, when the random value MR1 is “9000”, the CPU 103 determines that the special figure display result is “big hit” when the probability variation flag is in an on state (in the probability variation state), and the probability variation flag is turned off. In the case of a state (in the case of an uncertain change state), it is determined that the special figure display result is “lost”.
  As shown in FIG. 10A, in the probability variation state, the special figure display result is determined as “big hit” at a higher determination ratio than in the non-probability variation state. Therefore, for example, the current gaming state is determined based on the fact that the probability change flag is set to the on state corresponding to the case where the jackpot type is “probable change” by the big hit end process in step S117 shown in FIG. When in the probable change state, the special figure display result is more likely to be a “hit” and more likely to be in the big win game state than in the non-probability change state. That is, it is advantageous for the player.
  Thereafter, 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 the special figure display result is determined to be “big hit” (step S240; Yes), a big hit flag provided in a predetermined area of the RAM 102 is set to an on state (step S241). Further, the big hit type is determined to be 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 the jackpot type determination table shown in FIG. 10B as a use table. In the jackpot type determination table, for example, as shown in FIG. 10B, a numerical value (decision value) to be compared with the random value MR2 for determining the jackpot type indicates that the jackpot type is “non-probability change” and “probability change”. It suffices if it is assigned to the determination result of either one.
  The CPU 103 reads out the numerical data indicating the random number 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 big hit read from the random number buffer for variation Select one of the jackpot types assigned to the decision value that matches the random value MR2 by referring to the jackpot type determination table set in the use table based on the numerical data indicating the random number value MR2 for determining the type do it.
  After executing the process of step S242, the big hit type is stored (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 symbol display result is not “big hit” (step S240; 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 S244). For example, when it is determined in step S240 that the special symbol display result is not “big hit”, the CPU 103 determines a special symbol predetermined as a lost symbol as a confirmed special symbol. On the other hand, 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). Any of the predetermined special symbols may be determined as the confirmed special symbol.
  After executing the process of step S244, the CPU 103 updates the value of the special figure process flag to “1” (step S245), and then ends the special symbol normal process. When the value of the special figure process flag is updated to “1” in step S245, when the next timer interrupt occurs, the variation pattern setting process in step S111 shown in FIG. 4 is executed.
  If it is determined in step S235 that the number of stored special figure games using the first special figure is “0” (step S235; Yes), the CPU 103 performs a predetermined demonstration display setting (step S246). ), The special symbol normal processing 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. 11 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 step S261 that the big hit flag is off (step S261; No), the CPU 103 determines a variation pattern corresponding to the time when the special figure display result is “lost” (step S263).
  FIG. 12 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 fluctuation pattern PB1-4 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of full rotation reach. Here, the full rotation reach is an effect that fluctuates in a manner in which all the decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged in a predetermined symbol combination. This is used only when the variable display result is a big hit symbol.
  In the process of step S262 shown in FIG. 11, for example, the big hit fluctuation pattern is determined using the big hit fluctuation pattern determination table shown in FIG. 13A stored in advance in a predetermined area of the ROM 101. As an example, in the jackpot variation pattern determination table, a numerical value (determination value) to be compared with the random number 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 big hit variation pattern determination table based on the numerical data indicating the variation pattern determination random value MR3 read from the variation random number buffer. The variation pattern may be determined (selected) as the current variation pattern. In FIG. 13, the determination ratio is described instead of the determination value.
  In the process of step S263 shown in FIG. 11, for example, the variation pattern at the time of the loss is determined using the variation pattern determination table for loss shown in FIGS. 13B and 13C which is stored in advance in a predetermined area of the ROM 101. It is determined. When the gaming state is the 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 variation 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 matching the random value MR3 by referring 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. The variation pattern may be determined (selected) as the current variation pattern. In FIG. 13, the determination ratio is described instead of the determination value.
  In the variation pattern determination table for loss shown in FIGS. 13B and 13C, the variation pattern PA1-1 having a short special diagram variation time is more easily selected in the short-time state, and more easily than in the non-short-time state. By shortening the average variable display time, it is possible to suppress the occurrence of invalid start winnings, and to reduce the stop of the game ball fired by the player (so-called “stop hit”). Moreover, the execution frequency of variable display can be increased.
  As shown in FIG. 13, at the time of big hit, 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, the fluctuation pattern PB1-4 of the full rotation reach. The determination ratio gradually decreases in the order of the normal reach variation pattern PB1-1. At the time of losing, the determination ratio of the non-reach fluctuation pattern PA1-1 is the highest, and the normal reach fluctuation pattern PA2-1, the super reach A fluctuation pattern PA2-2, and the super reach B fluctuation pattern PA2-3 in this order. The decision rate is gradually lowering. Therefore, except for the full rotation reach used only when the variable display result is “big hit”, the variable display result becomes “big hit” at the highest rate when super reach B is executed. 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.
  After executing the process of step S262 or S263, the CPU 103 sets a special figure variation time (also referred to as a variation time) that is a variable symbol display time (step S264). 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. 12, 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 the special symbol or decorative symbol variable display result is derived by setting the special symbol variation time corresponding to the variation pattern selected in step S262 or S263. 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 processing of step S264, a special game using the first special figure on the first special symbol display device 4A and a special game using the second special figure on 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 S265). 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 S266, the CPU 103 issues a command (variation start command) at the start of variation of the special symbol in order to notify the effect control board 12 side of the special figure display result and the variation pattern determination result. Transmission setting is performed (step S266). 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 S266, 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 the big hit flag is on. When the big hit flag is on, the time reduction flag and the probability variation flag are reset (turned off), and the remaining number of variable displays executed in the time reduction state provided in a predetermined area of the RAM 102 (time reduction remaining number) ) Is counted. The count value of the short time counter is counted as “0”. 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, “15” is set as an initial value in a round number counter provided in the RAM 102 for counting round games. After that, it is set to send a hit start designation command and a gaming state designation command for designating the current gaming state (in this case, a command for designating the normal state), and the special figure process flag is updated to “4”. The symbol stop process is terminated. Since the gaming state is changed after the big hit gaming state, it is not necessary to transmit the gaming state designation command here.
  When the big hit flag is in the off state, it is determined whether or not the time reduction flag is in the on state. If it is in the on state, “1” is subtracted from the count value of the time reduction number counter. Thereafter, 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. Thereafter, a transmission setting for transmitting a game state designation command (here, a command for designating a highly accurate low base state) is performed based on the current game state. If the time flag is off, the count value after subtracting “1” is not “0”, or after the game state designation command transmission is set, the special process flag value is updated to “0”, etc. Then, the special symbol stop process is finished.
  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. 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”.
  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. 14 is a flowchart illustrating an example of command analysis processing. In the command analysis process, the effect control CPU 120 receives a start winning command (start opening winning designation command, special figure reserved memory number designation command, symbol determination result designation command, variation pattern judgment result designation command) from the main board 11. It is determined whether there has been (step S601).
  If it is determined that the start winning command has been received (step S601; Yes), the received command is stored in the start winning command buffer (step S602). When a first start opening winning designation command or a first special figure reserved memory number designation command is received as a start winning command, a start winning command (first starting opening prize designation command, first special figure reserved memory number designation command) , Symbol determination result designation command, variation pattern judgment result designation command) are stored in a first start winning command buffer provided in a predetermined area of the RAM 122. When a second start port winning designation command or a second special figure reserved memory number designation command is received as a start winning command, a start winning command (second start opening prize designation command, second special figure reserved memory number designation command) , Symbol determination result designation command, variation pattern judgment result designation command) is stored in a second start winning command buffer provided in a predetermined area of the RAM 122.
  FIG. 15A is a configuration example of the first start winning command buffer. In the first start winning command buffer, various command data constituting the start winning reception command received at the first start winning is stored. In the first start winning command buffer, storage areas (corresponding to each of the hold display numbers 1 to 4) that can store various data corresponding to the maximum value (for example, 4) of the first special figure hold storage number (for example, 4) Area) is provided.
  When there is a start prize at the first start prize opening, four commands of a first start opening prize designation command, a first special figure hold storage designation command, a symbol determination result designation command, and a variation pattern judgment result designation command are set to 1 The set effect control command (start winning prize command) is transmitted from the main board 11 to the effect control board 12. In addition to the first start opening winning designation command, the first special figure hold memory designation command, the symbol determination result designation command, and the variation pattern judgment result designation command, other information is held in the first start prize command buffer. A storage area is secured so that the information can be stored in association with the stored information.
  The effect control CPU 120 stores data for specifying the start winning command from the top of the empty area of the first start winning command buffer in accordance with the receiving order. The empty area of the first start winning command buffer, that is, the data in the area where no data is stored is “0000 (H)”. Therefore, when the start winning command is received, the effect control CPU 120 corresponds to the smallest hold display number in which the start winning command storage area is all “0000 (H)” in the first start winning command buffer. The effect control command data is stored in the storage area in the order of the first start opening winning designation command, the first special figure hold storage designation command, the symbol determination result designation command, and the variation pattern judgment result designation command.
  The first start winning command buffer has a storage area for storing other information corresponding to each of the hold display numbers, and a storage area for storing the first special figure normal hold display information. ing. The first special figure normal hold display information is information indicating whether or not a round normal hold display is displayed on the first hold display portion 5HL of the display screen of the image display device 5. The first special figure normal hold display information is set to “1” when the normal hold display display process in the first hold display unit 5HL is executed in response to the reception of the start winning command, and is still normal. When the display process of the hold display is not executed, the initial value is “0”. In FIG. 17A, the received start winning command is stored in the storage area corresponding to the hold display numbers “1” and “2”, and the first special figure normal hold display corresponding to each hold storage information is displayed. The example currently displayed on the 1st holding | maintenance display part 5HL is shown.
  FIG. 15B is a configuration example of the second start winning command buffer. In the second start winning command buffer, various command data constituting the start winning reception command received at the second start winning is stored. The second start winning command buffer has a storage area (corresponding to each of the hold display numbers 1 to 4) in which various data corresponding to the maximum value (for example, 4) of the second special figure hold memory number can be stored. Area) is provided.
  When there is a start prize at the second start prize opening, four commands of a second start opening prize designation command, a second special figure hold storage designation command, a symbol determination result designation command, and a variation pattern judgment result designation command are set to 1 The set effect control command (start winning prize command) is transmitted from the main board 11 to the effect control board 12. In addition to the second start opening prize designation command, the second special figure hold memory designation command, the symbol determination result designation command, the variation pattern judgment result designation command, other information is held in the second start prize command buffer. A storage area is secured so that the information can be stored in association with the stored information.
  The effect control CPU 120 stores data for specifying the start winning command from the top of the empty area of the second start winning command buffer in accordance with the receiving order. The empty area of the second start winning command buffer, that is, the data in the area where no data is stored is “0000 (H)”. Therefore, when the start winning command is received, the effect control CPU 120 corresponds to the smallest hold display number in which the start winning command storage area is all “0000 (H)” in the second start winning command buffer. The effect control command data is stored in the storage area in the order of the second start opening winning designation command, the first special figure hold storage designation command, the symbol determination result designation command, and the variation pattern judgment result designation command.
  Returning to the description of the flowchart of the command analysis process shown in FIG. 14, after executing step S402 or when determining that the start winning command is not received (step S401; No), the effect control CPU 120 determines that the game It is determined whether or not a state designation command has been received (step S403). When it is determined that the gaming state designation command has been received (step S403; Yes), the effect control CPU 120 switches the on / off state of the high-accuracy flag and the high base flag based on the contents of the received gaming state designation command. (Step S404).
  The high-accuracy flag is provided, for example, in a predetermined area (for example, an effect control flag setting unit) of the RAM 122, and is turned on in response to the probability-changing state. Corresponding to the switching of the on state / off state, the on state / off state is switched. The high base flag is provided, for example, in a predetermined area (for example, an effect control flag setting unit) of the RAM 122, and is turned on in response to the short time state. Corresponding to the switching of the on state / off state, the on state / off state is switched. For example, when the game state designation command designates the high-accuracy high-base state (for example, designates that the probability variation flag and the time reduction flag are on), the effect control CPU 120 specifies the high-probability flag and the high Both base flags are turned on (if the flag is already on, the on state is maintained. The same applies to the on / off states for both flags). When the gaming state designation command specifies the high probability low base state (for example, when the probability variation flag is on and the time reduction flag is off), the high probability flag is turned on and high base Turn off the flag. When the gaming state designation command specifies the low probability low base state (normal state) (for example, when specifying that the probability variation flag and the time reduction flag are off), both the high probability flag and the high base flag are used. Turn off.
  After executing step S404, or when determining that the start winning command has not been received (step S403; No), the effect control CPU 120 executes other analysis processing (step S405), and the command analysis processing Exit.
  Here, with reference to FIG. 16, the process performed in response to the reception of each effect control command in the command analysis process will be described. The content shown in the item “processing content” shown in FIG. 16 is, for example, the processing executed in step S405. Further, the step number indicated in the item “processing content” indicates the step number in the flowchart shown in FIG. 14 and means that the corresponding step processing is executed. In addition, each reception flag and each storage area indicated in the item “processing content” are provided in a predetermined area of the RAM 122. Setting the reception flag means turning on.
  For example, if the received effect control command is a variation pattern command, the effect control CPU 120 stores the received variation pattern command in a variation pattern command storage area formed in the RAM 122. Then, the effect control CPU 120 sets a variation pattern command reception flag.
  Further, for example, when the received effect control command is a display result designation command, the effect control CPU 120 forms the received display result designation command (display result 1 designation command to display result 3 designation command) in the RAM 122. Is stored in the display result specification command storage area.
  FIG. 17 is a flowchart illustrating an example of the effect control process. In the effect control process shown in FIG. 17, the effect control CPU 120 first executes a hold display setting process (step S161).
  FIG. 18 is a flowchart illustrating an example of the hold display setting process. When the hold display setting process shown in FIG. 18 is started, the effect control CPU 120 first determines whether or not a start winning command has been received (step S501). If it is determined that the start winning command has been received (step S501; Yes), the effect control CPU 120 determines the display mode of the hold display (step S502). For example, the CPU 120 for effect control refers to the hold display mode determination table shown in FIG. The display mode of the second hold display is determined. The effect control CPU 120 may obtain the variable display variable display result and the variation pattern with reference to the symbol determination result designation command and the variation pattern determination result designation command included in the start winning prize command.
  Here, with reference to FIG. 19, a configuration example of a random value table for determining various items that summarizes random values used when determining various items on the production control board 12 side will be described. The random number table for determining various items is stored in advance in the ROM 121 and prepared.
  As shown in FIG. 19, the random number table for determining various items includes a hold display mode determination random value SR1 (1 to 300) counted on the effect control board 12 side, a low expectation step-up notice effect mode determination disorder. Numerical value SR2 (1 to 300), random number value SR3 (1 to 300) for determining the high expectation step-up notice effect mode, random value SR4 (1 to 300) for determining the group notice effect execution, random number value for determining the frame notice effect execution SR5 (1 to 300) and a specific effect execution cancel determination random value SR6 (1 to 300). As shown in FIG. 19, the on-hold display mode determination random value table includes a random number type, a (numerical value) range, and an application. The effect control CPU 120 extracts numerical data indicating the random number values SR1 to SR6 updated by the random number circuit 124 or the effect random counter.
  Next, determination of the display mode of the hold display will be described. FIG. 20 is a diagram illustrating a setting example of the hold display mode determination table indicating the determination ratio of the display mode of the hold display. FIG. 20A is a setting example of the hold display mode determination table that is referred to when the variable display result of variable display is “big hit”. FIG. 20B is a setting example of the hold display mode determination table that is referred to when the variable display result of the variable display is “losing” and either of the super reach A or B is executed as the variation pattern. . FIG. 20C is a setting example of the hold display mode determination table that is referred to when the variable display result of the variable display is “losing” and neither of the super reach A and B is executed as the variation pattern. In each table shown in FIGS. 20A to 20C, determination ratios are described instead of determination values.
  As shown in FIG. 20A, in the hold display mode determination table that is referred to when the variable display result is “big hit”, the determination ratio of “white” is the lowest as the display mode of the hold display, and “yellow” , “Blue”, and “red” are set in a higher order of determination. On the other hand, as shown in FIGS. 20B and 20C, in the hold display mode determination table referred to when the variable display result is “losing”, the determination ratio of “white” is set as the display mode of the hold display. The determination ratio is set to the lowest in the order of “yellow”, “blue”, and “red”. In addition, when the variable display result is “losing” and it is not super reach (in the case of non-super reach), “white” is easier to determine and “red” is determined than when super reach is reached. It will never be done. As a result, it is possible to suggest that “red” has the highest degree of expectation as the big hit and “white” has the lowest degree of expectation as the big hit as the display mode of the hold display.
  Returning to the description of the hold display setting process shown in FIG. 18, after performing the process of step S502, the effect control CPU 120 uses the display mode determined in step S502 in accordance with the received start winning 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 5 (step S503).
  Subsequently, the effect control CPU 120 determines whether or not a change start designation command has been received (step S504). 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 change start designation command has not been received (step S504; No), the effect control CPU 120 ends the hold display setting process.
  On the other hand, when it is determined that the variation start designation command has been received (step S504; Yes), the effect control CPU 120 determines whether or not the received variation designation command is the second variation start designation command (step S505). . 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 S505; No), the effect control CPU 120 In the first hold display section 5HL of the image display device 5, the first hold display corresponding to the hold display number “1” in the command buffer at the first start winning prize is erased (digested) and variably displayed on the variable display corresponding display section AHA. A correspondence display is displayed (step S506).
  Next, the CPU 120 for effect control erases (digests) the first hold display corresponding to the hold display number “1” in the first hold display unit 5HL of the image display device 5, and sets the other hold display numbers “2” to The first hold display corresponding to “4” is moved (shifted) to the right one by one (step S507). Subsequently, the stored contents of the hold display number “1” in the first start winning command buffer are erased, and the stored contents corresponding to the other hold display numbers “2” to “4” are shifted one by one (step S508). After executing the process of step S508, the CPU 120 for effect control ends the hold display setting process.
  In the process of step S505, when it is determined that the received variation designation command is the second variation start designation command (step S505; Yes), the effect control CPU 120 uses the second hold display unit 5HR of the image display device 5 to perform the first 2 The second hold display corresponding to the hold display number “1” in the start winning command buffer is erased (digested), and the variable display corresponding display is displayed on the variable display corresponding display portion AHA (step S509).
  Next, the CPU 120 for effect control erases (digests) the first hold display corresponding to the hold display number “1” in the second hold display unit 5HR of the image display device 5, and sets other hold display numbers “2” to The second hold display corresponding to “4” is moved (shifted) to the left one by one (step S510). Subsequently, the stored contents of the hold display number “1” in the command buffer at the second start winning prize are deleted, and the stored contents corresponding to the other hold display numbers “2” to “4” are shifted one by one (step S511). After executing the process of step S511, the effect control CPU 120 ends the hold display setting process.
  Returning to the description of the flowchart of the effect control process shown in FIG. 17, 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 S175 is selected and executed.
  FIG. 21 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.
  When it is determined in the process of step S551 that the special figure display result is not “losing” (step S551; No), the effect control CPU 120 determines the combination of the confirmed decorative symbols that will be the final stop symbol constituting the jackpot combination. (Step S555). 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 steps S553, S554, and S555, the effect control CPU 120 executes a specific effect setting process (step S556). In the present embodiment, four specific notice effects such as a low expectation step-up notice effect, a high expectation step-up notice effect, a group notice effect, and a frame notice effect can be executed as specific effects for notifying the possibility of a big hit. Is set.
  The low expectation step-up notice effect is a notice effect that gradually develops the effect modes from the first stage to the fifth stage (from the first step effect to the fifth step effect), and the high expectation step-up notice effect. This is an effect that suggests that the degree of expectation that would be a big hit is low. In the low expectation step-up notice effect, for example, the process until the snowman is completed (the body part, the head part, the face part, etc. are gradually completed) is developed step by step. Further, the high expectation step-up notice effect is staged in the effect form from the first stage to the fifth stage (from the first step effect to the fifth step effect) by an effect form different from the low expectation step-up notice effect. It is an effect that suggests that the degree of expectation that is a big hit is higher than the low expectation step-up notice effect. In the high expectation step-up notice effect, for example, a character image imitating a snowman (hereinafter also referred to as “snowman image”) is increased stepwise. In addition, the group notice effect is a notice effect that performs a predetermined effect operation such that an effect image group indicating the same or similar character is displayed (group image display). In the group notice effect, for example, during execution of the reach effect, an effect image group made up of a plurality of snowman images is passed from the left to the right of the display screen of the image display device 5. The frame notice effect is a notice effect that causes the light emitters such as the game effect lamp 9 and the decoration LED to light with a lighting pattern different from the lighting pattern during normal variable display.
  FIG. 22 is a flowchart showing an example of the specific effect setting process executed in step S556 of FIG. When the specific effect setting process is started, the effect control CPU 120 first specifies the variation pattern designated by the variation pattern designation command (step S601). Subsequently, the effect control CPU 120 clears the value of the special specific effect counter (step S602). Here, the special specific effect is a notice effect with a high expectation that is a big hit among the specific effects, and a high expectation step-up notice effect (fifth step effect execution) excluding the low expectation step-up notice effect. Time only), group notice effect, and frame notice effect. The special specific effect counter is a counter that counts how many special specific effects are executed during one variable display. Subsequently, the effect control CPU 120 resets each execution flag prepared for each specific effect (step S603). The execution flag is a flag indicating execution or non-execution of the specific effect. When it is determined that the specific effect is to be executed, the execution flag is set to an on state, and when it is determined that the specific effect is not to be executed. Reset to off state.
  After executing the process of step S603, the effect control CPU 120 determines an execution mode of the low expectation step-up notice effect (step S604). The effect control CPU 120, for example, a random number SR2 for determining a low expectation step-up notice effect mode extracted from an effect random counter provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. The execution mode of the low expectation step-up notice effect may be determined by referring to the low expectation step-up notice effect mode determination table shown in FIG. In the low expectation step-up notice effect mode determination table shown in FIG. 23A, the determination ratio is described instead of the determination value. Further, it is assumed that the low expectation step-up notice effect mode determination table is prepared in advance by storing it in a predetermined area of the ROM 121.
  In the low expectation step-up notice effect mode determination table shown in FIG. 23A, whether the variable display result corresponding to the variation pattern specified in the process of step S601 is “big hit” or “lost”, and When the variable display result is “losing”, the variable pattern is classified according to whether it is “losing” including the reach effect in the variation pattern or “losing” not including the reach effect in the variation pattern. In each category, “No execution” (SU1-1-0, SU1-2-0, SU1-3-0) indicating that the low expectation step-up notice effect is not executed, and low expectation step-up are performed. “First Step Effect” to “Fifth Step Effect” (SU1-1-1) indicating which stage from the first step effect to the fifth step effect is executed as the final step effect when the notice effect is executed. ~ SU1-1-5, SU1-2-1 to SU1-2-5) are assigned, and different determination ratios are set for each.
  As shown in FIG. 23A, when the variable display result is “big hit”, the determination ratio of “no execution” is set higher than in the case of “losing” including the reach effect. Further, when the variable display result is “big hit”, the determination ratio of “fifth step effect” is the highest among “first step effect” to “fifth step effect”, and the determination ratio gradually decreases. The determination ratio of “first step effect” is set to the lowest. On the other hand, when the variable display result is “losing” including the reach effect, the determination ratio of the “fifth step effect” among the “first step effect” to the “fifth step effect” is the lowest and is gradually determined. The ratio is increased, and the determination ratio of “first step effect” is set to be the highest. In addition, when the variable display result is “losing” that does not include the reach effect, the determination ratio of “no execution” is very high, and even if it is executed, the “first step effect” (SU1-3- It is set to be executed only up to 1). With such a setting, it can be suggested that the higher the low expectation step-up notice effect is executed, the higher the possibility of a “hit”.
  In the process of step S604, the effect control CPU 120 also determines the execution timing of the low expectation step-up notice effect. The effect control CPU 120 generates a predetermined execution timing determination table based on numerical data indicating random values extracted from an effect random counter or the like provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. By referencing, the execution timing of the low expectation step-up notice effect may be determined. In the execution timing determination table, different determination ratios may be set for a plurality of execution timings according to the variable display result. Since the low expectation step-up notice effect is a notice effect with a relatively low expectation, the execution timing determination table shows the timing immediately after the start of variable display (for example, variable display starts, regardless of the variable display result). “Variable display, etc. 3 seconds after the start” or “Variable display” indicating a predetermined timing in the first half of the variable display period (for example, 15 seconds after the variable display is started). It is only necessary that a high determination ratio is set in the first half.
  Returning to the description of the specific effect setting process shown in FIG. 22, after executing the process of step S604, the effect control CPU 120 determines whether or not the low expectation step-up notice effect is executed (step S605). The effect control CPU 120 may determine whether or not the low expectation step-up notice effect is executed based on the determination result in the process of step S603. When it is determined that the low expectation step-up notice effect is executed (step S605; Yes), the effect control CPU 120 sets a low expectation step-up notice effect execution flag (step S606). On the other hand, when it is determined that the low expectation step-up notice effect is not executed (step S605; No), the process of step S605 is skipped, and the process proceeds to step S607.
  After executing the process of step S606, or when it is determined No in the process of step S605, the CPU 120 for effect control determines the execution mode of the high expectation step-up notice effect (step S607). The effect control CPU 120, for example, a random number SR3 for determining a low expectation step-up notice effect mode extracted from an effect random counter provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. The execution mode of the high expectation step-up notice effect may be determined by referring to the high expectation step-up notice effect determination table shown in FIG. In the high expectation step-up notice effect mode determination table shown in FIG. 23B, a determination ratio is described instead of the determination value. Further, it is assumed that the high expectation step-up notice effect form determination table is prepared by storing in a predetermined area of the ROM 121 in advance.
  In the high expectation step-up notice effect mode determination table shown in FIG. 23B, whether the variable display result corresponding to the variation pattern specified in the process of step S601 is “big hit” or “lost”, and When the variable display result is “losing”, the variable pattern is classified according to whether it is “losing” including the reach effect in the variation pattern or “losing” not including the reach effect in the variation pattern. In each category, “No execution” (SU2-1-0, SU2-2-0, SU2-3-0) indicating that the high expectation step-up notice effect is not executed, and the high expectation step-up are performed. “First Step Effect” to “Fifth Step Effect” (SU2-1-1) indicating which stage from the first step effect to the fifth step effect is executed as the final step effect when the notice effect is executed. ~ SU2-1-5, SU2-2-1 to SU2-2-5) are assigned, and different determination ratios are set for each.
  As shown in FIG. 23B, when the variable display result is “big hit”, the determination ratio of “no execution” is set lower than in the case of “losing” including the reach effect. Further, when the variable display result is “big hit”, the determination ratio of “fifth step effect” is the highest among “first step effect” to “fifth step effect”, and the determination ratio gradually decreases. The determination ratio of “first step effect” is set to the lowest. On the other hand, when the variable display result is “losing” including the reach effect, the determination ratio of “no execution” is set to the highest. In addition, among the “first step effect” to “fifth step effect”, the determination ratio of “fifth step effect” is the lowest, the determination rate gradually increases, and the determination ratio of “first step effect” is the highest. Is set. In addition, when the variable display result is “losing” that does not include the reach effect, the determination rate of “no execution” is very high, and even if it is executed, the “first step effect” (SU2-3- It is set to be executed only up to 1). With such a setting, it can be suggested that the higher the low expectation step-up notice effect is executed, the higher the possibility of a “hit”.
  In the process of step S607, the effect control CPU 120 also determines the execution timing of the high expectation step-up notice effect. The effect control CPU 120 generates a predetermined execution timing determination table based on numerical data indicating random values extracted from an effect random counter or the like provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. By referring to this, the execution timing of the high expectation step-up notice effect may be determined. In the execution timing determination table, different determination ratios may be set for a plurality of execution timings according to the variable display result. Since the high expectation step-up notice effect is a relatively high expectation notice effect, when the variable display result is “big hit” in the execution timing determination table, the variable display result is “lost” Compared with, it is only necessary to set a higher determination ratio in the “first half of variable display”. On the other hand, when the variable display result is “losing”, it is only necessary to set a higher determination ratio “immediately after starting variable display” than when the variable display result is “big hit”. Further, when the variation pattern is accompanied by a reach effect, the high expectation step-up notice effect may be executed across the start timing of the reach effect. For example, when the high expectation step-up notice effect is executed until the fifth step effect, which is the final stage, the first step effect to the third step effect are before the start of the reach effect, the fourth step effect and the fifth step effect. May be executed after the start of reach production.
  A comparison between the low expectation step-up notice effect mode determination table shown in FIG. 23A and the high expectation step-up notice effect mode determination table shown in FIG. Is more biased than the low expectation step-up notice effect mode determination table in the determination ratio set for “no execution” and “first step effect” to “fifth step effect”. That is, in the high expectation step-up notice effect mode determination table, the disparity between the determination rate set for “fifth step effect” and the determination rate set for “no execution” or “first step effect” is low. Expectation level step-up notice effect mode determination table is larger than the case. With such a setting, it can be said that the high expectation step-up notice effect is a notice effect with a higher expectation than the low expectation step-up notice effect.
  Returning to the description of the specific effect setting process shown in FIG. 22, after executing the process of step S607, the effect control CPU 120 determines whether or not the high expectation step-up notice effect is executed (step S608). The effect control CPU 120 may determine whether or not the high expectation step-up notice effect is executed based on the determination result in the process of step S607. When it is determined that the high expectation step-up notice effect is executed (step S608; Yes), the effect control CPU 120 sets a high expectation step-up notice effect execution flag (step S609). On the other hand, when it is determined that the high expectation step-up notice effect is not executed (step S608; No), the effect control CPU 120 advances the process to step S612.
  Subsequently, the effect control CPU 120 determines whether or not the high expectation step-up notice effect is executed up to the fifth step effect (step S610). When the step-up pattern determined in step S607 is either SU2-1-5 or SU2-2-5, the effect control CPU 120 determines that the high expectation step-up notice effect is the fifth step effect. Is determined to be executed. When it is determined that the high expectation step-up notice effect is executed up to the fifth step effect (step S610; Yes), the effect control CPU 120 adds 1 to the count value of the special specific effect counter (step S611). On the other hand, when it is determined that the high expectation step-up notice effect is not executed until the fifth step effect (step S610; No), the effect control CPU 120 advances the process to step S611.
  After performing the process of step S611, when it corresponds to any of the case where it determines with No in the process of step S608, or the case where it determines with No in the process of step S610, CPU120 for effect control will perform group notice effect. It is determined whether or not to execute (step S612). The effect control CPU 120, for example, numerical data indicating the random number SR4 for determining the group announcement effect extracted from the effect random counter provided in a predetermined area (the effect control counter setting unit or the like) of the random number circuit 124 or the RAM 122. Based on the above, it is only necessary to determine whether or not to execute the group notice effect by referring to the group notice effect execution determination table shown in FIG. In the group notice effect execution determination table shown in FIG. 24A, the determination ratio is described instead of the determination value. Further, it is assumed that the group notice effect execution determination table is prepared in advance in a predetermined area of the ROM 121.
  In the group notice effect execution determination table shown in FIG. 24A, the variable display result corresponding to the variation pattern specified in the process of step S601 is classified according to whether it is “big hit” or “lost”. Execution modes such as “no execution” indicating that the group notice effect is not executed and “execution executed” indicating that the group notice effect is executed are assigned to each category, and different determination ratios are set for the respective divisions. . Note that the group notice effect is a notice effect that suggests that the variable display result may be a “hit” during the reach effect, so if the variable display result is “losing” without the reach effect, The notice effect is not executed.
  As shown in FIG. 24A, when the variable display result is “big hit”, a higher determination ratio is set for “executed” than for “not executed”. On the other hand, when the variable display result is “losing”, a lower determination ratio is set for “executed” than for “not executed”. With such a setting, it is possible to suggest that there is a high possibility of a “hit” by executing the group notice effect.
  In the process of step S612, the effect control CPU 120 also determines the execution timing of the group notice effect. The effect control CPU 120 generates a predetermined execution timing determination table based on numerical data indicating random values extracted from an effect random counter or the like provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. The execution timing of the group notice effect may be determined by referring to it. In the execution timing determination table, different determination ratios may be set for a plurality of execution timings according to the variable display result. In the execution timing determination table, a different determination ratio may be set immediately after the start of the reach effect or “a predetermined timing during the execution of the reach effect”. When the variable display result is “big hit” In the predetermined timing during the execution of the reach effect, a higher determination ratio is set than immediately after the start of the reach effect. On the other hand, if the variable display result is “losing”, the reach effect is being executed immediately after the start of the reach effect. It is assumed that a determination ratio higher than a predetermined timing is set.
  Returning to the description of the specific effect setting process shown in FIG. 22, after performing the process of step S612, the effect control CPU 120 determines whether or not the group notice effect is executed (step S613). The effect control CPU 120 may determine whether or not the group notice effect is executed based on the determination result in step S612. When it is determined that the group notice effect is to be executed (step S613; Yes), the effect control CPU 120 sets a group notice effect execution flag (step S614), and adds 1 to the count value of the special specific effect counter (step S614). S615). On the other hand, when it determines with group notice effect not being performed (step S613; No), CPU120 for effect control advances a process to step S616.
  After executing the process of step S615, or when it is determined No in the process of step S613, the effect control CPU 120 determines whether or not to execute the frame notice effect (step S616). The effect control CPU 120, for example, numerical data indicating the random number SR5 for determining the frame notice effect that is extracted from the effect random counter provided in a predetermined area (the effect control counter setting unit or the like) of the random number circuit 124 or the RAM 122. Based on the above, it is only necessary to determine whether or not to execute the group notice effect by referring to the frame notice effect execution determination table shown in FIG. In the frame notice effect execution determination table shown in FIG. 24B, determination ratios are described instead of determination values. Further, it is assumed that the frame notice effect execution determination table is prepared in advance in a predetermined area of the ROM 121.
  In the frame notice effect execution determination table shown in FIG. 24B, the variable display result corresponding to the variation pattern specified in the process of step S601 is classified according to whether it is “big hit” or “lost”. Execution modes such as “no execution” indicating that no frame notice effect is executed and “execution executed” indicating that the frame notice effect is executed are assigned to each category, and different determination ratios are set for each category. .
  As shown in FIG. 24B, when the variable display result is “big hit”, a higher determination ratio is set for “executed” than for “not executed”. On the other hand, when the variable display result is “losing”, a lower determination ratio is set for “executed” than for “not executed”. With such a setting, it can be suggested that there is a high possibility of a “hit” by executing the frame notice effect.
  In the process of step S616, the effect control CPU 120 also determines the execution timing of the frame notice effect. The effect control CPU 120 generates a predetermined execution timing determination table based on numerical data indicating random values extracted from an effect random counter or the like provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. The execution timing of the frame notice effect may be determined by referring to it. In the execution timing determination table, different determination ratios may be set for a plurality of execution timings according to the variable display result. Since the frame notice effect is a notice effect with a relatively high degree of expectation, a high decision ratio is set in the “variable display second half” indicating the predetermined timing in the second half of the variable display period in the execution timing determination table. That's fine.
  Returning to the description of the specific effect setting process shown in FIG. 22, after performing the process of step S616, the effect control CPU 120 determines whether or not the frame notice effect is executed (step S617). The effect control CPU 120 may determine whether or not the frame notice effect is executed based on the determination result in the process of step S617. When it is determined that the frame notice effect is to be executed (step S617; Yes), the effect control CPU 120 sets a frame notice effect execution flag (step S618) and adds 1 to the count value of the special specific effect counter (step S618). S619). On the other hand, when it is determined that the frame notice effect is not executed (step S617; No), the effect control CPU 120 advances the process to step S620.
  After executing the process of step S619 or when determining No in the process of step S617, the effect control CPU 120 determines whether or not the variable display result is “losing” (step S620). The effect control CPU 120 may determine whether or not the variable display result is “losing” based on the variable display result designated by the display result designation command. When it is determined that the variable display result is “losing” (step S620; Yes), it is determined whether or not the count value of the special specific effect counter is 2 or more (step S621).
  When it is determined that the count value of the special specific effect counter is 2 or more (step S621; Yes), the effect control CPU 120 cancels execution of any of the specific effects (step S622). The effect control CPU 120, for example, numerical data indicating a random number SR6 for determining a specific effect execution cancellation extracted from a random counter for effects provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. The specific effect for canceling execution may be determined by referring to the specific effect execution cancellation determination table shown in FIG. In the specific effect execution cancellation determination table shown in FIG. 25, the determination ratio is described instead of the determination value. Further, it is assumed that the specific effect execution cancellation determination table is prepared in advance in a predetermined area of the ROM 121.
  The specific effect execution cancellation determination table shown in FIG. 25A is a table that is referred to when the count value of the special specific effect counter is 2, and is used for determining one special specific effect to be canceled. is there. In the specific effect execution cancellation determination table shown in FIG. 25A, the “high expectation step-up notice effect (fifth step effect execution)”, “group notice effect”, and “frame notice effect” corresponding to the special specific effect are displayed. Different decision ratios are set. As shown in FIG. 25A, the highest determination ratio is set for the “frame notice effect” and the lowest determination ratio is set for the “high expectation step-up notice effect (fifth step effect execution)”. . That is, the execution is easily canceled in the order of “frame notice effect”, “group notice effect”, and “high expectation step-up notice effect (fifth step effect execution)”.
  The specific effect execution cancellation determination table shown in FIG. 25B is a table that is referred to when the count value of the special specific effect counter is 3, and is used for determining two special specific effects to be canceled. is there. In the specific effect execution cancellation determination table shown in FIG. 25B, a combination of two special specific effects, “high expectation step-up notice effect (fifth step effect execution) + group notice effect”, “high expectation degree” Different determination ratios are set for “step-up notice effect (fifth step effect execution) + frame notice effect” and “group notice effect + frame notice effect”. As shown in FIG. 25B, the highest determination ratio is set for “group notice effect + frame notice effect”, and “high expectation step-up notice effect (fifth step effect execution) + group notice effect” is the most. A low decision rate is set. That is, “group notice effect + frame notice effect”, “high expectation step-up notice effect (fifth step effect execution) + frame notice effect”, “high expectation step-up notice effect (fifth step effect execution) + group Execution is easily canceled in the order of “notice effect”.
  In the process of step S622, the specific effect execution cancellation determination table to be referred to is distinguished according to the count value of the special specific effect counter, and when it is necessary to cancel a plurality of special specific effects, the special specific effect to be canceled. The combination is decided. However, in the process of step S622, only one special specific effect to be canceled is determined, and until the count value of the special specific effect counter becomes 1 (until determined as No in the process of step S621), step You may make it repeat the process of S622. Moreover, even if it determines not to perform execution from the special special effect with low priority by giving a priority to a special specific effect irrespective of the lottery using the random value SR6 for specific effect execution cancellation determination. Good.
  As described above, in the processes of steps S621 and S222, when the variable display result is “losing”, control is performed so that two or more special specific effects are not executed, thereby increasing the player's expectation more than necessary. Can be prevented.
  Returning to the description of the specific effect setting process shown in FIG. 22, after executing the process of step S623, the effect control CPU 120 determines whether or not the variation pattern is accompanied by a full rotation reach effect (step S623). The effect control CPU 120 may determine whether or not the variation pattern is accompanied by the full rotation reach effect based on the variation pattern specified in the process of step S601.
  When it is determined that the variation pattern is not the full rotation reach (step S623; No), the effect control CPU 120 determines whether or not to execute the special effect (step S624). The special effect is an effect that suggests that the variable display result is “big hit”, and is executed on condition that a predetermined number (for example, 2) or more of the special specific effects are executed during one variable display. . The effect control CPU 120 may determine, for example, whether or not to execute the special effect with reference to the execution flag of each specific effect and the special effect execution determination table shown in FIG. It is assumed that the special effect execution determination table is prepared in advance in a predetermined area of the ROM 121.
  As shown in FIG. 24C, in the special effect execution determination table, “with execution” indicating that the special effect to be executed and the special effect are executed, or “not performing the special effect” is displayed. “No execution” is associated. “No execution” is associated with the special specific effect executed alone, and “with execution” is associated with the combination where the plurality of special specific effects are executed. Thus, when a plurality of special specific effects are executed during one variable display, the special effects are executed. An effect image including character strings representing different phrases may be displayed in accordance with the combination in which the special specific effect is executed.
  On the other hand, when it determines with it being a fluctuation pattern with a full rotation reach effect (step S623; Yes), CPU120 for effect control skips the process of step S624, and complete | finishes a specific effect setting process. In this way, when the full rotation reach effect is executed, the effect control CPU 120 omits the process of determining whether or not to execute the special effect, and performs control so as not to execute the special effect. After executing the process of step S624, the CPU 120 for effect control ends the specific effect setting process.
  Returning to the description of the variable display start setting process shown in FIG. 21, after executing the process of step S556, the output control CPU 120 executes a notification effect setting process (step S557). The notification effect is an effect for notifying the player of the name or the like of the executed specific effect in response to the execution of the specific effect that predicts the possibility that the variable display result will be a “big hit”.
  FIG. 26 is a flowchart showing an example of the notification effect setting process executed in step S557 of FIG. When the notification effect setting process is started, the effect control CPU 120 first determines whether or not the specific effect is executed (step S701). For example, the effect control CPU 120 refers to the execution flag of each specific effect and determines that the specific effect is executed if any of the execution flags is on. When it is determined that the specific effect is not executed (step S701), the effect control CPU 120 ends the notification effect setting process. That is, when none of the specific effects to be notified is executed, the notification effect is not executed.
  When it is determined that the specific effect is executed (step S701; Yes), the effect control CPU 120 determines whether or not the low expectation step-up notice effect is executed (step S702). The effect control CPU 120 determines that the low expectation step-up notice effect execution flag is executed if the low expectation step-up notice effect execution flag is on. When it is determined that the low expectation step-up notice effect is executed (step S702; Yes), the effect control CPU 120 determines a notification effect corresponding to the low expectation step-up notice effect (step S703). For example, the effect control CPU 120 may determine the effect mode of the notification effect corresponding to the low expectation step-up notice effect with reference to the notification effect determination table shown in FIG. Note that the notification effect determination table is prepared in advance in a predetermined area of the ROM 121, for example.
  In the notification effect determination table shown in FIG. 27, special specific effects, notification contents, and notification periods are associated with each other. As shown in FIG. 27, when the low expectation step-up notice effect is executed, “notice that the ○ th step has occurred!” (“○ "" Indicates a number specifying the executed step effect), and an effect image including a character string representing a phrase is displayed. In this way, the effect control CPU 120 may determine the notification content and notification period of the notification effect corresponding to the low expectation step-up notice effect based on the setting contents of the notification effect determination table shown in FIG.
  After executing the process of step S703, or when it is determined No in the process of step S702, the effect control CPU 120 determines whether or not the high expectation step-up notice effect is executed (step S704). The effect control CPU 120 determines that the high expectation step-up notice effect execution flag is executed if the high expectation step-up notice effect execution flag is on. When it is determined that the high expectation step-up notice effect is executed (step S704; Yes), the effect control CPU 120 determines a notification effect corresponding to the high expectation step-up notice effect (step S705). The CPU 120 for effect control should just determine the effect aspect of the alerting effect corresponding to a high expectation step-up notice effect with reference to the alerting effect determination table shown in FIG.
  As shown in FIG. 27, when the high expectation step-up notice effect is executed as a final step effect other than the fifth step effect, the notification effect is a few seconds (for example, 3 seconds) from the end of each step effect. An effect image including a character string representing a phrase such as “No. Step Occurrence!” (“○” indicates a number specifying the executed step effect) is displayed. On the other hand, when the fifth step effect is executed as the final step effect with the high expectation step-up notice effect, from the end of the fifth step effect to the end of variable display (just before the variable display result is derived and displayed), An effect image including a character string representing a phrase such as “5 steps generated!” Is displayed. In this way, the effect control CPU 120 may determine the notification content and notification period of the notification effect corresponding to the high expectation step-up notice effect based on the setting contents of the notification effect determination table shown in FIG.
  After executing the process of step S705 or when it is determined No in the process of step S704, the effect control CPU 120 determines whether or not the group notice effect is executed (step S706). The effect control CPU 120 determines that the group notice effect is executed if the group notice effect execution flag is on. When it is determined that the group notice effect is to be executed (step S706; Yes), the effect control CPU 120 determines a notification effect corresponding to the group notice effect (step S707). The effect control CPU 120 may determine the effect mode of the notification effect corresponding to the group notice effect with reference to, for example, the notification effect determination table shown in FIG.
  As shown in FIG. 27, when the group notice effect is executed, the notification effect is “group notice occurrence!” From the end of the group notice effect to the end of variable display (immediately before the variable display result is derived and displayed). An effect image including a character string representing the phrase is displayed. In this way, the effect control CPU 120 may determine the notification content and notification period of the notification effect corresponding to the group notice effect based on the setting content of the notification effect determination table shown in FIG.
  After performing the process of step S707, or when it is determined No in the process of step S706, the effect control CPU 120 determines whether or not the frame notice effect is executed (step S708). The effect control CPU 120 determines that the frame notice effect is executed if the frame notice effect execution flag is on. When it is determined that the frame notice effect is to be executed (step S708; Yes), the effect control CPU 120 determines a notification effect corresponding to the frame notice effect (step S709). The effect control CPU 120 may determine the effect mode of the notification effect corresponding to the frame notice effect with reference to, for example, the notification effect determination table shown in FIG.
  As shown in FIG. 27, when the frame notice effect is executed, the notice effect is “frame notice occurrence!” From the end of the frame notice effect until the end of variable display (immediately before the variable display result is derived and displayed). An effect image including a character string representing the phrase is displayed. In this way, the effect control CPU 120 may determine the notification content and notification period of the notification effect corresponding to the frame notice effect based on the setting contents of the notification effect determination table shown in FIG.
  As described above, the execution period of the notification effect varies depending on the specific effect to be executed. In the notification effect determination table, when a special specific effect is executed that suggests that the variable display result is likely to be a “big hit” among the specific effects, the execution period of the notification effect is long, and the special specific effect When a specific effect that is not included in the notification effect is executed, the time period for executing the notification effect is set to be short. In this way, the player can easily recognize the possibility of the variable display result being a “big hit” depending on the length of the execution period of the notification effect, and the interest of the game can be improved.
  After executing step S709, when it is determined No in the process of step S701, or when it is determined No in the process of step S708, the effect control CPU 120 ends the notification effect setting process.
  Returning to the description of the variable display start setting process shown in FIG. 21, after executing step S557, the effect control CPU 120 determines the effect control pattern as one of a plurality of patterns prepared in advance (step S559). 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. In addition, the production control CPU 120 selects one of a plurality of production control patterns (pending display change patterns) prepared in response to the execution setting of the holding display change effect by the holding display setting process in step S161, and uses pattern Set as.
  Subsequent to the processing of step S559, 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 S560). And the setting for starting the fluctuation | variation of a decoration design etc. on the display screen of the image display apparatus 5 is performed (step S561). At this time, the CPU 120 for effect control, for example, outputs the display control command specified 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 S559 to the VDP of the display control unit 123. , 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 performing the process of step S561, the CPU 120 for effect control updates the value of the effect process flag to “2” that is a value corresponding to the effect process during variable display (step S562), and then starts the variable display start setting process. Exit.
  FIG. 28 is a flowchart showing an example of the variable display effect processing executed in step S172 of FIG. When the variable display effect processing shown in FIG. 28 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 the low expectation step-up notice effect is executed (step S802). ). The effect control CPU 120 refers to the on / off state of the low expectation step-up notice effect execution flag and determines whether or not the low expectation step-up notice effect is executed. When it is determined that the low expectation step-up notice effect is executed (step S802; Yes), the effect control CPU 120 executes the low expectation step-up notice effect operation control process (step S803).
  FIG. 30A is a flowchart showing an example of the low expectation step-up notice effect operation control process executed in the process of step S803. When the low expectation step-up notice effect operation control process shown in FIG. 30A is started, the effect control CPU 120 determines whether or not it is the low expectation step-up notice effect execution period (step S831). The low expectation step-up notice effect execution period may be determined in advance, for example, in the effect control pattern determined according to the variation pattern. When it is determined that it is the low expectation step-up notice effect execution period (step S831; Yes), the effect control CPU 120 performs control to execute the low expectation step-up notice effect (step S832). After executing the process of step S832, or when it is determined that it is not the low expectation step-up notice effect execution period (step S831; No), the effect control CPU 120 performs the low expectation step-up notice effect operation control process. finish.
  Returning to the description of the variable display effect process shown in FIG. 28, after executing the process of step S803 or when determining No in the process of step S802, the effect control CPU 120 performs the high expectation step-up notice effect. It is determined whether or not to execute (step S804). The effect control CPU 120 refers to the on / off state of the high expectation step-up notice effect execution flag and determines whether or not the high expectation step-up notice effect is executed. When it is determined that the high expectation step-up notice effect is executed (step S804; Yes), the effect control CPU 120 executes a high expectation step-up notice effect operation control process (step S805).
  FIG. 30B is a flowchart illustrating an example of the high expectation step-up notice effect operation control process executed in the process of step S805. When the high expectation step-up notice effect operation control process shown in FIG. 30B is started, the effect control CPU 120 determines whether or not it is the high expectation step-up notice effect execution period (step S841). The high expectation step-up notice effect execution period may be determined in advance, for example, in the effect control pattern determined according to the variation pattern. When it is determined that it is the high expectation step-up notice effect execution period (step S841; Yes), the effect control CPU 120 performs control to execute the high expectation step-up notice effect (step S842). After executing the process of step S842, or when it is determined that it is not the high expectation step-up notice effect execution period (step S841; No), the effect control CPU 120 performs the high expectation step-up notice effect operation control process. finish.
  Returning to the description of the variable display effect process shown in FIG. 28, after performing the process of step S805 or when determining No in the process of step S804, the effect control CPU 120 executes the group notice effect. It is determined whether or not (step S806). The effect control CPU 120 refers to the on / off state of the group notice effect execution flag to determine whether or not the group notice effect is executed. When it is determined that the group notice effect is to be executed (step S806; Yes), the effect control CPU 120 executes a group notice effect operation control process (step S807).
  FIG. 30C is a flowchart showing an example of the group notice effect operation control process executed in the process of step S807. When the group notice effect operation control process shown in FIG. 30C is started, the effect control CPU 120 determines whether or not it is the group notice effect execution period (step S851). The group notice effect execution period may be determined in advance, for example, in an effect control pattern determined according to the variation pattern. When it determines with it being a group notice effect execution period (step S851; Yes), CPU120 for effect control performs control which performs a group notice effect (step S852). After performing the process of step S852, or when determining that it is not the group notice effect execution period (step S851; No), the effect control CPU 120 ends the group notice effect operation control process.
  Returning to the description of the variable display effect process shown in FIG. 28, after the process of step S807 is executed, or when it is determined No in the process of step S806, the effect control CPU 120 executes the frame notice effect. It is determined whether or not (step S808). The effect control CPU 120 refers to the on / off state of the frame notice effect execution flag to determine whether or not the frame notice effect is executed. When it is determined that the frame notice effect is to be executed (step S806; Yes), the effect control CPU 120 executes a frame notice effect operation control process (step S807).
  FIG. 30D is a flowchart showing an example of the frame notice effect operation control process executed in the process of step S807. When the frame notice effect operation control process shown in FIG. 30D is started, the effect control CPU 120 determines whether or not it is the frame notice effect execution period (step S861). The frame notice effect execution period may be determined in advance, for example, in the effect control pattern determined according to the variation pattern. When it determines with it being a frame notice effect execution period (step S861; Yes), CPU120 for effect control performs control which performs a frame notice effect (step S862). After executing the process of step S862 or when it is determined that it is not the frame notice effect execution period (step S861; No), the effect control CPU 120 ends the frame notice effect operation control process.
  Returning to the description of the variable display effect process shown in FIG. 28, after performing the process of step S809 or when determining No in the process of step S808, the effect control CPU 120 determines whether or not the notification effect is executed. Is determined (step S810). The effect control CPU 120 determines whether or not the notification effect is executed with reference to the on / off state of the notification effect execution flag corresponding to each specific effect. When it is determined that the notification effect is executed (step S810; Yes), the effect control CPU 120 executes a notification effect operation control process (step S811).
  FIG. 30E is a flowchart illustrating an example of the notification effect operation control process executed in the process of step S811. When the notification effect operation control process shown in FIG. 30E is started, the effect control CPU 120 determines whether or not it is the notification effect execution period (step S871). The notification effect execution period is started immediately after the execution of each specific effect in the effect control pattern determined according to the variation pattern, for example, and an execution period corresponding to each specific effect may be determined in advance. When it determines with it being a notification production | presentation execution period (step S871; Yes), CPU120 for production control performs control which performs a notification production (step S872). After performing the process of step S872 or when determining that it is not the notification effect execution period (step S871; No), the effect control CPU 120 ends the notification effect operation control process.
  Returning to the description of the effect process during variable display shown in FIG. 28, after executing the process of step S811, or when determining No in the process of step S810, the effect control CPU 120 determines whether or not the special effect is executed. Is determined (step S812). The effect control CPU 120 determines whether or not the special effect is executed with reference to the on / off state of the special effect execution flag. When it is determined that the special effect is executed (step S812; Yes), the effect control CPU 120 executes a special effect operation control process (step S813).
  FIG. 30F is a flowchart illustrating an example of the special effect operation control process executed in the process of step S813. When the special effect operation control process shown in FIG. 30F is started, the effect control CPU 120 determines whether or not it is the special effect execution period (step S881). The special effect execution period may be determined in advance, for example, in the effect control pattern determined according to the variation pattern. The special effect is executed every time a combination of the special specific effects shown in FIG. For example, when the frame notice effect is executed, and then the high expectation step-up notice effect is executed up to the fifth step effect, the corresponding notice effect is executed, and the frame notice effect and the high expectation degree are also executed. A special effect corresponding to the combination of step-up notice effects is executed. Furthermore, when the group notice effect is executed, a notification effect corresponding to each is executed, and a special effect corresponding to a combination of the frame notice effect, the high expectation step-up notice effect, and the group notice effect is executed. When it determines with it being a special production execution period (step S881; Yes), CPU120 for production control performs control which performs a special production (step S882). After executing the process of step S882 or when determining that it is not the special effect execution period (step S881; No), the effect control CPU 120 ends the special effect operation control process.
  Returning to the description of the variable display effect process shown in FIG. 28, after executing the process of step S813 or when it is determined No in the process of step S812, the effect control CPU 120 performs reach for executing the reach effect. It is determined whether or not it is an effect period (step S814). The reach production period may be determined in advance, for example, in the production control pattern determined according to the variation pattern. When it is determined that it is the reach effect period (step S814; Yes), the effect control CPU 120 determines whether or not the full rotation reach effect is started (step S815). For example, the effect control CPU 120 has started the full-reach reach effect based on the display control data included in the effect control pattern (the effect control pattern during special figure fluctuation) determined in the process of step S559 shown in FIG. What is necessary is just to determine. When it is determined that the full rotation reach effect has been started (step S815; Yes), the effect control CPU 120 performs control for terminating the notification effect (step S816). By limiting the execution of the indefinite notification effect during the execution of the full rotation reach effect that is used only when the variable display result is “big hit”, it is possible to suppress a decrease in the interest of the game.
  After performing the process of step S816, or when it is determined in the process of step S815 that the full rotation reach effect has not been started (step S815; No), the effect control CPU 120 performs control for executing the reach effect. Is performed (step S817).
  After performing the process of step S817 or when it is determined in the process of step S814 that it is not the reach effect period (step S814; No), the effect control CPU 120, for example, the effect determined corresponding to the variation pattern Based on the setting in the control pattern and the like, control for executing effects during variable display including variable display operation of decorative symbols is performed (step 818).
  If it is determined in step S801 that the variable display time has elapsed (step S801; Yes), the effect control CPU 120 determines whether the notification effect is being executed (step S819). When it is determined that the notification effect is being executed (step S819; Yes), the effect control CPU 120 performs control to end the notification effect (step S820). This is to limit the continuous execution of the notification effect after the variable display time has elapsed and the variable display result is derived and displayed.
  After executing the process of step S820, or when determining that the notification effect is not being executed in the process of step S819 (step S819; No), the effect control CPU 120 transmits the symbol confirmation command transmitted from the main board 11. Whether or not has been received is determined (step S821). When it is determined that the symbol confirmation command has not been received (step S821; No), the effect control CPU 120 ends the variable display effect process and stands by. 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.
  On the other hand, if it is determined in the process of step S821 that the symbol confirmation command has been received (step S821; Yes), the effect control CPU 120 transmits a predetermined display control command to the VDP of the display control unit 123, for example. Control is performed to derive and display the final stop symbol (determined ornament symbol), which is the display result in the variable symbol variable display, such as causing the symbol to be displayed (step S822). Subsequently, the effect control CPU 120 sets a predetermined time as a jackpot start designation command reception waiting time (step S823). 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), and ends the effect process during variable display.
  Next, the execution timing of the specific effect, the notification effect, and the special effect will be described with reference to FIG. Here, in the timing chart shown in FIG. 31, a low expectation step-up notice effect, a frame notice effect, a high expectation step-up notice effect, and a group notice effect are executed as specific effects. Along with this, an example in which a notification effect and a special effect are executed is shown. Further, the low expectation step-up notice effect is executed only from the first step effect, and the high expectation step-up notice effect is executed from the first step effect to the fifth step effect.
  As shown in FIG. 31, after the variable display of the effect symbol is started at the timing TS, the low expectation step-up notice effect is started, and only the first step effect is executed and ended. As described above, since the low expectation step-up notice effect is a notice effect with a low expectation level where the variable display result is “big hit”, the notification effect is at the end of each step effect in the low expectation step-up notice effect. For several seconds (for example, 3 seconds). Therefore, as shown in FIG. 31, a notification effect for informing that the low expectation step-up notice effect has been executed is executed for several seconds from the end of the first step effect of the low expectation step-up notice effect. During the execution of the notification effect, an effect image including a character string representing a phrase such as “first step occurs!” Is displayed.
  Further, as shown in FIG. 31, during the execution of the first step effect of the low expectation step-up notice effect, the frame notice effect is started, and the lighting pattern in which the game effect lamp 9 and the decoration LED are in the normal variable display is displayed. Lights with a different lighting pattern. As described above, the frame notice effect is a notice effect with a high expectation that the variable display result will be “big hit”, so the notification effect is displayed from the end of the frame notice effect to the end of variable display (the variable display result is derived and displayed). Is executed until immediately before. Therefore, as shown in FIG. 31, the notification effect is executed from the end of the frame notice effect until the end of the variable display of the effect symbol at the timing TE. An effect image including a character string representing the phrase is displayed.
  Further, as shown in FIG. 31, during the execution of the frame notice effect, the high expectation step-up notice effect is started, and the first step effect, the third step effect, and the reach effect before the start timing of the reach effect at the timing TR. After the start timing, the fourth step effect and the fifth step effect are executed step by step. As described above, in the high expectation step-up notice effect, when each step effect other than the fifth step effect is executed, the notification effect is executed for several seconds (for example, 3 seconds) from the end of each step effect. The On the other hand, in the high expectation step-up notice effect, when the fifth step effect is executed, the notification effect is provided from the end of the fifth step effect to the end of variable display (immediately before the variable display result is derived and displayed). Executed. Therefore, as shown in FIG. 31, the notification effect is executed for several seconds from the end of each step effect from the first step effect to the fourth step effect. An effect image including a character string representing a phrase corresponding to each step effect such as “Step generation!” Is displayed. On the other hand, as shown in FIG. 31, the notification effect is executed from the end of the fifth step effect until the end of variable display of the effect symbol at timing TE (immediately before the variable display result is derived and displayed). During execution, an effect image including a character string representing a phrase such as “Fifth step occurs!” Is displayed.
  Further, as shown in FIG. 31, after the reach effect is started at the timing TR, the group notice effect is started and the effect image group indicating the same or similar character is displayed while the reach effect is being executed. Is done. As described above, the group notice effect is a notice effect with a high expectation that the variable display result will be a “big hit”, so the notification effect is displayed from the end of the group notice effect to the end of the variable display (the variable display result is derived and displayed). Is executed until immediately before. Therefore, as shown in FIG. 31, the notification effect is executed from the end of the group notice effect to the end of the variable display of the effect symbol at the timing TE. An effect image including a character string representing the phrase is displayed.
  As shown in FIG. 31, three notification effects are executed at the timing TP. These notification effects are for special specific effects such as a frame notice effect, a high expectation step-up notice effect whose final stage is the fifth step effect, and a group notice effect, respectively. Therefore, the special effect is executed at the timing TP when the third notification effect is executed. While the special effect is being executed, an effect image including a character string representing a phrase such as “confirmed !!” for notifying that the variable display result is “big hit” is displayed.
  Next, with reference to FIG. 32 and FIG. 33, an example of the effect image when the specific effect, the notification effect, and the specific effect are executed will be described. Here, in the effect image examples shown in FIGS. 32 and 33, it is assumed that the frame notice effect has already been executed during one variable display.
  As shown in FIG. 32A, variable display is being executed in the decorative symbol display areas 5L, 5C, and 5R on the display screen of the image display device 5, and in the lower right of the display screen of the image display device 5, In response to the execution of the frame notice effect, a notification effect is executed, and an effect image including a character string representing a phrase such as “frame notice occurrence!” Is displayed. On the display screen of the image display device 5, the first step effect of the high expectation step-up notice effect is started, and a character image imitating a snowman (hereinafter also referred to as “snowman image”) is displayed from the back of the display screen. There is an action production that slides while meandering forward.
  Next, as shown in FIG. 32 (B), the operation effect of the snowman image is finished, stopped on the left side of the display screen of the image display device 5, and the first step effect of the high expectation step-up notice effect is finished. To do. Accordingly, a notification effect is executed, and an effect image including a character string representing a phrase such as “first step effect generated!” Is displayed at the lower right of the display screen of the image display device 5.
  Subsequently, as shown in FIG. 32 (C), the second step effect of the high expectation step-up notice effect is started, appears in the first step effect, and stops on the left side of the display screen of the image display device 5. An operation effect is performed in which a snowman image different from the displayed snowman image slides while meandering from the back of the display screen. At this time point, the notification effect accompanying the execution of the first step effect has ended, and the effect image including the character string representing the phrase “first step effect occurred!” Displayed in FIG. It has been erased.
  Next, as shown in FIG. 32 (D), the motion effect of the snowman image that appeared in the second step effect is finished, and is stopped and displayed on the right side of the snowman image that appeared in the first step effect. The second step effect of the notice effect ends. Accordingly, a notification effect is executed, and an effect image including a character string representing a phrase such as “second step effect occurred!” Is displayed at the lower right of the display screen of the image display device 5.
  Subsequently, FIGS. 32E and 32F show the execution of the third step effect of the high expectation step-up notice effect and the execution of the notification effect accompanying this. FIGS. 32 (G) and 32 (H) show the execution of the fourth step effect of the high expectation step-up notice effect and the accompanying notification effect. As shown in FIG. 32 (G), reach effects are started in the decorative symbol display areas 5L, 5C, and 5R on the display screen of the image display device 5, and “7” is stopped and displayed in the symbol display areas 5L and 5R. In the symbol display area 5C, the decorative symbols continuously change. Further, as shown in FIG. 32 (H), the fourth step effect of the high expectation step-up notice effect ends, and a snowman image corresponding to each of the first step effect to the fourth step effect is displayed on the image display device 5. Stops are displayed sequentially from the left side to the right side of the display screen. Further, along with the end of the execution of the fourth step effect, a notification effect is executed, and an effect image including a character string representing a phrase such as “4th step effect occurs!” Is displayed.
  Further, FIG. 33 (I) and FIG. 33 (G) show the execution of the fifth step effect, which is the final stage of the high expectation step-up notice effect, and the accompanying notification effect. As shown in FIG. 33 (G), the fifth step effect is finished, and all snowman images corresponding to each of the first step effect to the fifth step effect are stopped and displayed. Further, with the completion of the execution of the fifth step effect, a notification effect is executed, and an effect image including a character string representing a phrase such as “fifth step effect occurs!” Is displayed.
  After the fifth step effect of the high expectation step-up notice effect is completed, as shown in FIG. 33 (K), the display of the snowman image corresponding to each of the first step effect to the fifth step effect is erased. The notification effect is being continuously executed, and an effect image including a character string representing a phrase such as “fifth step effect!” Is displayed together with an effect image corresponding to the frame notice effect. This is executed from the end of the fifth step effect until the end of the variable display as the fifth step effect corresponding to the special specific effect is executed, which is the final stage of the high expectation step-up notice effect. It is to be done. In the decorative symbol display areas 5L, 5C, and 5R on the display screen of the image display device 5, the reach effect is continuously being executed.
  Next, as shown in FIG. 33 (L), a group notice effect is executed, and an effect image group of a plurality of snowman images is displayed so as to pass through the display screen of the image display device 5. Here, although the snowman image that appeared in the high expectation step-up notice effect is used as the group notice effect, an effect image group of character images used in other notice effects may be displayed. Or you may display the effect image group by the image of a different type from the character image used in another notice effect.
  When the group notice effect ends, as shown in FIG. 33 (M), a notification effect corresponding to the group notice effect is executed, and an effect image including a character string representing a phrase such as “group notice occurrence!” The effect image corresponding to the effect and the effect image corresponding to the high expectation step-up notice effect in which the fifth step effect is executed are displayed.
  Subsequently, as shown in FIG. 33 (N), along with the execution of three special specific effects such as a frame notice effect, a high expectation step-up notice effect in which the fifth step effect is executed, and a group notice effect. A special effect is executed, and an effect image including a character string representing a phrase such as “confirmed !!” is displayed. The special effect can indicate that the variable display result is “big hit” by displaying such an effect image.
After completion of the notification effect and the special effect, as shown in FIG. 33 (O), the display of the effect image notifying that the special special effect such as “Group notice has occurred!” And “Confirmation! The display of the effect image suggesting that the variable display result such as “!” Becomes “big hit” is deleted.
Thereafter, the variable display of the decorative symbol display area 5C on the display screen of the image display device 5 is finished, and the big hit symbol indicating the number “7” is derived and displayed as the variable display result in all the decorative symbol display areas 5L, 5C, and 5R. The
  Next, with reference to FIG. 34, the control of the notification effect and the special effect when the full rotation reach effect is executed will be described. Here, similarly to the effect image shown in FIG. 33 (N), a plurality of notification effects are executed during the execution of the reach effect, and the explanation starts from the state in which the special effect is executed. As shown in FIG. 34 (A), on the display screen of the image display device 5, “2” is stopped and displayed in the decorative symbol display areas 5L and 5R. In addition, the special effect is executed in conjunction with the execution of the three special specific effects such as the frame advance notice effect, the high expectation step-up notice effect in which the fifth step effect is executed, and the group notice effect. An effect image including a character string representing a phrase such as “is displayed.
  Subsequently, as shown in FIG. 34B, on the display screen of the image display device 5, “2” is temporarily stopped in all of the decorative symbol display areas 5L, 5C, and 5R. As shown, the variable display is resumed in a state where all the decorative symbols in the decorative symbol display areas 5L, 5C, and 5R are aligned. This indicates that the full rotation reach production has started. As shown in FIG. 35 (C), when the full rotation reach effect is started, the display associated with the execution of the notification effect and the special effect displayed at the lower right of the display screen of the image display device 5 is erased. Yes. This is a reach effect that is used only when the variable display result is a big hit, because the all-rotation reach effect restricts the execution of indefinite notification effects and special effects, thereby suppressing a decrease in the interest of the game. Because.
  When the full rotation reach effect is completed, as shown in FIG. 35 (D), on the display screen of the image display device 5, the jackpot symbol indicating the number “7” is variable in all of the decorative symbol display areas 5L, 5C, and 5R. Derived and displayed as a display result.
(Modification)
The present invention is not limited to the above-described embodiment and the like, and various modifications and applications are possible. In the above embodiment, a notification effect is executed in conjunction with the execution of the specific effect, and when the special specific effect with a high expectation that the variable display result is “big hit” is executed among the specific effects, the notification is performed. The effect was executed until the end of the variable display, and when a predetermined number of special specific effects were executed, a special effect that suggested that the variable display result would be a “hit” was executed. However, together with these effects, for example, an active display change effect that changes the active display corresponding to the variable display being executed may be executed. Hereinafter, the active display change effect will be described.
  In the above embodiment, when executing the active display change effect, first, in the variable display start setting process shown in FIG. 21, the change effect setting for setting the active display change effect after the notification effect setting process shown in step S557. Add processing and execute. In the change effect setting process, the effect mode of the active display change effect for changing the special image including the active display (variable display corresponding display) in which the hold display corresponding to the variable display being executed is moved to a predetermined display area is set. .
  FIG. 35 is a flowchart illustrating an example of a change effect setting process that is additionally executed in the variable display start setting process. When the change effect setting process is started, the effect control CPU 120 first determines whether or not to execute the active display change effect (step S901). The effect control CPU 120 may determine, for example, whether or not to execute the active display change effect with reference to the active display change effect execution determination table shown in FIG. In the specific effect execution cancellation determination table shown in FIG. 36A, the determination ratio is described instead of the determination value. Further, the active display change effect execution determination table is prepared in advance by storing it in a predetermined area of the ROM 121.
  As shown in FIG. 36 (A), the active display change effect execution determination table includes “variable display result” and “execution performed” indicating that the active display change effect is executed as an execution pattern, or an active display change effect. Corresponding to “no execution” indicating that no execution is performed. In addition, a first change effect and a second change effect having different effect modes are prepared as active display change effects, and “executed” indicates that only the first change effect is executed. And “second change effect” indicating that only the second change effect is executed, and “first change effect + second change effect” indicating that the first change effect and the second change effect are executed in parallel. It is divided into and. The variable display results are “loss” (non-reach) indicating that the variation pattern does not include reach production, and “miss (reach)” indicating that the variation pattern includes reach production, and the jackpot type is uncertain. It is divided into “big hit (non-probable change)” that shows big hits and “big hit (probable change)” that shows big hits whose jackpot type is probabilistic, and different decision ratios are set according to execution patterns ing.
  Here, the first change effect is an effect acting on the display mode of the active display, and the second change effect is an effect acting on the display mode of the active display frame, and the first change effect and the second change effect are Then, the target that acts is different.
  As shown in FIG. 36A, when the variable display result is “losing”, the determination ratio of “no execution” is set higher than when the variable display result is “big hit”. . On the other hand, when the variable display result is “big hit”, the determination ratio of “executed” is set higher than when the variable display result is “lost”. With such a setting, it can be suggested that when the active display change effect is executed, the degree of expectation that the variable display result is “big hit” is higher than when the active display change effect is not executed. .
  Furthermore, as shown in FIG. 36A, when the variable display result is “lost” regardless of whether the variation pattern is non-reach or reach, “ A higher determination ratio is set for the “second change effect”, and “first change effect + second change effect” is not determined. On the other hand, regardless of whether the big hit type is non-probable or probable, when the variable display result is “big hit”, the determination ratio of “first change effect + second change effect” is the highest. A higher determination ratio is set for the “first change effect” than for the “second change effect”. With such a setting, when both the first change effect and the second change effect are executed, the degree of expectation that the variable display result is “big hit” is high, and the first change effect is higher than the second change effect. It can be suggested that the higher the expectation that the variable display result will be a “big hit” when the is executed.
  Returning to the description of the change effect setting process shown in FIG. 35, after performing the process of step S901, the effect control CPU 120 determines whether or not the active display change effect is executed (step S902). The effect control CPU 120 may determine whether or not the active display change effect is executed based on the determination result of step S901. When it is determined that the active display change effect is not executed (step S902; No), the effect control CPU 120 ends the change effect setting process.
  On the other hand, when it determines with an active display change effect being performed (step S902; Yes), CPU120 for effect control determines the execution timing of an active display change effect (step S903). For example, the effect control CPU 120 may determine the execution timing of the active display change effect with reference to the active display change effect execution timing determination table shown in FIG. In the active display change effect execution timing determination table shown in FIG. 36B, a determination ratio is described instead of the determination value. In addition, the active display change effect execution timing determination table is prepared in advance in a predetermined area of the ROM 121, for example.
  As shown in FIG. 36B, in the active display change effect execution timing determination table, the variable display result and the execution timing of the active display change effect are associated with each other. The execution timing of the active display change effect is “immediately after the start of variable display” (PT-1) in which the active display change effect is executed immediately after the start of variable display, and the active display change effect is executed immediately after the start of the reach effect. It is divided into “immediately after the start of the reach effect” (PT-2) and “in the process of reach effect” (PT-3) indicating that the active display change effect is executed during the execution of the reach effect. In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into “big hit (non-probable change)” indicating a big hit that is non-probable, and “big hit (probable change)” indicating a big hit whose type of jackpot is probabilistic, and each category has a different decision rate according to the execution timing Is set. Here, when it is determined that both the first change effect and the second change effect are executed as the active display change effect, both of them start the effect at the same execution timing.
  As shown in FIG. 36B, when the variable display result is “lost (non-reach)”, the active display change effect is necessarily executed “immediately after the start of variable display”. In addition, when the variable display result is “losing (reach)”, the determination rate of “immediately after starting variable display” is higher than when the variable display result is “big hit”, and “the reach effect is being executed”. The decision rate is low. In addition, when the variable display result is “big hit (probability change)”, the determination rate of “just after the start of variable display” is lower than when the variable display result is “big hit (non-probability change)” and “reach effect” The percentage of “running” decisions is high. With such a setting, the later the execution timing of the active display change effect, the higher the expectation that the variable display result will be “big hit”, and the big hit probability is higher than the normal state after the big hit gaming state is finished. It can be suggested that the degree of expectation to be controlled in the certain probability variation state is high.
  Returning to the description of the change effect setting process shown in FIG. 35, after performing the process of step S903, the effect control CPU 120 determines the effect mode of the active display change effect (step S904). The CPU 120 for effect control determines the effect mode of the active display change effect with reference to the change effect mode determination table shown in FIG. 36, for example, according to the determination result in the process of step S901.
  FIG. 36A is a setting example of a first change effect mode determination table that is referred to when the first change effect is executed as the active display change effect. FIG. 36B is a setting example of the second change effect mode determination table that is referred to when the second change effect is executed as the active display change effect. FIG. 36C is a setting example of the first and second change effect mode determination table that is referred to when the first change effect and the second change effect are executed as the active display change effect. In each table shown in FIGS. 36A to 36C, a determination ratio is described instead of the determination value. Each table shown in FIGS. 36A to 36C is prepared by storing in advance in a predetermined area of the ROM 121.
  The first change effect is an action effect that changes the display mode of the active display. For example, by changing the display shape of the active display by executing the first change effect, there is a possibility that the variable display result becomes “big hit”. To suggest. As shown in FIG. 36A, in the first change effect mode determination table, the variable display result and the effect mode of the first change effect are associated with each other. The effect mode of the first change effect is “no change (shape“ circle ”)” (HP1-01) indicating that the display mode of the active display remains unchanged from the beginning, and the display shape of the active display changes from a circle to a triangle. “Changed (shape“ triangle ”)” (HP1-02), “changed (shape“ pentagon ”)” (HP1-03) indicating that the display shape of the active display changes from a circle to a pentagon The active display is classified into “changed (shape“ star ”)” (HP1-04) indicating that the display shape changes from a circle to a star. In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into “big hit (non-probable change)” indicating a big hit that is non-probable, and “big hit (probable change)” indicating a big hit whose type of jackpot is probabilistic. Different decision ratios are set according to the requirements.
  As shown in FIG. 36A, when the variable display result is “losing”, “no change (shape“ circle ”)” (HP1-01) than when the variable display result is “big hit”. ) Is high and is not determined as “changed (shape“ star ”)” (HP1-04). Further, when the variable display result is “big hit (probable change)”, “no change (shape“ circle ”)” (HP1-01) than when the variable display result is “big hit (non-probable change)”. The determination ratio of “There is a change (shape“ star ”)” (HP1-04) is high. With such a setting, the effect mode of the first change effect is “no change (shape“ circle ”)” (HP1-01), “changed (shape“ triangle ”)” (HP1-02), “changed ( In the order of “shape“ pentagon ”)” (HP1-03) and “changed (shape“ star ”)” (HP1-04), there is a high expectation that the variable display result will be “big hit”. It can be suggested that the degree of expectation to be controlled to the probability variation state after completion is high.
  The second change effect is an effect that changes the active display frame. For example, by changing the line thickness of the active display frame by executing the second change effect, the variable display result can be “big hit”. Suggest sex. As shown in FIG. 36B, in the second change effect mode determination table, the variable display result and the effect mode of the second change effect are associated with each other. The effect mode of the second change effect is “no change (thickness“ normal ”)” (HP2-01) indicating that the line thickness of the active display frame remains unchanged, and the line thickness of the active display frame. "Changed (thickness" middle thickness ")" (HP2-02) indicating that the thickness of the active display frame changes from normal to very thick. Yes (thickness “extremely thick”) ”(HP2-03). In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into "big hit (non-probable change)" indicating a big hit that is non-probable and "big hit (probable change)" indicating a big hit whose type of jackpot is probabilistic. Different decision ratios are set according to the requirements.
  As shown in FIG. 36B, when the variable display result is “losing”, “no change (thickness“ normal ”)” (HP2−) than when the variable display result is “big hit”. The determination ratio of “01” is high, and the determination ratio of “with change (thickness“ very thick ”)” (HP2-03) is low. Further, when the variable display result is “big hit (probable change)”, “no change (thickness“ normal ”)” (HP2-01) than when the variable display result is “big hit (non-probable change)”. ) Is low, and “Changed (thickness“ very thick ”)” (HP2-03) is high. With such a setting, the production mode of the second change effect is “no change (thickness“ normal ”)” (HP2-01), “changed (thickness“ middle thickness ”)” (HP2-02), “ As the line of the active display frame changes thicker in the order of “with change (thickness“ extremely thick ”)” (HP2-03), the expectation that the variable display result will be “big hit” is high, and the big hit gaming state is finished. After that, it can be suggested that the degree of expectation to be controlled to the probability variation state is high.
  As shown in FIG. 36 (C), in the first / second change effect mode determination table, variable display results and combinations of the effect modes of the first change effect and the second change effect are associated with each other. For example, the first change effect and the second change effect are activated by the first change effect from HP 3-01 indicating that the display shape of the active display and the line thickness of the active display frame do not change in each effect. While the display shape of the display changes from a circle to a star, it is divided into 12 patterns up to HP3-12 indicating that the line thickness of the active display frame changes from normal to extremely thick due to the second change effect. In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into "big hit (non-probable change)" indicating a big hit that is non-probable, and "big hit (probable change)" indicating a big hit whose type of big hit is probabilistic. Different determination ratios are set according to the production mode of the production.
  As shown in FIG. 36C, when the variable display result is “losing”, the determination ratio of HP3-01 is higher than when the variable display result is “big hit”, and the first change effect is caused. The display shape of the active display is not determined to be HP3-10 to HP3-12 including a rendering mode in which the shape changes from a circle to a star. When the variable display result is “big hit (probability change)”, the determination rate of HP3-01 is lower than in the case where the variable display result is “big hit (non-probability change)”, and HP3-10 to HP3- The determination rate of 12 is high. With such a setting, as the display shape of the active display changes from a circle to a complicated shape due to the first change effect, and as the line of the active display frame changes thicker due to the second change effect, the variable display result becomes “ It can be implied that the degree of expectation of “big hit” is high, and that the degree of expectation to be controlled to the probability change state after the big hit gaming state is finished is high.
  When the variable display result is “big hit” based on the determination ratio setting in each table of FIG. 36 (B) and FIGS. 36 (A) to (C), the “reach effect” is used as the execution timing of the active display change effect. A late timing such as “execution in progress” is easily determined (see FIG. 36B), and a success mode of “with change” is easily determined as an effect mode of the common effect of the first change effect and the second change effect. Therefore, it can be said that the slower the execution timing of the active display change effect, the higher the possibility that the effect result will be a successful mode.
  Returning to the description of the change effect setting process shown in FIG. 35, after performing the process of step S904, the effect control CPU 120 ends the change effect setting process.
  Next, a display operation example of the active display change effect on the display screen of the image display device 5 will be described with reference to FIGS. 38 and 39. (A)-(d) of FIG. 38 (A) and FIG. 39 (A) (e)-(g) arrange each display operation in the image display apparatus 5 in time series. The same applies to FIGS. 38 (B) (a) to (d) and FIGS. 39 (B) (e) to (f). FIG. 38A and FIG. 39A show the successful effects in which the active display and the active display frame that are the respective change targets change due to the execution of the first change effect and the second change effect. As an effect mode of the change effect, a case where the active display change effect pattern HP3-12 (“changed (shape“ star ”)”, “changed (thickness“ extremely thick ”) shown in FIG. 36C is executed. On the other hand, Fig. 38 (B) and Fig. 39 (B) show a failure effect in which the active display and the active display frame that are the respective change targets are not changed by the execution of the first change effect and the second change effect, As an effect mode of the active display change effect, the active display change effect pattern HP3-01 (“no change (shape“ circle ”)”, “no change (thickness“ normal ”)” shown in FIG. 38 and 39, the arrows “left”, “middle”, and “right” in the display pattern display areas 5L, 5C, and 5R in the display screen of the image display device 5 are displayed. “↓” indicates that the decorative symbol is variably displayed.
  First, the success effects in the first change effect and the second change effect will be described. As shown in FIGS. 38A and 38A, in the symbol display areas 5L, 5C, and 5R of the display screen of the image display device 5, a fixed decorative symbol (“3”) is displayed as a display result of the variable display executed previously. “9” “4”) are derived and displayed. The first hold display portion 5HL displays a hold display H1, a hold display H2, and a hold display H3.
  Next, FIGS. 38A and 38B show an active display AH corresponding to the hold display H1 displayed on the first hold display portion 5HL in the active display area AHA, and an active display corresponding to the hold display H1. A state when variable display of AH is started is shown.
  Subsequently, FIGS. 38A and 38C show the first change effect and immediately after the variable display in FIGS. 38A and 38B is started (execution timing pattern PT-1 shown in FIG. 36B). The state when the 2nd change production is performed is shown. As shown in FIGS. 38A and 38C, three figures (star Z1, triangle Z2, pentagon Z3) are displayed as a figure group Y1 in the upper right part of the display screen of the image display device 5 as the first change effect. As a second change effect, an arrow Y <b> 2 in which the characters “Intense heat” is drawn is displayed at the upper left part of the display screen of the image display device 5.
  Next, as shown in FIGS. 38A and 38D, the figure group Y1 by the first change effect displayed in FIGS. 38A and 38C moves toward the active display area AHA, and the figure group Y1. After the triangle Z2 disappears, the star Z1 and the pentagon Z3 continue to move. Also, the arrow Y2 by the second change effect displayed in FIGS. 38A and 38C moves toward the active display area AHA and collides with the active display frame AHW.
  Next, as shown in FIGS. 39A and 39E, after the arrow Y2 by the second change effect collides with the active display frame AHW, the line thickness of the active display frame AHW changes to “extremely thick”. Yes. Further, the pentagon Z3 further disappears from the graphic group Y1 resulting from the first change effect, and only the star Z1 continues to move.
  Subsequently, as shown in FIGS. 39A and 39F, in FIG. 39A and FIG. 39E, the star Z1 remaining without disappearing in the graphic group Y1 by the first change effect faces the active display frame AHW. Further moving and colliding with the active display AH.
  Then, as shown in FIGS. 39A and 39G, after the star Z1 remaining without disappearing in the graphic group Y1 collides with the active display AH, the display shape of the active display AH changes to “star”. ing. Further, “7” is stopped and displayed in the decorative symbol display areas 5L and 5R, and a reach mode is set.
  Next, failure effects in the first change effect and the second change effect will be described. 38 (B) (a) to (c) are the same as FIGS. 38 (A) (a) to (c). That is, FIGS. 38 (A) (a) to (c) and FIGS. 38 (B) (a) to (c) are common displays for the success effect and the failure effect in the first change effect and the second change effect. Is the action.
  Subsequently, in FIGS. 38B and 38D, the arrow Y2 by the second change effect displayed in FIGS. 38B and 38C moves toward the active display area AHA and collides with the active display frame AHW. The state of moving to the lower part of the display screen of the image display device 5 is shown. Similarly to FIGS. 38A and 38D, the figure group Y1 by the first change effect displayed in FIGS. 38B and 38C moves toward the active display area AHA, and the triangle Z2 from the figure group Y1. After disappearing, the star Z1 and the pentagon Z3 continue to move.
  Next, as shown in FIGS. 39B and 39E, the pentagon Z3 further disappears from the figure group Y1 resulting from the first change effect, and only the star Z1 continues to move. In addition, the arrow Y <b> 2 due to the second change effect disappears from the display screen of the image display device 5.
  Subsequently, as shown in FIGS. 39B and 39F, the star Z1 remaining without disappearing from the graphic group Y1 by the first system change effect displayed in FIGS. 39B and 39E is the active display area. The movement further continues toward AHA, but disappears immediately before colliding with the active display AH.
  In FIGS. 39B and 39G, the star Z1 remaining in the active display AH without disappearing from the graphic group Y1 in FIG. 31B (B) (f) disappears without colliding with the active display AH. The active display AH is displayed in the “circle” display mode without changing the display shape. Further, “7” is stopped and displayed in the decorative symbol display areas 5L and 5R, and a reach mode is set.
  As described above, according to the pachinko gaming machine 1 according to the embodiment described above, for example, a low expectation step-up notice effect, a high expectation notice effect, a group notice effect, and a frame notice effect are prepared as specific effects. In response to the execution of these specific effects, a notification effect that notifies that each specific effect has been executed is executed. Further, the notification effect is executed at different execution times according to the specific effect to be executed. According to such a structure, the interest of a game can be improved.
  Moreover, according to the pachinko gaming machine 1 according to the above embodiment, for example, an active display corresponding to the variable display being executed is displayed. According to such a configuration, it is possible to enhance a sense of expectation for the variable display being executed.
  Moreover, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, when a special specific effect corresponding to a high-expected specific effect is executed among the specific effects, the notification effect is variably displayed. Run until time. Further, when the variable display result is “big hit”, control is performed so that two or more special specific effects are executed. According to such a configuration, it is possible to enhance the expectation for the specific performance.
  Moreover, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, the notification effect can be executed even during the execution of the normal reach effect or the super reach effect. However, during the execution of the full rotation reach that is used only when the variable display result is a big hit, the execution of the notification effect is terminated. According to such a configuration, it is possible to suppress a decrease in the interest of the game by restricting the execution of the indefinite notification effect.
  Moreover, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, when two or more special specific effects are executed and a notification effect corresponding to these is executed, the variable display result is a big hit. Execute special effects that suggest According to such a configuration, it is possible to improve the effect.
  Further, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, a hold display corresponding to the hold storage is displayed on the first hold display unit 5HL or the second hold display unit 5HR on the display screen of the image display device 5. When the variable display corresponding to the hold display is started, it is displayed in the active display area AHA as the active display. In addition, the display mode of the active display or the active display frame can be changed by the first change effect and the second change effect acting on the active display and the active display frame, and the display mode of the active display or the active display frame is changed. And a failure mode in which the active display or the display mode of the active display frame does not change can be executed. A plurality of execution timings of the first change effect and the second change effect are provided, and different determination ratios of the success modes are set according to the variable display result. According to such a configuration, the player can be focused on the execution timing of the common performance.
  As described above, the embodiments of the present invention have been described with reference to the drawings. However, specific configurations are not limited to these embodiments, and modifications and additions without departing from the gist of the present invention are included in the present invention. It is.
  In the above-described embodiment, for example, as the specific effects, four notice effects such as a low expectation step-up effect, a high expectation step-up notice effect, a group notice effect, and a frame notice effect are targeted. The number of notice effects is not limited to this, and other notice effects may be targeted. For example, the button effect executed when the player's operation action on the push button 31B is detected may be set as the specific effect. When the push button 31B is operated and the button effect is executed, the notification effect is executed. Further, when the button effect is a target of the special specific effect, a predetermined number of special specific effects are executed (special specification). The special effect may be executed on condition that a predetermined number of notification effects corresponding to the effect have been executed). In addition, a notice effect or the like in which a movable accessory operates may be a target of a specific effect or a special specific effect.
  In the above embodiment, for example, the notice effect that is completed during one variable display is the target of the specific effect or the special specific effect. However, for example, a prefetch notice effect executed over a plurality of variable displays may be a target of a specific effect or a special specific effect. In this case, in response to the execution of the pre-reading notice effect, an effect of changing the background image from the normal background to the dedicated pre-reading background is executed, and the notification effect is started, corresponding to the reserved storage that is the subject of the notice. The notification effect may be continuously executed until the variable display ends.
  In the above-described embodiment, for example, as a specific effect, an effect that is executed and controlled on the sub-side control board, such as a high expectation step-up notice effect or a group notice effect, is targeted, but is not limited thereto. The specific effect may include, for example, a super reach effect included in a variation pattern determined on the main control board. The specific effect may be an effect other than the notice effect that is executed during variable display. The specific effect may be, for example, a round advance notice or a probable advance notice during a big hit game. Accordingly, the notification effect may be executed during the jackpot game as these notice effects are executed during the jackpot game.
  In the above embodiment, for example, the notification effect corresponding to the special specific effect is executed until the end of the variable display. However, the execution period of the notification effect may be varied depending on the special specific effect to be executed. For example, a special specific effect with a high degree of expectation, such as 10 seconds for the frame notice effect, 20 seconds for the group notice effect, and 30 seconds for the highly anticipated step-up notice effect in which the fifth step effect is executed, for example, You may make the execution time of alerting | reporting effect so long.
  In the above embodiment, for example, as shown in FIG. 31 and the like, each step effect from the first step effect to the fifth step effect is executed in the low expectation step-up notice effect and the high expectation step-up notice effect. Each time it was performed, a notification effect was displayed that displayed the phrase “No. ○ steps occurred !!”. However, the displayed phrase may be varied depending on the step effect to be executed. For example, after executing each step effect from the first step effect to the fourth step effect, a phrase that cannot be recognized as to which step effect has been executed, such as “high expectation step-up notice occurs!” The phrase “fifth step occurs!” May be displayed only when the fifth step effect at the final stage is executed. Further, in each step-up notice effect, for example, the notification effect is not executed after the execution of the first step effect and the second step effect, and only when each step effect equal to or greater than the third step effect is executed. May be executed. Further, in each step-up notice effect, the notification effect may be executed only after the execution of the final step effect.
  In the above embodiment, for example, in the special effect execution table shown in FIG. 24C, when a plurality of special specific effects are executed, the special effect is set to be executed uniformly. However, even when a plurality of special specific effects are executed, depending on the combination, “no execution” may be set so that the special effects are not executed.
  Further, in the above embodiment, when the variable display result is “big hit”, a plurality of special specific effects are executed, and the special effects are executed after executing the notification effects corresponding to each. However, if the variable display result is “big hit” or “losing” for the combination of special effects, or if the variable display result is “big hit”, special effects will be added according to the type of jackpot. Different determination ratios for determining whether to execute may be set.
  In the above embodiment, for example, in the winning random number determination process shown in FIG. 8, the determination process is performed regardless of the gaming state. However, when the gaming state is the high base state (short time state), the special figure game using the second special figure is used. When the gaming state is the low base state (non-short state state), the first special figure is used. You may make it perform determination about each used special figure game.
  In the above embodiment, for example, in the process of step S623 of the specific effect setting process shown in FIG. 22, when the variation pattern with the full rotation reach effect is executed, the special effect is set not to be executed in advance. did. However, as in the case where the notification effect is ended when the full rotation reach effect is started in the processes of steps S815 and S816 shown in FIG. 28, the special effect is executed except during the execution of the full rotation reach effect. Control may be performed so that the special effect is not executed during the execution of the full rotation reach effect.
  In the above embodiment, for example, whether or not to execute the active display change effect in the variable display start setting process shown in FIG. However, these determinations may be performed together with the process of holding storage when receiving the start winning command.
  In the above embodiment, for example, in the active display change effect, the first change effect changes the display shape of the active display, and the second change effect changes the line thickness of the active display frame. However, the active display change effect is not limited to this. For example, the active display change effect is arbitrary as long as it changes the display mode, such as changing the color of the active display or changing the line color of the active display frame. .
  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 addition, instead of the achievement notification that notifies the mobile terminal or the like that the mission has been achieved using the mobile link function, the mobile terminal or the like is notified that the notification effect described in the above embodiment has been executed. It may be.
  In the above-described embodiment, it is determined whether or not the variable display result of the variable display becomes “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 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-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, “−” blinks, and as a variable display result, other special symbols (“7” for “big hit”, “1” for “lost”, 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 determination ratio in a specific period after a specific gaming state and the variable display pattern determination ratio in a period other than the specific period are different from each other. And the case 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 the fact that a game ball has passed 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 / absence of the pseudo-ream, etc. 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 sending two commands, two commands may be sent within the same timer interrupt. After sending the first command, a certain period of time has passed (for example, the next timer interrupt). 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 changed as appropriate. 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 production operations including the above can be arbitrarily changed and modified without departing from the gist 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. 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 detachable 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 area AHW ... Active display frames H1 to H3 ... Hold display

Claims (1)

  1. A gaming machine for playing games,
    A specific effect executing means for executing a plurality of types of specific effects;
    A notification effect executing means capable of executing a notification effect for notifying that the specific effect has been executed after the end of the specific effect;
    The notification effect has a different execution period depending on the type of the specific effect to be executed,
    The plurality of types of specific effects include at least specific effects with different execution timings, and the execution timings differ depending on whether or not they are controlled to an advantageous state advantageous to the player,
    Among the specific effects, the execution period of the notification effect corresponding to the special effect that is not included in the special specific effect is the execution period of the notification effect corresponding to the special specific effect that suggests that there is a high possibility of being controlled to the advantageous state. Longer than the period,
    A variable display corresponding display means for performing a variable display corresponding display corresponding to the variable display in accordance with the execution of the variable display,
    The variable display corresponding display means executes a common effect that is commonly executed both when the variable display compatible display changes and when the variable display compatible display does not change at any timing among a plurality of timings during execution of variable display. Depending on whether or not the variable display corresponding display changes after the common effect ,
    While the notification effect execution means can continue to execute the notification effect even during the execution of the reach effect, the notification effect execution means is executed only when it is controlled to an advantageous state advantageous to the player. Restricting execution of the notification effect;
    A gaming machine characterized by that.
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JP6571057B2 (en) * 2016-09-14 2019-09-04 株式会社三共 Game machine
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JP6889790B2 (en) * 2017-06-13 2021-06-18 株式会社三共 Pachinko machine
JP6740432B2 (en) * 2019-08-06 2020-08-12 株式会社三共 Amusement machine
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JP2001149576A (en) * 2000-12-06 2001-06-05 Sanyo Product Co Ltd Game machine
JP2003019291A (en) * 2001-07-09 2003-01-21 Newgin Corp Game machine
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JP4813275B2 (en) * 2006-07-12 2011-11-09 株式会社三共 Game machine
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JP5753920B2 (en) * 2014-03-06 2015-07-22 株式会社三共 Game machine
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