JP6431837B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP6431837B2
JP6431837B2 JP2015250425A JP2015250425A JP6431837B2 JP 6431837 B2 JP6431837 B2 JP 6431837B2 JP 2015250425 A JP2015250425 A JP 2015250425A JP 2015250425 A JP2015250425 A JP 2015250425A JP 6431837 B2 JP6431837 B2 JP 6431837B2
Authority
JP
Japan
Prior art keywords
display
effect
image
hold
special
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
JP2015250425A
Other languages
Japanese (ja)
Other versions
JP2017113180A (en
Inventor
小倉 敏男
敏男 小倉
大蔵 谷藤
大蔵 谷藤
Original Assignee
株式会社三共
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社三共 filed Critical 株式会社三共
Priority to JP2015250425A priority Critical patent/JP6431837B2/en
Publication of JP2017113180A publication Critical patent/JP2017113180A/en
Application granted granted Critical
Publication of JP6431837B2 publication Critical patent/JP6431837B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Description

  The present invention relates to a gaming machine capable of playing a game.

  For example, Patent Document 1 discloses a predetermined display means for displaying a predetermined display corresponding to variable display (a hold display in the hold display box 9F), a specific effect executing means for executing a specific effect (reach effect), and the predetermined There is disclosed a gaming machine that includes a change effect execution means for executing a change effect that changes a display mode (an effect that changes a mode of hold display).

JP 2014-87492 A

  In the above gaming machine, since the predetermined display is continuously displayed when the specific effect is executed, the display of the predetermined display is not suitable.

  An object of this invention is to display a predetermined display suitably.

(1) In order to achieve the above object, a gaming machine according to the present invention provides:
A gaming machine (for example, pachinko gaming machine 1 or the like) that executes variable display (for example, variable display of a special game or a decorative pattern) and can be controlled to an advantageous state (for example, a big hit gaming state) advantageous to the player Because
Predetermined display means for displaying a predetermined display corresponding to the variable display (for example, a corresponding image displayed as an on-hold display image or an active display image) (for example, an effect control board 12 for controlling the display of the corresponding image);
Specific effect executing means for executing any one of a plurality of types of specific effects (for example, super reach, etc.) depending on whether or not it is controlled to the advantageous state (for example, effect control for executing super reach in step S172) Substrate 12 etc.),
Change effect execution means for executing a change effect (for example, an active change effect or a hold change effect) for changing the predetermined display mode (for example, an effect control board 12 for executing an active change effect or a hold change effect in step S172) ) And
The predetermined display means can hide the predetermined display that was displayed before execution of the specific effect during execution of the specific effect, and the change effect is executed during execution of the specific effect. When this is done, the predetermined display that has been hidden can be redisplayed (see, for example, FIG. 28),
Depending on the type of the specific effect, the ratio at which the predetermined display is redisplayed is different (for example, FIG. 23).
It is characterized by that.

  According to such a configuration, the predetermined display can be suitably displayed.

(2) In the gaming machine of (1) above,
The predetermined display means, when redisplaying the predetermined display, a display position (for example, lower left of the screen) that is different from the display position (for example, display area 5HA) displayed before the predetermined display is not displayed. The predetermined display is displayed again (for example, see FIG. 30).
It is characterized by that.

  According to such a configuration, the predetermined display can be suitably displayed.

(3) In the above gaming machine (1) or (2),
The change effect includes an effect that can act on the re-displayed predetermined display (for example, an effect that the boomerang 5Z acts on the corresponding image as shown in FIGS. 27 and 30).
You may do it.

  According to such a configuration, it is possible to enhance the effect of changing effects.

(4) In the gaming machine of (3) above,
The action effects include a first action effect (for example, an effect effect that changes the display color of the corresponding image) and a second effect effect (for example, an effect effect that does not change the display color of the corresponding image). ,
You may do it.

  According to such a configuration, it is possible to enhance the effect of changing effects.

(5) In the gaming machine of (4) above,
The first action effect changes the aspect of the predetermined display,
When the first action effect is executed, the predetermined display means continues the display of the predetermined display after the change for a predetermined period (for example, as shown in FIGS. 28 and 29, the super reach end or the special image is displayed). Display the corresponding image until the display timing)
You may do it.

  According to such a configuration, the predetermined display can be suitably displayed.

(6) In any of the above gaming machines (4) or (5),
The second action effect does not change the aspect of the predetermined display,
When the second action effect is executed, the predetermined display means hides the predetermined display that has not changed again during execution of the specific effect (for example, as shown in FIGS. 28 and 29). , Hide the corresponding image when the active change effect or the hold change effect ends,
You may do it.

  According to such a configuration, the predetermined display can be suitably displayed.

(7) In any of the above gaming machines (1) to (6),
The predetermined display means redisplays the predetermined display at a different rate depending on the type of the specific effect (see, for example, FIG. 23).
You may do it.

  According to such a configuration, attention can be paid to redisplay of the predetermined display.

(8) In any of the gaming machines (1) to (7) above,
The predetermined display means includes, as the predetermined display, a hold display (for example, a hold display image) corresponding to a variable display that has not yet been started, and a corresponding display (eg, an active display image) corresponding to a variable display being executed. , Can be displayed,
The correspondence display is displayed in a predetermined area (for example, display area 5HA),
A predetermined effect that executes a predetermined effect (for example, an active change effect as the first effect) having a first effect mode that changes the mode of the corresponding display and a second effect mode that does not change the mode. Execution means (for example, an effect control board 12 that executes an active change effect as the first effect in step S172) is further provided.
You may do it.

  According to such a structure, the interest of a game can be improved.

(9) In any of the above gaming machines (1) to (8),
At least during variable display execution, adjusting means (for example, the effect control board 12) that can adjust the effect settings (for example, sound volume, brightness, etc.) in accordance with the player's adjustment operation (for example, volume control operation). When,
Adjustment image display means (for example, effect control board 12 or the like) that displays an adjustment image (for example, an image VL or the like indicating the volume) corresponding to the adjustment by the adjustment means for a predetermined period,
The adjustment image display means indicates that the adjustment image is not visible (for example, non-display) or difficult to view (for example, transmissive display) in a period during which the variable display result is derived and displayed in the variable display within the predetermined period. (See, for example, FIG. 31)
You may do it.

  According to such a configuration, it is possible to reduce a decrease in recognizability of the variable display result.

It is a front view of the pachinko gaming machine in this embodiment. It is a block diagram which shows the various control boards etc. which were mounted in the pachinko game machine. It is a figure which shows an example of an effect control command. 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 block diagram which shows the structural example of a special figure holding | maintenance memory | storage part. It is a flowchart etc. which show an example of prefetch judging processing etc. It is a flowchart which shows an example of a special symbol normal process. 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. It is a figure which shows the structural example of the variation pattern determination table for loss. It is a figure which shows an example of the processing content 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 a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a prefetch process. It is a figure which shows an example of the content of a pending | holding and active change pattern, and a determination ratio. It is a figure which shows an example of the content of a pending | holding and active change pattern, and a determination ratio. It is a figure which shows an example of the content of a pending | holding and active change pattern, and a determination ratio. It is a figure which shows an example of the content of a pending | holding and active change pattern, and a determination ratio. It is a flowchart which shows an example of a variable display start setting process. It is a flowchart which shows an example of an on-hold / active change effect determination process. It is a figure which shows the example of determination of the execution timing of the active change effect at the time of super reach execution. It is a flowchart which shows an example of the production process during variable display. It is an example of a production screen of a hold change production. It is an example of the production | presentation screen of an active change production (1st production). It is an example of the production | presentation screen of an active change production (2nd production). It is a figure which shows the example of a display timing of an active display image. It is a figure which shows the example of a display timing of an active display image. It is an example of a production screen of a hold change production. It is an example of the production screen at the time of volume change.

(Configuration of pachinko gaming machine 1 according to one embodiment of the present invention)
FIG. 1 is a front view of a pachinko gaming machine 1 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. A game area is formed on the game board 2, and a game ball as a game medium is launched into a game area from a predetermined hitting device.

  In a predetermined position of the game board 2 (in the example shown in FIG. 1, the right side of the game area), a variable display (also called a special figure game) of special symbols (also called special figures) as a plurality of types of special identification information. A first special symbol display device 4A and a second special symbol display device 4B are provided. These consist of 7-segment LEDs and the like, and the special symbol may be a number indicating “0” to “9” or a lighting pattern such as “−”. The special symbol may include a pattern in which all LEDs are turned off.

  Note that “variable display” of special symbols means, for example, that a plurality of types of special symbols are changed (displayed in a variable manner) by update display or the like (the same applies to variable display of other symbols described later). At the end of the variable display, a predetermined special symbol is stopped as a display result (variable display result) (also referred to as a derivation display) (the same applies to other variable displays described later). Note that scroll display, deformation, enlargement / reduction, and the like may be performed as variations in symbols (in particular, decorative symbols described later).

  In the following, 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 "second special symbol". Also called. In addition, the special figure game using the first special figure is referred to as a “first special figure game”, and the special figure game using the second special figure is also referred to as a “second special figure game”.

  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 synchronization with the first special symbol game or the second special symbol game, a plurality of types of decorative symbols (such as symbols indicating numerals) that are different from the special symbols can be changed. Display is performed. As an example, on the screen of the image display device 5, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are synchronized with the first special game or the second special game. , Variable display of decorative symbols (for example, vertical scroll display or update display) is performed.

  On the screen of the image display device 5, display areas 5HL, 5HR, and 5HA are also arranged. In these display areas, corresponding images corresponding to the special game (executable variable display) whose execution is suspended or being executed are displayed.

  The corresponding image displayed in the display area 5HL indicates the first special figure game (variable display of decorative symbols) whose execution is suspended. The corresponding image is also referred to as a first hold display image (here, a circle image), and is displayed right-justified.

  The corresponding image displayed in the display area 5HR indicates the second special figure game (variable display of decorative symbols) whose execution is suspended. The corresponding image is also referred to as a second hold display image (here, a circle image), and is displayed left-justified.

  Note that the number of special figure games held is also referred to as a special figure holding memory number. In particular, the number of holds of the first special figure game is referred to as a first special figure hold memory number. The number of holds of the second special figure game is referred to as the second special figure hold memory number. The number of first reserved display images indicates the first special figure reserved memory number, and the number of second reserved display images indicates the second special figure reserved memory number. The first hold display image and the second hold display image may be collectively referred to as a hold display image.

  The corresponding image displayed in the display area 5HA indicates a special game being executed (also a variable display of decorative symbols, the same applies hereinafter). The corresponding image is also referred to as an active display image. The active display image is an enlarged image of the hold display image.

  When the held first special figure game is executed (digested), each corresponding image (first reserved display image) displayed in the display area 5HL is shifted to the right, and the rightmost corresponding image (digested) The image corresponding to the first special figure game) is moved to the display area 5HA and displayed as an active display image. When the held second special figure game is executed (digested), each corresponding image (second reserved display image) displayed in the display area 5HR is shifted to the left, and the leftmost corresponding image (digested) The image corresponding to the second special figure game) moves to the display area 5HA and is displayed as an active display image. The active display image is erased at an appropriate timing such as at the end of execution of the corresponding special figure game (when the variable display result is derived and displayed).

  In addition, a first hold indicator 25A and a second hold indicator 25B are provided for displaying the special figure hold memory number in an identifiable manner. Each of the first hold indicator 25A and the second hold indicator 25B includes a plurality of LEDs, and displays the first special figure reserved memory number and the second special figure reserved memory number depending on the number of LEDs lit. To do.

  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 a first start winning opening that is maintained in a certain open state in which a game ball can always enter by a predetermined ball receiving member, for example. When a game ball enters the first start winning opening, the first start port switch 22A (see FIG. 2) is turned on, thereby detecting the entry of the game ball (at this time, a predetermined number (for example, three) ) And the first special figure game can be started.)

  The normally variable winning ball apparatus 6B is an electric tulip type hand having a pair of movable wing pieces that are changed between a closed state in a vertical position and an open state in a tilted position by a solenoid 81 (see FIG. 2) for a normal electric accessory. The object (ordinary electric accessory) is provided, and the second start winning opening is formed. In the normal variable winning ball device 6B, for example, when the solenoid 81 is in the OFF state, the movable wing piece is in the vertical position, so that the tip of the movable wing piece comes close to the normal winning ball device 6A, and the second start winning prize is obtained. The game ball enters a closed state where the game ball does not enter the mouth (the second start winning port is also referred to as a closed state). On the other hand, the normally variable winning ball apparatus 6B is in an open state in which the game ball can enter the second start winning opening by moving the movable wing piece to the tilted position when the solenoid 81 is in the on state (second ball). It is also said that the start winning opening is opened.) When a game ball enters the second start winning opening, the second start port switch 22B (see FIG. 2) is turned on, thereby detecting the entry of the game ball (at this time, a predetermined number (for example, three) ) And the second special figure game can be started.

  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 large winning opening door that is opened and closed by a solenoid 82 (see FIG. 2) that is used for the large winning opening door. Form a big prize opening as an area.

  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.

  When a game ball enters the big prize opening, the count switch 23 (see FIG. 2) is turned on, and thereby the entry of the game ball is detected. At this time, a predetermined number (for example, 14) of game balls are paid out as prize balls. In this way, when game balls enter the grand prize winning opening, for example, more prize balls are paid out than when game balls enter the first start winning opening or the second start winning opening.

  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 made up of 7-segment LEDs and the like, and can display variable symbols of ordinary symbols (also called “ordinary symbols” or “ordinary symbols”) as a plurality of types of ordinary identification information different from the special symbols. Do. Such variable display of normal symbols is also referred to as a general game (also referred to as a “normal game”).

  The usual game is executed based on the fact that the game ball has passed through the passage gate 41. When the game ball passes through the passage gate 41, the gate switch 21 of FIG. 2 is turned on, and thereby the passage of the game ball is detected.

  Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. The general figure hold display unit 25C is configured to include, for example, four LEDs, and displays the number of general figure hold storage, which is the number of general figure games that are being executed, by the number of lighted LEDs.

  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 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 for game effects is provided at the periphery of the game area. ing. The game effect lamp 9 includes an LED.

  In the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) operated by a player or the like for launching a game ball as a game medium toward a game area by a hitting ball launching device is provided. Yes.

  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.

  In the pachinko gaming machine 1, for example, a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, and a relay board 15 as shown in FIG. 2 are mounted. In addition, various boards such as a payout control board, an information terminal board, a launch control board, and a power supply board are disposed on the back of the game board or the like in the pachinko gaming machine 1.

  The main board 11 is a control board on the main side, and transmits an effect control command to the effect control board 12 for controlling the progress of a game (execution of a special game, a normal game, etc.) in the pachinko gaming machine 1. Including the function of The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like.

  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, which includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, and the like. And a random number circuit 104 and an I / O (Input / Output port) 105.

  As an example, the CPU 103 executes a program stored in the ROM 101 to realize the function of the main board 11 (control of the progress of the game). At this time, various data (data such as variation patterns, presentation control commands, various tables) stored in the ROM 101 are used, and the RAM 102 is used as a main memory.

  The random number circuit 104 counts numerical data indicating various random number values (game random numbers) used for controlling the progress of the game in an updatable manner. The game random number may be updated by CPU 103 executing a predetermined computer program (updated by software).

  The I / O 105 includes, for example, an input port to which various signals are input and an output port for transmitting various signals.

  The CPU 103, via the I / O 105, displays the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold display device 25A, the second hold display device 25B, and the general drawing hold display. A signal for controlling (driving) the device 25C and the like is output and controlled.

  The switch circuit 110 is configured to detect detection signals (game media pass or not) from various switches for detecting a game ball (gate switch 21, start port switch (first start port switch 22A and second start port switch 22B), count switch 23). A detection signal indicating that the switch has entered and the switch is turned on is taken in and transmitted to the game control microcomputer 100.

  The solenoid circuit 111 sends a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the ordinary electric accessory or the solenoid 82 for the grand prize opening door. To transmit.

  The effect control command transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15.

  The effect control board 12 is a sub-side control board independent of the main board 11, receives the effect control command transmitted from the main board 11 via the relay board 15, and performs various operations based on the received effect control command. The function of executing the effects (including variable display of decorative symbols).

  On the effect control board 12, an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125 are mounted.

  For example, the effect control CPU 120 executes the program stored in the ROM 121, thereby realizing the function of the effect control board 12 (execution of the effect). At this time, various data stored in the ROM 121 (data used for the effect control pattern and data such as various tables) are used, and the RAM 122 is used as the main memory.

  The display control unit 123 outputs a video signal of the effect image displayed on the image display device 5 based on the display control command from the effect control CPU 120, and displays the effect image on the image display device 5. 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), or the like.

  The random number circuit 124 counts numerical data indicating various random numbers (rendering random numbers) used for controlling the rendering operation in an updatable manner. The effect random number may be updated (updated by software) when the effect control CPU 120 executes a predetermined computer program.

  The I / O 125 mounted on the effect control board 12 includes, for example, an input port for taking in an effect control command transmitted from the main board 11 and the like, and an output port for transmitting various signals.

  The sound control board 13 has a function of outputting sound (sound designated by the sound effect signal) from the speakers 8L and 8R based on the sound effect signal from the effect control board 12.

  The lamp control board 14 has a function of turning on / off the game effect lamp 9 (turning on / off according to the drive content indicated by the electrical decoration signal) based on the electrical decoration signal from the effect control board 12.

  The image display device 5 includes a display panel including a liquid crystal panel, an EL panel, and a driver circuit that drives the display panel. The video signal supplied from the display control unit 123 to the image display device 5 via the I / O 125 is input to the driver circuit. The driver circuit displays an image represented by the video signal on the display panel. As a result, various effect images and the like are displayed on the image display device 5.

(Progress of games and productions, etc.)
A game medium (game ball) is launched toward the game area by a rotation operation by the player to the hitting operation handle provided in the pachinko gaming machine 1.

  When the game ball that has flowed down the game area passes through the passing gate 41, a normal game (variable display of normal symbols) is started. In addition, when another general game is already running, or when the normal game cannot be started (such as when the start condition is not satisfied), such as during the following opening control, the maximum number of games is limited to 4 Execution is deferred. The held ordinary game is executed when a start condition for starting the ordinary game is satisfied (for example, no other ordinary game is being executed and no release control is being performed). If the game ball passes through the passing gate 41 when the number of usual reserved memories reaches the upper limit, the number of ordinary reserved memories does not increase and the passage is invalidated.

  The variable display results that are stopped and displayed in the ordinary game include a symbol per symbol (for example, a common symbol such as “7”) and a common symbol losing symbol (for example, a common symbol such as “−”). . When the symbol per symbol is stopped (derived), the variable display result is “per symbol”. The case where the usual figure losing symbol is stopped (derived) is when the variable display result is “general figure losing”.

  In the case of “per normal”, an opening control (the second start winning opening is opened) is performed in which the movable blade piece of the normal variable winning ball apparatus 6B is tilted for a predetermined period.

  When the game ball flowing down the game area enters the first start winning opening formed in the normal winning ball apparatus 6A, the first special game is started. Further, when the game ball enters the second start winning opening formed in the normal variable winning ball apparatus 6B, the second special game is started. Note that when the special figure game cannot be started (when the start condition is not satisfied), such as when another special figure game is already being executed, or when it is controlled to the big hit gaming state described later, four each Execution of the special figure game is suspended with the above as an upper limit. The reserved special figure game is executed when a start condition capable of starting the special figure game is satisfied (other special figure games are not executed and are not in the big hit gaming state, etc.). When the game ball enters the first start winning opening when the first special figure reserved memory number reaches the upper limit value, the first special figure reserved memory number does not increase and the entry is invalidated ( There may be a prize ball). When the game ball enters the second start winning opening when the second special figure reserved memory number reaches the upper limit value, the second special figure reserved memory number does not increase and the entry is invalidated ( There may be a prize ball). The entry (winning) of a game ball that increases the number of first special figure reserved memories into the first starting winning opening is also referred to as a first starting winning. The entry (winning) of the game ball that increases the second special figure reserved memory number into the second starting winning opening is also referred to as a second starting winning. These winnings are collectively referred to simply as starting winnings.

  The variable display results stopped and displayed in the special figure game include a jackpot symbol (for example, a special symbol such as “3” and “7”) and a lost symbol (for example, a special symbol such as “−”). . When the jackpot symbol is stopped (displayed), the variable display result is “big jackpot”. The lost symbol is stopped (derived) when the variable display result is “lost”.

  When the variable display result of the first special figure game or the second special figure game is “big hit” (specific display result), the big hit gaming state is controlled as an advantageous state advantageous to the player. When the variable display result is “losing”, it is not controlled to the big hit gaming state.

  In the big hit gaming state, the special winning opening formed by the special variable winning ball apparatus 7 is in an open state. The open state is one of an elapse timing of a predetermined period (for example, 29 seconds) and a timing until a predetermined number (for example, 9) of game balls enter the big winning opening and a winning ball is generated. Continue until early timing. Such an open state is called a round game (also simply called “round”). In the big hit game state, the round game is repeatedly executed until a predetermined upper limit number of times (for example, “15 times”) is reached (in the period other than the round game, the big prize opening is closed).

  In the “big hit”, the big hit types “non-probability change” and “probability change” are set. When the big hit type is “non-probable change”, the big hit symbol “3” is stopped and displayed. When the big hit type is “probability change”, the big hit symbol of “7” is stopped and displayed.

  The “big hit” when the big hit type is “probable change” may be called “probable big hit”, and the “big hit” when the big hit type is “non-probable change” may be called “non-probable big hit”. In addition, the big hit gaming state based on “probability big hit” may be referred to as “probability big hit gaming state”. Further, the big hit gaming state based on the “non-probable big hit game” may be referred to as “non-probable big hit game state”.

  After the probable big hit game state is finished, the probability that the variable display result is “big hit” (big hit probability) is controlled to be a probable state in which the probability is higher than the normal state. The probability variation state continues until the next jackpot gaming state is started. The probability variation state is a game state advantageous for the player.

  After the probable big hit game state or the non-probable big hit game state ends, the average variable display time (variable display period) is controlled to be short when the normal state is shorter than the normal state. In the short-time state, one of the end conditions is established first, that is, the predetermined number of times (in this embodiment, 100 times) the special game is executed and the next big hit game state is started. Continue until you do. The short-time state is a gaming state that is advantageous to the player.

  In the short-time state, the normally variable winning ball device 6B is opened and closed in an advantageous change mode in which the game ball is likely to enter the second start winning opening as compared to the non-short-time state that is not in the short-time state such as the normal state. And change. For example, the control to make the change time of the normal symbol in the normal game (the variable display period of the normal figure, also referred to as the normal change time) shorter than in the normal state, or variable display in each normal game What is necessary is just to change the normal variable winning ball apparatus 6B between the open state and the closed state in an advantageous change mode by controlling the probability that the result is “per hit” as compared with the normal state. Such control is referred to as high opening control (also referred to as “time reduction control” or “high base control”). By controlling in such a short time state, the time required until the next variable display result becomes “big hit” is shortened, and the gaming state becomes more advantageous to the player than the normal state.

  The normal state is an advantageous state such as a big hit gaming state, a gaming state other than a state advantageous for a player such as a short-time state, a probability variation state, etc. The pachinko gaming machine 1 such as the probability of “winning” and the probability that the variable display result in the special game is “big hit” is the initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed) The state is controlled in the same manner as when a predetermined return process is not executed after the input.

  The short time state is also referred to as “high base”, and the gaming state that is not in the short time state is also referred to as “low base” or “non-short time state”. The probability variation state is also referred to as “high probability”, and the gaming state that is not the probability variation state is also referred to as “low probability”, “non-probability variation”, or the like.

  In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, this corresponds to the start of the first special game or the second special game. Then, variable display of decorative symbols (this is also a kind of effect) is started. When the variable display result (also referred to as a confirmed special symbol) is stopped and displayed in the first special figure game or the second special figure game, the fixed decorative pattern (3) which becomes the display result (variable display result) of the variable symbol variable display A combination of two decorative symbols) is also stopped (derived).

  In the period from the start of the variable display of the decorative design to the end thereof, the variable display mode of the decorative design may become a predetermined reach mode (reach is established). Here, the reach mode refers to a decorative design (“reach variation” that is not yet stopped when the decorative design that is stopped and displayed on the screen of the image display device 5 forms a part of the jackpot combination described later. "Design" is also a display mode in which fluctuation continues.

  In this embodiment, the reach effect is executed in response to the reach mode during the variable display. As reach production, normal reach, super reach A, and super reach B having different production modes are prepared. In this embodiment, the jackpot expectation is higher in the order of super reach B> super reach A> normal reach.

  The big hit expectation is, for example, the ratio at which the variable display result of the special figure game is “big hit”, and is also the ratio at which the display result of the variable display of the decorative symbol is “big hit”.

  Also, in this embodiment, there are a hold change effect for changing the display color of the corresponding image displayed as the hold display image, and an active change effect for changing the display color of the corresponding image displayed as the active display image. (FIGS. 25 to 27). The hold change effect and the active change effect may be collectively referred to as a hold / active change effect. In this embodiment, as one aspect of the on-hold change effect and the active change effect, there is also provided a gusset (failure) aspect that does not change the display color of the corresponding image. The hold / active change effect may be performed a plurality of times for one corresponding image. The hold / active change effect (display color change) is a kind of pre-reading notice executed based on the determination result of the pre-reading determination. The pre-reading determination is a determination performed before the execution of the special figure game (here, when the first start prize is generated, when the second start prize is generated), and the variable display result (decoration of the reserved special figure game is displayed) It is also determined whether or not (which is also a display result of variable display of symbols) becomes “big hit”. The display color of the corresponding image that has changed due to the on-hold / active change effect notifies the big hit expectation of a special display game or a variable display (also referred to as a target) of the decorative symbol corresponding to the corresponding image.

  When the variable display result of the special figure game is “big hit”, a fixed decorative pattern that is a predetermined big hit combination is derived and displayed on the screen of the image display device 5 as a display result of variable display of the decorative pattern. (The display result of the variable display of the decorative pattern is “big hit”). As an example, the same decorative design (for example, “7” for probability variation big hit, non-probable big hit, on the predetermined effective line in the “left”, “middle”, “right” decorative symbol display areas 5L, 5C, 5R. "6" etc.) are all displayed at the same time.

  When the variable display result is “losing”, the fixed display pattern of the non-reach combination is stopped and displayed as the display result of the variable display of the decorative pattern, instead of the variable display mode of the decorative pattern. There is. In addition, when the variable display result is “losing”, after the variable display mode of the decorative pattern becomes the reach mode, the predetermined reach combination (“reach loss combination”) that is not a big hit combination is displayed as the display result of the variable display of the decorative pattern. ”) May be stopped and displayed.

(Main operations of pachinko machines)
Hereinafter, the main operation of the pachinko gaming machine 1 will be described with reference to flowcharts and the like, but in each operation (each process), a process not described below may be performed.

(Main operations of the main board 11)
On the main board 11, the CPU 103 executes a game control timer interrupt process. The game control timer interrupt processing is performed every time a timer interrupt is generated by an interrupt request signal from a CTC (counter / timer circuit) supplied every predetermined period (for example, 2 milliseconds) (predetermined interval of interrupt request signal supply). Executed every time (2 ms). In the game control timer interrupt process, the CPU 103 executes a switch process, a game random number update process, a special symbol process, a normal symbol process process, a command control process, etc., and the game control timer interrupt process is repeatedly executed for each timer interrupt. As a result, game control and the like are realized.

  In the switch processing, each switch is determined 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. It is determined for each switch whether or not it is turned on (that is, whether or not a game ball has entered or passed). The result of this determination is used in special symbol process processing and normal symbol process processing.

  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.

  The special symbol process process is a process (first special symbol display device 4A, second special symbol display device 4B, This includes control of the first hold indicator 25A, the second hold indicator 25B, and the solenoid 82 for the special prize opening door). In the special symbol process, the transmission setting of the effect control command is performed according to the progress of the game.

  The normal symbol process is based on the judgment result in the switch process, and holds and executes the ordinary game, and the normal variable winning ball device 6B (second starting prize opening) is released at the time of each ordinary figure. This is a process (including control of the normal symbol display unit 20, the general diagram hold display unit 25C, and the solenoid 81 for the normal electric accessory).

  The command control process is a process of actually transmitting the effect control command transmitted and set in the special symbol process process or the like from the main board 11 to the effect control board 12.

(Direction control command set for transmission in special symbol process)
Next, an effect control command that is set to be transmitted in the special symbol process and transmitted from the main board 11 to the effect control board 12 in the command control process will be described. FIG. 3 shows examples of main effect control commands. The following “(H)” indicates a hexadecimal number.

  Command 81XX (H) designates the type of special figure game to be started and its fluctuation pattern (variable display execution time (special figure fluctuation time) and variable design pattern for decorative design, see FIG. 10). This is a change pattern designation command to be notified. In “XX” (EXT data), a numerical value is set in accordance with whether the special figure game to be started is the first special figure game or the second special figure game and the variation pattern thereof (for example, the first special figure game) “00” if the variation pattern is PA1-1 at the start of the special figure game, and “01” if the variation pattern is PA1-1 at the start of the second special figure game). The command is transmitted at the time of starting the special figure game (at the start of fluctuation). An effect control command for individually designating the start of the first special figure game or the start of the second special figure game may be separately prepared. In this case, a numerical value common to the first special figure game and the second special figure game may be set to “XX” according to the variation pattern.

  Command 8CXX (H) is a display result designation command for designating (notifying) the variable display result of the special figure game to be started. In “XX”, a numerical value corresponding to the variable display result is set (for example, “00” for “losing”, “01” for “non-probable big hit”, “02” for “probable big hit”, etc.). The command is transmitted when the special figure game is started.

  The command 8F00 (H) is a symbol determination designation command for designating (notifying) the end of the special figure game (that is, deriving and displaying the variable display result). This command is transmitted at the end of the special figure game.

  Command A000 (H) is a hit start designation command for designating (notifying) 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, such as an effect for notifying that the big hit gaming state has been reached. The command is transmitted at the start of the jackpot gaming state.

  Command A300 (H) is a hit end specifying command for specifying (notifying) the end of the big hit gaming state (which is also the start of ending). The ending is an effect executed at the end of the jackpot gaming state, such as an effect for notifying that the jackpot gaming state is ended. This command is transmitted at the end of the last round game.

  Command B100 (H) is a first start winning designation command for designating (notifying) that a first start winning has occurred based on the entry of a game ball into the first starting winning opening. Command B200 (H) is a second start winning designation command for designating (notifying) that a second start winning based on a game ball entering the second start winning opening has occurred. These commands may be collectively referred to as start winning designation commands. The command is transmitted when a start prize is generated.

  Command C000 (H) is a first special figure reserved memory number addition designation command for designating (notifying) that the first special figure reserved memory number increases by one. C100 (H) is a second special figure reserved memory number addition designation command for designating (notifying) that the second special figure reserved memory number increases by one. These commands may be collectively referred to as a special figure reserved memory number addition designation command. The command is transmitted when a start winning is generated (when the number of holds increases).

  Command C200 (H) is a first special figure reserved memory number subtraction designation command for designating (notifying) that the first special figure reserved memory number is decreased by one. Command C300 (H) is a second special figure reserved memory number subtraction designation command for designating (notifying) that the second special figure reserved memory number is decreased by one. These commands may be collectively referred to as special figure reserved memory number subtraction designation commands. The command is transmitted at the time of starting the special figure game (when holding is reduced).

  The command C4XX (H) is a first prefetch determination result designation command for designating (notifying) the determination result of the prefetch determination performed when the first start winning is generated (when the first special figure game is put on hold). is there. Command C5XX (H) is a second prefetch determination result designation command for designating (notifying) the result of a prefetch determination performed when the second start prize is generated (when the second special game is put on hold). is there. In “XX” of each command, a determination result of prefetch determination or a numerical value corresponding to no determination is set (see FIG. 7B, which will be described later in detail). The command is transmitted at the time of prefetch determination. The first prefetch determination result designation command and the second prefetch determination result designation command may be collectively referred to as a prefetch determination result designation command.

(Special symbol process)
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). After executing the start winning determination process, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special figure process flag provided in the RAM 102.

  FIG. 5 is a flowchart showing an example of the start winning determination process (step S101).

  When the start winning determination process is started, the CPU 103 first determines whether or not the first start port switch 22A is ON (refer to the determination result of the switch process. Hereinafter, the ON determination of various switches). The same applies to (Step S201). If the first start port switch 22A is on (step S201; Yes), it is determined whether or not the first special figure reservation storage number is a predetermined upper limit value (eg, “4”) (step S202). . For example, the CPU 103 uses the first reserved memory number count value which is the stored value of the first reserved memory number counter (counter for counting the first special figure reserved memory number) provided in the RAM 102 to determine the first special figure reserved memory number. Can be specified (hereinafter, the same applies to the first special figure reserved storage number). When the first special figure reserved memory number is not the upper limit value in step S202 (step S202; No), the start port buffer value which is the stored value of the start port buffer provided in the RAM 102 is generated as the first start winning. , “1” is set (step S203).

  When the first start port switch 22A is OFF in step S201 (step S201; No), or when the first special figure reservation storage number reaches the upper limit value in step S202 (step S202; Yes), the first It is determined whether or not the 2 start port switch 22B is on (step S204). At this time, if the second start port switch 22B is on (step S204; Yes), it is determined whether or not the second special figure reservation storage number is a predetermined upper limit value (for example, “4”) ( Step S205). For example, the CPU 103 uses the second reserved memory number count value that is the stored value of the second reserved memory number counter (counter that counts the second special figure reserved memory number) provided in the RAM 102 to determine the second special figure reserved memory number. Can be specified (hereinafter, the same applies to the second special figure reserved storage number). When the second special figure reservation storage number is not the upper limit value in step S205 (step S205; No), the start port buffer value is set to “2” as the occurrence of the second start winning (step S206).

  After executing one of the processes in steps S203 and S206, the pending storage number count value corresponding to the start port buffer value is updated to be incremented by 1 (step S207). For example, when the starting port buffer value is “1”, the first reserved memory number count value is incremented by 1, while when the starting port buffer value is “2”, the second reserved memory number count value is incremented by one. Thus, when the game ball passes (enters) through the first start winning opening and the first start condition corresponding to the first special figure game is satisfied (when the first start winning is generated), the first special figure is held. The number of memories is updated to increase by 1, and when the game ball passes (enters) the second start winning opening and the second start condition corresponding to the second special game is satisfied (the second start winning has occurred) ) Is updated so that the number of second special figure reservation storage increases by one. At this time, the total reserved memory number count value, which is the stored value of the total reserved memory number counter provided in the RAM 102, 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, a special figure display result (from the numerical data updated by a random counter provided in the random number circuit 104 or the RAM 102 (the value is updated by the game random number update process)) ( (Numerical display result of special figure game) Numerical data indicating the random number value MR1 for determination, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern are extracted. 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 (provided in the RAM 102) corresponding to the start port buffer value ( Step S210).

  In the process of 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 of FIG. 6A, while the start port buffer value is “2”. Is held, the hold data is set in the second special figure hold storage unit of FIG. In this way, the hold data representing the held special figure game is stored in the special figure hold storage unit.

  As shown in FIG. 6 (A), the first special figure holding storage unit associates with the holding numbers “1” to “4” in the winning order (game ball detection order) to the first start winning opening, for example. The numerical data of the random number values MR1 to MR3 is stored as pending data until the stored number reaches a predetermined upper limit value (for example, “4”). The hold data stored in the first special figure holding storage unit in this way indicates the first special figure game whose execution is put on hold.

  As shown in FIG. 6 (B), for example, the second special figure holding storage unit associates with the holding numbers “1” to “4” in the winning order (game ball detection order) to the second start winning opening. The numerical data of the random number values MR1 to MR3 is stored as pending data until the stored number reaches a predetermined upper limit value (for example, “4”). The hold data stored in the second special figure holding storage unit in this way indicates the second special figure game whose execution is put on hold.

  In this embodiment, in this way, a special game (notably information relating to the special game) that has not yet been started (execution is suspended) is stored as a reserved memory.

  Returning to FIG. 5, following the process of step S210, a prefetch determination process is performed (step S211). The prefetch determination process is a process of performing prefetch determination, and is performed based on the data (in this case, the data of the random value MR1) stored in the special figure reservation storage unit this time. Note that the data used for the prefetch determination may be the same as the data stored in the special figure reservation storage unit this time, and is held and used in an area other than the special figure reservation storage unit in the RAM 102. Also good.

  In the prefetch determination process illustrated in FIG. 7, first, if the start port buffer value is “1” (when the first start winning is generated), the CPU 103 performs transmission setting of the first start winning designation command. If transmission setting of the first special figure reserved memory number addition designation command is performed and the start port buffer value is “2” (when the second starting prize is generated), transmission setting of the second starting prize designation command is performed. To transmission setting of the second special figure reserved memory number addition designation command (step S401).

  Next, the CPU 103 determines whether or not the current state is a big hit gaming state (step S402). Whether or not the current state is the big hit gaming state can be specified by the value of the special figure process flag, for example. Here, if it is “4” to “7”, it is in the big hit gaming state. If it is not in the big hit game state (step S402; No), it is determined whether or not the current state is a time-short state (step S403). Whether or not the current state is the time reduction state may be specified by the state of the time reduction flag (a flag provided in the RAM 102 and turned on during the time reduction state) (hereinafter the same).

  If the current time is in the short time state (step S403; Yes), and if the current state is the big hit gaming state (step S402; Yes), it is determined whether the start port buffer value is “2” (step S404).

  When the starting port buffer value is “2” (step S404; Yes), and when the time-short state is not being reached (step S403; No), the CPU 103 displays the display result of the special figure game held this time (variable display result of the special symbol) (Hereinafter, also referred to as “special drawing display result”) is determined as “big hit” (step S405, where the determination corresponds to the prefetch determination).

  For example, based on the random value MR1 extracted in the current step S209 (the random value MR1 newly stored in the special figure storage unit in the current step S210), the first special figure display is performed in the same manner as in the later-described step S239. Refer to the result determination table or the second special figure display result determination table (a table that is referred to when determining the variable display result when the start condition of the special figure game is satisfied; details will be described later), and the determination that matches the random number MR1 When the determination result assigned to the value (special drawing display result) is “big hit”, it is determined to be “big hit” (big hit determination). When the gaming state is a non-probability change state, the first special figure display result determination table is referred to. When the gaming state is a probability change state, the second special figure display result determination table is referred to. Whether or not the gaming state is a probability variation state may be specified based on a probability variation flag provided in the RAM 102 and turned on when the probability variation state is established (the same applies hereinafter). As will be described later, there is a higher possibility that the probability change state is determined to be a big hit.

  At the time of big hit determination (step S405; Yes), transmission setting of a prefetch determination result designation command for designating “big hit determination” as a prefetch determination result is performed (step S407). For example, transmission setting of a prefetch determination result designation command in which “02” is set as EXT data is performed (see FIG. 7B).

  When it is not a big hit determination (when a loss determination is made) (step S405; No), transmission setting of a prefetch determination result designation command for designating “losing determination” as a prefetch determination result is performed (step S410). For example, transmission setting of a prefetch determination result designation command in which “01” is set as EXT data is performed (see FIG. 7B).

  When the start port buffer value is “1” (step S404; No), in order to limit the execution of the hold / active change effect, a prefetch determination result designation command for designating “no determination” indicating that the prefetch determination has not been performed. Is set (step S413). For example, transmission setting of a prefetch determination result designation command in which “00” is set as EXT data is performed (see FIG. 7B).

  In steps S407, S410, and S413, if the start port buffer is “1”, the first prefetch determination result designation command is set to be transmitted. If the start port buffer is “2”, the second prefetch determination result is designated. The command is set to send.

  It should be noted that one set of each command (start winning prize designation command, special figure reserved memory number addition designation command, prefetch determination result designation command) set in the process is used as a start winning prize command, and the following command control process (The order of transmission is a start winning designation command → special figure reserved memory number addition designation command → prefetch determination result designation command). A set of the first start winning designation command, the first special figure reserved memory number addition designation command, and the first prefetch determination result designation command is referred to as a first start winning prize command, a second start winning designation command, and a second special figure. A set of the reserved storage number addition designation command and the second prefetch determination result designation command is referred to as a second start winning command.

  Returning to FIG. 5, the CPU 103 determines whether the start port buffer value is “1” or “2” (step S214). At this time, if the start port buffer value is “2” (step S214; “2”), the start port buffer is cleared and its stored value (start port buffer value) is initialized to “0” ( Step S215), the start winning determination process is terminated. On the other hand, when the starting port buffer value is “1” (step S214; “1”), the starting port buffer is cleared and its stored value is initialized to “0” (step S216). The process proceeds to step S204.

  The special symbol normal process of step S110 shown in FIG. 4 is executed when the value of the special symbol process flag is “0”. FIG. 8 is a flowchart showing an example of the special symbol normal process.

  In the special symbol normal process, the CPU 103 first determines whether or not the second special symbol holding storage number is “0” (step S231). When the second special figure reservation storage number is other than “0” (step S231; No), the randomness stored in the head area (the storage area corresponding to the reservation number “1”) of the second special figure storage part Numerical data of numerical values MR1 to MR3 are read (step S232). Thereby, the game random number extracted corresponding to the occurrence of the second start winning is read. The numerical data read at this time may be stored in, for example, a random number buffer for fluctuation in the RAM 102 and temporarily stored.

  Subsequent to the processing of step S232, for example, by subtracting and updating the second reserved memory number count value by 1, etc., the second special figure reserved memory number is updated by 1 and the second special figure reserved memory is also updated. The stored contents in the unit are shifted (step S233). For example, the second 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. In step S233, the total number of reserved memories is updated by one. Then, the variable special figure designation buffer value, which is the stored value of the special fluctuation figure designation buffer provided in the RAM 102, is updated to “2” (step S234).

  When the second special figure reserved memory number is “0” in step S231 (step S231; Yes), it is determined whether or not the first special figure reserved memory number is “0” (step S235). When the first special figure reservation storage number is other than “0” (step S235; No), the randomness stored in the head area (the storage area corresponding to the reservation number “1”) of the first special figure reservation storage unit The numerical data of the numerical values MR1 to MR3 are read (step S236). Thereby, the game random number extracted corresponding to the occurrence of the first start winning is read. The numerical data read at this time may be stored in, for example, a random number buffer for fluctuation in the RAM 102 and temporarily stored.

  Subsequent to the process of step S236, for example, by updating the first reserved memory number count value by subtracting 1 and updating the first special figure reserved memory number, the first special figure reserved memory is updated. The stored contents in the unit are shifted (step S237). For example, the first special figure reservation 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. Also, in the process of step S237, the total pending storage number is updated to be subtracted by one. Then, the variable special figure designation buffer value is updated to “1” (step S238).

  In this embodiment, the second special figure game is executed with priority over the first special figure game by the above processing.

  After executing one of the processes in steps S234 and S238, the special symbol display result, which is the special symbol variable display result (variable display result of the special graphic game), is determined as either “big hit” or “lost”. (Step S239). As an example, in the process of step S239, a first special figure display result determination table (referenced when the probability change flag is off and in an uncertain change state) or a second special figure display result determination table (probability change) prepared in advance in the ROM 101. (Referred to when the state is used). In each special figure display result determination table, the numerical value (determination value) to be compared with the random value MR1 for determining the special figure display result determines whether the special figure display result is “big hit” or “losing”. As long as it is assigned. The CPU 103 may determine the special figure display result by referring to the special figure display result determination table based on the random number MR1 for determining the special figure display result read into the random number buffer for variation. It should be noted that the CPU 103 determines the special figure display result as “big hit” at a higher determination rate when in the probability variation state than when not in the probability variation state.

  CPU103 determines whether 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), the big hit flag provided in the RAM 102 is set to the on state (step S241).

  Thereafter, the jackpot type is determined as one of a plurality of types (step S242). As an example, in the process of step S242, a jackpot type determination table prepared in advance in the ROM 101 is used. In the jackpot type determination table, a numerical value (decision value) to be compared with the random value MR2 for determining the jackpot type is assigned to the determination result of whether the jackpot type is “probable change” or “non-probable change”. That's fine. The CPU 103 may determine the jackpot type by referring to the jackpot type determination table based on the random number MR2 for determining the jackpot type read into the random number buffer for variation.

  Thereafter, the jackpot type is stored. The CPU 103 stores the jackpot type by storing data indicating the determination result of the jackpot type in the jackpot type buffer provided in the RAM 102 (step S243).

  When the special figure display result is not “big hit” in step S240 (step S240; No), after executing the process of step S243, the variable display result (special figure display result) of the special figure game to be executed this time A determined special symbol is determined (step S244). As an example, when the big hit flag is off, a special symbol predetermined as a lost symbol is determined as a confirmed special symbol. On the other hand, when the big hit flag is on, one of the special symbols predetermined as a plurality of types of big hit symbols is determined as the confirmed special symbol in accordance with the big hit type stored in the big hit type buffer.

  After executing the process of step S244, the value of the special figure process flag is updated to “1” (step S245), and then the special symbol normal process is terminated.

  If the number of reserved memories of the first special figure game is “0” in step S235 (step S235; Yes), after a predetermined demonstration display setting is made (step S246), the special symbol normal process is terminated. . The predetermined demonstration display setting is a setting for executing a demonstration display or the like on the effect control board 12 side.

  The variation pattern setting process in step S111 is executed when the value of the special figure process flag is “1”. FIG. 9 is a flowchart illustrating an example of the variation pattern setting process.

  In the variation pattern setting process shown in FIG. 9, the CPU 103 first determines whether or not the big hit flag is on (step S261). If the big hit flag is on (step S261; Yes), the fluctuation pattern at the big hit is determined (step S262). On the other hand, when the big hit flag is off (step S261; No), the fluctuation pattern at the time of losing is determined (step S263). The variation pattern is for designating the execution time (special diagram variation time) of the variable display of the special symbol game or the decorative symbol and the variable display pattern of the decorative symbol.

  FIG. 10 shows the variation pattern used in this embodiment. In this embodiment, there are PA1-1, PA2-1, PA3-2 to PA3-4 as fluctuation patterns at the time of loss. Moreover, there are PB3-2 to PB3-4 as a variation pattern at the time of big hit. PA1-1 and PA2-1 specify non-reach. PA2-1 is a pattern for time reduction (with shortening) in which the special figure variation time (execution period of the special figure game) is shorter than normal (PA1-1). PA3-2 and PB3-2 specify execution of normal reach, PA3-3 and PB3-3 specify execution of super reach A, and PA3-4 and PB3-4 specify execution of super reach B To do.

  In the process of step S262, for example, the big hit variation pattern is determined using the big hit variation pattern determination table prepared in the ROM 101. In the big hit variation pattern determination table, for example, a numerical value (determined value) to be compared with the random value MR3 for determining the variation pattern is used as a determination result for each variation pattern at the big hit ( PB3-2 to PB3-4) may be assigned. The CPU 103 refers to the big hit variation pattern determination table on the basis of the numerical data indicating the random number MR3 for variation pattern read to the random number buffer for variation, thereby determining the variation pattern (PB3-2 to PB3- 4) may be determined.

  Further, in the process of step S263, for example, the variation pattern at the time of the loss is determined using the first loss variation pattern determination table or the second loss variation pattern determination table prepared in the ROM 101. The first loss variation pattern determination table is used when not in the time-short state, and the second loss variation pattern determination table is used when in the time-short state. Whether the time is short or not is specified by a time short flag. In the first loss variation pattern determination table, the numerical value (determination value) compared with the random value MR3 for determining the variation pattern is a variation at the time of loss as a determination result so as to realize the determination ratio of FIG. What is necessary is just to be allocated to pattern (PA1-1, PA3-2-PA3-4). In the second loss variation pattern determination table, a numerical value (determination value) compared with the random value MR3 for determining the variation pattern is a variation at the time of loss as a determination result so as to realize the determination ratio of FIG. It is only necessary to be assigned to the patterns (PA2-1, PA3-2 to PA3-4). The CPU 103 refers to the first or second loss variation pattern determination table based on the numerical data indicating the variation pattern determination random value MR3 read into the variation random number buffer, thereby causing the variation pattern (PA1- 1, any one of PA3-2 to PA3-4, or any one of PA2-1, PA3-2 to PA3-4) may be determined.

  Referring to FIG. 11 and FIG. 12, the determination ratio of the variation pattern is higher in the order of PA1-1 or PA2-1> PA3-2> PA3-3> PA3-4 when lost. The big hit is higher in the order of PB3-4> PB3-3> PB3-2. For this reason, the big hit expectation degree is high in the order of super reach B> super reach A> normal reach. In addition, when the time is short, PA2-1 is selected with a short special figure fluctuation time. Therefore, when the time is short, the average special figure fluctuation time is shorter than that in the non-time short state.

  After executing one of the processes of steps S262 and S263, a special figure variation time is set according to the variation pattern determined this time (step S264). For example, a timer initial value corresponding to the special figure variation time is set in a predetermined timer of the RAM 102 (after that, the elapsed time from the start of execution of the special figure game is measured by updating the timer value. .)

  Subsequent to the process of step S264, the special symbol change is started so as to start one of the first special figure game and the second special figure game that satisfies the start condition (step S265). ). As an example, if the variable special symbol designation buffer value is “1”, a drive signal for executing the first special symbol game is transmitted to the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is “2”, a drive signal for executing the second special symbol game is transmitted to the second special symbol display device 4B.

  After executing the process of step S265, transmission setting of a change start time command (various commands for specifying the determination result and the like) is performed as a command for starting the execution of the special figure game (step S266). For example, when the fluctuation special figure designation buffer value is “1”, the CPU 103 performs transmission setting of a fluctuation pattern designation command, a display result designation command, and a first special figure reserved memory number subtraction designation command. On the other hand, when the fluctuation special figure designation buffer value is “2”, the CPU 103 performs transmission setting of a fluctuation pattern designation command, a display result designation command, and a second special figure reserved memory number subtraction designation command.

  After executing the process of step S266, the value of the special figure process flag is updated to “2” (step S267), and the variation pattern setting process is terminated.

  The special symbol variation process of step S112 is executed when the value of the special symbol process flag is “2”. For example, the CPU 103 determines whether the elapsed time since the start of the special figure game (measured by the predetermined timer or the like) has reached the special figure variation time set above (the predetermined timer value is 0). If it is not reached, a drive signal for executing the first special symbol game or the second special symbol game is supplied to the first special symbol display device 4A or the second special symbol display device 4B. The process is terminated after the process of changing the special symbol is performed. On the other hand, when the special symbol variation time is reached, the timing for deriving the variable display result is reached, so a predetermined drive signal is supplied to the first special symbol display device 4A or the second special symbol display device 4B and determined as described above. This variable display result (specified by big hit flag or big hit type stored in big hit type buffer) ("-" for "Lost", "7" for "probable big hit", "No" If it is “probable big hit”, “3” or the like is stopped and displayed (derived display), the symbol confirmation designation command transmission setting is performed, and the value of the special figure process flag is updated to “3”. By executing step S112 repeatedly every time a timer interrupt occurs, the execution of the special game is realized.

  The special symbol stop process in step S113 is executed when the value of the special symbol process flag is “3”. For example, when the variable display result of this time is “big hit” (when the big hit flag is on, etc.), the CPU 103 resets the time reduction flag and the probability variation flag to off. After that, transmission setting of the hit start designation command is performed, the special figure process flag is updated to “4”, and this processing is terminated. When the time is in a short time state such as “losing” (when the big hit flag is off, etc.), it is determined whether a predetermined number of variable displays that can be executed in the short time state have been executed (for example, counting can be performed by a counter or the like). If variable display is executed a predetermined number of times, the time reduction flag is reset to OFF, the value of the special figure process flag is set to “0”, and the present processing is terminated. Even in the case of “losing” and not being in a short time state, when the predetermined number of variable displays has not been executed, the process is terminated by setting the value of the special figure process flag to “0”.

  The big hit release pre-processing in step S114 is executed when the value of the special figure process flag is “4”. For example, an elapsed time (which may be measured by a timer or the like provided in the RAM 102, the same as for other elapsed times) after the transmission setting of the hit start designation command is set in advance as a fanfare waiting time ( It is determined whether or not the waiting time from the start of fanfare to the end in the big hit gaming state has been reached. When the fanfare waiting time is reached, the special prize process flag is updated to “5” by performing a process (opening of a solenoid drive signal) for opening the big prize opening in order to start a round game. 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”. For example, the CPU 103 determines whether it is time to end the round game. The number of times the count switch 23 is turned on (the number of game balls that have entered the big winning opening) becomes a predetermined value (for example, “9”) (the counter provided in the RAM 102 may be counted), or round games are played. When the elapsed time from the start (after opening the grand prize opening) reaches the upper limit period (for example, 29 seconds) of the round game, and when it is time to end the round game, A process of returning to the closed state and ending the round game (a process of turning off the solenoid 82) is performed. At this time, when the finished round game is the last round game (for example, the 15th round) (it may be counted by a counter or the like provided in the RAM 102), a setting to send a hit end designation command is performed, The value of the special figure process flag is updated to “7”, and this process ends. When it is not the last round game, the special figure process flag is updated to “6”, and this process is terminated. If it is not the time to end the round game, the process is terminated as it is (the process of maintaining the big prize opening in an open state may be performed). 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 to the closed state, and finally the big prize opening is closed.

  The big hit release post-processing in step S116 is executed when the value of the special figure process flag is “6”. For example, the CPU 103 determines whether or not the elapsed time from the end of the round game (after closing the big prize opening) has reached a predetermined closing time (round game interval period). In this case, the closed state is maintained, and the present process ends. When the predetermined closing time is reached, in order to start the round game, a process for opening the special winning opening is executed, the value of the special figure process flag is updated to “5”, and this process is terminated.

  Each round game is realized by repeatedly executing S115 and S116 every time a timer interrupt occurs after the big winning opening is opened in step S114.

  The jackpot end process in step S117 is executed when the value of the special figure process flag is “7”. For example, the elapsed time from the end of the last round game (after closing the big prize opening) to a predetermined ending waiting time (waiting time from the start to the end of the ending in the big hit gaming state) If it has not been reached, this process is terminated. When the ending waiting time is reached, the ending ends. Therefore, when the current big hit type (big hit type stored in the big hit type buffer) is “probable change”, the time reduction flag and the probable change flag are turned on. Occasionally, the time reduction flag is turned on and the probability variation flag is left off. Then, the value of the special figure process flag is updated to “0”, and this process ends.

(Main operations in the production control board 12)
In the effect control board 12, when the effect control CPU 120 receives an effect control command from a predetermined input port of the I / O 125, the effect control command is received in an effect control command reception buffer provided in the RAM 122, for example, as a received command. Store. The effect control CPU 120 executes command analysis processing, effect control process processing, effect random number update processing, and the like. These processes are executed every time a timer interrupt is generated by a CTC (counter / timer circuit) or the like (for example, every 10 ms). The execution of the effect is realized by executing the command analysis process, the effect control process, etc. for each timer interruption.

  The command analysis process is a process for reading and analyzing the received command stored in the effect control command receiving buffer, for example, and performing setting and control corresponding to the analysis result. The effect control process is a process of executing an effect according to the effect control command. In the effect random number update process, the effect random number value used for effect control is updated by software.

(Command analysis processing)
In the command analysis process, the reception command (the effect control command received by the effect control board 12) stored in the effect control command reception buffer is analyzed (for example, the MODE data is confirmed), and which effect control the received command is. Whether the command is specified or not is processed according to the specified effect control command. When there are a plurality of received commands, command analysis processing is performed for each command.

  FIG. 13 shows the relationship between the effect control command specified by the analysis by the command analysis process and the processing content performed in the command analysis process corresponding to the effect control command. In the drawing, each flag, each storage area, the first start prize command buffer, and the second start prize command buffer are provided in the RAM 122. Further, “setting” for a flag means turning the flag on. Note that the state of each flag and the command stored in each storage area may be reset or deleted at an appropriate timing. The first start prize command buffer and the second start prize command buffer may be collectively referred to as a start prize command buffer.

  As shown in FIG. 14A, in the first start winning command buffer, the first start winning designation command and the first special figure hold corresponding to the hold display number (first hold display number) serving as the buffer number. A storage area is provided for storing a set of commands including a memory number addition designation command and a first prefetch determination result designation command (a first start prize command transmitted from the main board 11 at the first start prize). It has been.

  As shown in FIG. 14B, in the second start winning command buffer, the second start winning designation command and the second special figure hold corresponding to the hold display number (second hold display number) serving as the buffer number. A storage area is provided for storing one set of commands (second start winning command sent from the main board 11 at the time of the second start winning) including the memory number addition specifying command and the second prefetch determination result specifying command. It has been.

  Further, each of the first start winning command buffer and the second starting winning command buffer has a hold / active change pattern (pattern of change in display color of the corresponding image (hold / The presence or absence of execution of the active change effect can also be specified.)) A storage area for storing (FIGS. 17 to 20) is provided.

  In the start winning command buffer of FIG. 14, “0000 (H)” indicates that no command is stored, and “−” in the column of the hold / active change pattern stores the hold / active change pattern. Indicates not.

  The first start winning time command is transmitted from the main board 11 in response to occurrence of the hold of the first special figure game, so when the hold of the first special figure game occurs (when the first start win is generated). The first start winning command stored in the first start winning command buffer is incremented by one. As will be described in detail later, when the first special figure game is executed, it is stored corresponding to the first hold display numbers “2” to “4”, similarly to the hold data in the first special figure hold storage unit. The first start winning command and the on-hold / active change pattern are shifted to the first on-hold display numbers “1” to “3” (see step S322 described later). Accordingly, the hold display number in the first start winning command buffer and the hold number in the first special figure hold storing unit correspond to each other, and the first start winning command stored in correspondence with the same number is held. The active change pattern and the hold data relate to the same first special figure game (variable display of decorative symbols). Therefore, the number of the first start winning command stored in the first start winning command buffer corresponds to the first special figure reserved memory number. This also applies to the second special figure game.

  Further, each hold display number in the first start winning command buffer and the second start winning command buffer also corresponds to each display position of the corresponding image (hold display image). Specifically, each first hold display number corresponds to each display position of the first hold display image provided in the display area 5HR (for example, the first hold display number “1” is the most in the display area 5HR). Corresponding to the left display position, the first hold display number “4” corresponds to the rightmost display position in the display area 5HR). Each second hold display number corresponds to each display position of the second hold display image provided in the display area 5HL (for example, the second hold display number “1” is the rightmost display position in the display area 5HL). Correspondingly, the second hold display number “4” corresponds to the leftmost display position in the display area 5HL). That is, the display position of the hold display image also shifts with the execution of the special game (decorative display of decorative symbols) together with the start winning command and the hold / active change pattern that shift with the execution of the special game. It will be.

  As a result, (1) the first hold display image (corresponding image) at a certain display position, and (2) the first start winning prize command buffer corresponding to the first hold display number corresponding to the display position. The first start winning command and the hold / active change pattern stored, and (3) the hold stored in the first special figure hold storage unit corresponding to the hold number having the same number as the first hold display number Each of the data and (4) the first special game (which is also a variable display of decorative symbols) executed by the reserved data is in a correspondence relationship with each other. This also applies to the second special figure game.

  In addition, each flag corresponding to each first hold display number is provided in the RAM 122, and when the first start winning prize command is newly stored (the first one transmitted from the last of one set of three commands). When the prefetch determination result designation command is stored), the flag corresponding to the first hold display number corresponding to the storage area storing the first start winning command is turned on. Similarly, the RAM 122 is provided with each flag corresponding to each second hold display number, and when the second start winning command is newly stored (the last one of the set of three commands transmitted). When the 2 prefetch determination result designation command is stored), the flag corresponding to the second reserved display number corresponding to the storage area storing the second start winning command is turned on. By doing this, it is possible to check the storage location (such as the hold display number) of the newly received start prize command by checking the flag state. The above flags may be referred to as reception confirmation flags.

(Production control process)
In the effect control process, the effect control CPU 120 performs start setting for starting the execution of various effects (effect start setting), effect operation control for executing the start-set effect, and the like. Note that each flag, each timer, each counter, and the like described below are provided in the RAM 122.

  The production start setting includes, for example, setting a production control pattern for executing the production in the RAM 122 as a use pattern, and setting an initial value corresponding to the set production control pattern in the process timer. After the initial value is set, the timer value of the process timer is subtracted at a predetermined timing (at the start of production control process processing, production operation control, etc.) each time a timer interrupt occurs (thus, the production control pattern is executed). You can specify the elapsed time of the production). The effect control pattern is a collection of data for executing various effects (including variable display of decorative symbols) and is associated with a process timer determination value to be compared with a timer value of a process timer and the determination value. It is composed of process data including the produced production control execution data (display control data, audio control data, lighting control data, etc.) and an end code. Data constituting the effect control pattern is stored in the ROM 121.

  The effect operation control is a control for executing an effect based on the effect control pattern set in the effect start setting. For example, among the presentation control execution data corresponding to the process timer determination value that matches the current timer value of the process timer, a display control command according to the display control data is transmitted to the display control unit 123 to the image display device 5. An image is displayed, a sound effect signal according to the sound control data is transmitted to the sound control board 13 and sound is output from the speakers 8L and 8R, or an illumination signal according to the lighting control data is sent to the lamp control board 14. Transmission is performed to turn on / off the game effect lamp 9 to perform various effects. Execution of various effects defined by the effect control pattern is realized by repeatedly performing the effect operation control every time the timer interruption occurs.

  FIG. 15 is a flowchart illustrating an example of the effect control process. In the effect control process, after the prefetch process (step S160) is executed, any one of steps S170 to S175 is performed according to the value of the effect process flag. In each process, the following process is executed.

  FIG. 16 is a flowchart showing an example of the prefetching process (a process for determining whether or not to execute a hold / active change effect as a prefetching notice) executed in step S160 of FIG.

  The effect control CPU 120 determines whether there is a new reception of the first start prize command or the second start prize command (step S600). Whether there is a new reception, for example, by checking the status of the above reception confirmation flag (a flag corresponding to each of the pending display numbers of the start winning command buffer and turned on when the starting winning command is received) Good. Note that the reception flag may be reset to OFF at an appropriate timing, such as at the end of the prefetching process.

  When there is no new reception of the start winning command (when all reception confirmation flags are OFF) (step S600; No), the prefetch process is terminated. On the other hand, when there is a new reception (when any reception confirmation flag is ON) (step S600; Yes), the following steps S602 to S605 are executed. When there are a plurality of newly received start winning commands, steps S602 to S605 may be performed in order of reception for each start winning command.

  Hereinafter, a newly received start winning command (a command corresponding to a newly reserved special game) that is a target of processing in steps S602 to S605 may be referred to as a starting winning command to be processed. In addition, here, the special display game or decorative design variable display corresponding to the start winning command to be processed (newly reserved special game or decorative design variable display) may be referred to as a target for convenience. It should be noted that the special display game and the variable display of the decorative design are sometimes collectively referred to simply as variable display. Here, the corresponding image corresponding to the target (the corresponding image to be added in step S605 described later) may be referred to as a target image for convenience. Note that the target basically means a variable display that is the target of the pending change effect or the active change effect (the target of prefetching), and the target image basically corresponds to the variable display of the target. An image (pending display image or active display image).

  In step S602, the effect control CPU 120 determines whether execution of the hold / active change effect is currently prohibited. For example, a prefetch determination result designation command (first prefetch judgment result designation command or second prefetch judgment result designation command) included in a start prize command to be processed (first start prize command or second start prize command) When “no determination” is designated (when the EXT data is “00”), it is determined that execution of the hold / active change effect is currently prohibited. Also, the hold / active other than QA0-0 (details will be described later) that do not execute the hold change effect or the active change effect corresponding to the hold display number other than the hold display number of the start winning command to be processed (current target). If execution of the hold / active change effect has already been determined, for example, because a change pattern is stored, it may be determined that execution of the hold / active change effect is currently prohibited. In this case, when a hold / active change effect is executed for one corresponding image, execution of the hold / active change effect is prohibited for another corresponding image. In addition, when the prefetch determination result designation command stored corresponding to the hold display number other than the hold display number of the start winning command to be processed specifies “hit determination”, the hold / active change effect is displayed. It may be determined that execution is currently prohibited. It may be set appropriately as to when the execution of the hold / active change effect is prohibited.

  If execution of the hold / active change effect is not currently prohibited (step S602; No), the hold / active change pattern for the current target is determined (step S602) (details will be described later). If execution of the hold / active change effect is currently prohibited (step S602; Yes), the hold / active change pattern is determined to be QA0-0 (step S604). After steps S603 and S604, the hold / active change pattern determined in steps S603 and S604 is stored in the storage area corresponding to the hold display number of the start winning command to be processed in the start winning command buffer. A process of additionally displaying the corresponding image corresponding to the current target as the hold display image is performed (step S605). Specifically, the production control CPU 120 issues an additional instruction for the hold display image (an instruction to start displaying the hold display image at the display position corresponding to the hold display number of the start winning command to be processed). This is supplied to the display control unit 123 (VDP or the like). The display control unit 123 starts a process of additionally displaying a new hold display image (corresponding image of the initial display color (white)) based on the command (hereinafter, the corresponding image is displayed by the display control unit 123. Controlled.)

  Here, the hold / active change pattern will be described. The hold / active change pattern is a pattern for designating the transition of the display color of the corresponding image, the presence / absence of execution of the hold / active change effect, and the like. 17 to 20 exemplify the pending / active change pattern and the determination ratio of each pattern in step S702.

  The pending / active change pattern shown in FIGS. 17 to 20 is a target corresponding image (corresponding image corresponding to the pattern when the pending / active change pattern is stored in the start winning command buffer in step S605). When the display image is shifted and displayed at the display positions corresponding to the hold display numbers “3”, “2”, “1” (the hold / active change pattern stored in the start winning command buffer in step S605) Variable display (variable display of special game or decorative design) executed when the hold display number “3”, “2”, or “1” is shifted) or variable corresponding to the corresponding image of the target The color of the corresponding image of the target and the color change pattern during execution of the display (when the corresponding image of the target is displayed as an active display image) Shown (hold display number "3", "2", refer to the column and the column of active "1"). In this pattern, whether or not the pending change effect or the active change effect is executed can also be specified. In the figure, the column containing “→” indicates that the hold change effect and the active change effect are executed in the variable display executed at that time (success (display color when the color is different before and after “→”)). If there is a change, it will be a failure (gase)). “-” (Hyphen) indicates that display of the target image is not assumed, display of the target image is started in white (initial color), and the like. The information on the hold / active change pattern is prepared in the ROM 121, for example.

  The hold / active change pattern that can be determined in step S702 differs depending on the hold display number in which the start winning command to be processed is stored this time. Note that the hold / active change pattern QA0-0 can be determined in all cases.

  The hold / active change pattern QA0-0 is a pattern that does not change the display color of the target corresponding image without executing the hold change effect or the active change effect from the start to the end of the display of the target corresponding image.

  When the hold display number is “1”, the hold / active change patterns QA1-1 to QA1-4 can be determined in addition to the hold / active change pattern QA0-0 (see FIG. 17). QA1-1 to QA1-4 are patterns in which an active change effect can be executed during variable display when the target corresponding image is an active display image. For example, QA1-1 is a pattern for executing an active change effect of failure (gase) that does not change the display color of the target image from white when the target image is an active display image (during execution of variable display of the target). .

  When the hold display number is “2”, the hold / active change patterns QA2-1 to QA2-7 can be determined in addition to the hold / active change pattern QA0-0 (see FIG. 18). QA2-1 to QA2-7 are during variable display when the target corresponding image is displayed at the display position of the hold display number “1”, or during variable display when the target corresponding image is the active display image. This is a pattern in which a hold change effect and an active change effect can be executed. For example, the hold / active change pattern QA2-7 succeeds in changing the display color of the target image from white to blue during execution of variable display when the target image is displayed at the display position of the hold display number “1”. When the target change image is an active display image and the target image is an active display image, a successful active change effect that changes the display color of the target image from blue to gold is executed.

  When the hold display number is “3”, the hold / active change patterns QA3-1 to QA3-13 can be determined in addition to the hold / active change pattern QA0-0 (see FIG. 19). QA3-1 to QA3-13 indicate that during the variable display when the target corresponding image is displayed at the display position of the hold display number “2” or “1”, or when the target corresponding image is the active display image. This is a pattern in which a hold change effect and an active change effect can be executed during variable display. For example, the hold / active change pattern QA3-13 succeeds in changing the display color of the target image from white to green during execution of variable display when the target image is displayed at the display position of the hold display number “2”. When the target image is the active display image without executing the hold change effect during execution of variable display when the target image is displayed at the display position of the hold display number “1”. This is a pattern for executing a successful active change effect of changing the display color of the target image from green to gold.

  When the hold display number is “4”, the hold / active change patterns QA4-1 to QA4-13 can be determined in addition to the hold / active change pattern QA0-0 (see FIG. 20). In QA4-1 to QA4-13, during the variable display when the target corresponding image is displayed at the display positions of the hold display numbers “3”, “2”, and “1”, the target corresponding image is actively displayed. This is a pattern in which a hold change effect and an active change effect can be executed during variable display for an image. For example, the hold / active change pattern QA4-10 is a successful hold for changing the display color of the target image from white to green during variable display when the target image is displayed at the display position of the hold display number “3”. When a change effect is executed and the target image is an active display image without executing the hold change effect during variable display when the target image is displayed at the display positions of the hold display numbers “2” and “1”. This is a pattern for executing an active change effect of failure (gase) that does not change the display color of the target image from green.

  In step S603, it is determined which pattern is set as the pending / active change pattern at a determination rate as shown in FIGS. In addition, the determination ratio is obtained when the prefetch determination result designation command included in the start winning command to be processed designates “big hit determination” (when the EXT data is “02”) and “losing determination”. This is different from the case where it is designated (when EXT data is “01”).

  For example, in step S603, when the hold display number corresponding to the start winning command to be processed is “1”, the 1-1 or 1-2 hold / active change pattern determination table is referred to, and the hold display number 2-1 or 2-2 hold / active change pattern determination table is referenced when “2” is set, and when the hold display number is “3”, 3-1 or 3-2 hold / The active change pattern determination table is referred to. When the hold display number is “4”, the 4-1 or 4-2 hold / active change pattern determination table is referred to. Each of these tables is prepared in the ROM 121 in advance. When the prefetch determination result designation command included in the start winning command to be processed designates “big hit determination”, the 1-1st hold / active change pattern determination table, the 2-1 hold / active change pattern Referring to any one of the determination table, the 3-1 hold / active change pattern determination table, and the 4-1 hold / active change pattern determination table, when “lost determination” is designated, the 1-2 hold / The active change pattern determination table, the 2-2nd hold / active change pattern determination table, the 3-2 hold / active change pattern determination table, or the 4-2 hold / active change pattern determination table is referred to. In each of the above tables, a numerical value (determined value) to be compared with the random number value only needs to be assigned to each pending / active change pattern (it should be assigned so as to realize the determination ratios in FIGS. 17 to 20). ). The effect control CPU 120 extracts a random number for effect execution determination that is updated by the random number circuit 124 or the effect random counter (the value is updated by the effect random number update process) and the like, and based on the extracted random number value. Thus, the hold / active change pattern may be determined by referring to the hold / active change pattern determination table.

  As shown in the determination ratios of FIGS. 17 to 20, in this embodiment, the final color of the corresponding image (the last display color when displayed as the active display image (when the active change effect is executed, When the display color after the change due to the effect) is gold, the target big expectation of variable display is the highest, green is the second highest, blue is the second highest, and white is the lowest. This is because the determination ratio at the time of jackpot determination is higher in the order of gold> green> blue> white, and the determination ratio at the time of loss determination is the opposite. This determination ratio is the total ratio when there are a plurality of patterns for the same final color. For example, in the big hit determination in FIG. 18, the determination ratio that green becomes the final color is 10/100 (QA2-5) +10/100 (QA2-6) = 20/100. It should be noted that the degree of jackpot expectation when the hold change effect or active change effect of the gaze is executed is preferably substantially the same as when the effect of the gaze is not executed.

  In this embodiment, the display color of the target image does not change during the variable display being performed at the start of display of the target image (the corresponding image to be additionally displayed) (the hold change effect is not executed). ), A pending change effect (in some cases, an active change effect) is executed from the next change.

  In step S604, since the hold / active change effect is not executed, the pattern QA0-0 that does not execute the hold / active change effect is determined as the current pattern as the hold / active change effect.

  The variable display start waiting process in step S170 in the effect control process of FIG. 15 is executed when the effect process flag is “0”. In the variable display start waiting process, the effect control CPU 120 determines whether a change start command (a change pattern specifying command, a display result specifying command, a first or second special figure reserved memory number subtraction specifying command) is received. . If no change start command is received, a process for executing a demo is appropriately performed, and the process is terminated. If the change start command is received, the decorative symbol variable display is started. Therefore, the effect process flag is updated to “1”, and the variable display start waiting process is terminated.

  The variable display start setting process of step S171 in the effect control process is a process for starting variable display of decorative symbols executed in synchronization with the special game to be executed, and the effect process flag is “1”. When executed. FIG. 21 is a flowchart illustrating an example of processing executed in step S171.

  In the variable display start setting process, the effect control CPU 120 first determines a final stop symbol or the like to be a finalized symbol as a variable symbol display result (step S321). As the processing of step S321, the CPU 120 for effect control is based on the current variable display result (stored in the display result specifying command storage area) indicated by the display result specifying command transmitted from the main board 11. Determine the final stop symbol. The final stop symbol may be determined in advance according to the variable display result designated by the display result designation command. Note that the fixed decorative symbol may be determined randomly from predetermined fixed decorative symbol candidates (candidates corresponding to variable display results).

  The effect control CPU 120 shifts the stored contents of the start winning command buffer after step S321 (step S322).

  Specifically, if the decorative symbol variable display executed this time is the first special figure game (for example, it can be specified from the contents of the variation pattern designation command (stored in the variation pattern designation command storage area), In addition, when the first special figure reserved memory number subtraction designation command is received this time, it can be identified as the first special figure game.) Of the data stored in the command buffer at the time of the first start winning, the first reserved display number The start winning command corresponding to “1” and the hold / active change pattern are stored in a predetermined area of the RAM 122, and the start winning is stored corresponding to the first hold display numbers “2” to “4”. The hour command and the hold / active change pattern are shifted to the storage areas corresponding to the first hold display numbers “1” to “3”, which are one level higher, respectively.

  Similarly, if the decorative symbol variable display executed this time is the second special figure game (for example, it can be specified from the contents of the fluctuation pattern designation command (stored in the fluctuation pattern designation command storage area), When the second special figure reserved memory number subtraction designation command is received this time, it can be identified as the second special figure game.) Of the data stored in the command buffer at the time of the second start winning prize, the second reserved display number “1” The start winning command corresponding to "" and the hold / active change pattern are stored in a predetermined area of the RAM 122, and at the start winning time stored corresponding to the second hold display numbers "2" to "4" The command and the hold / active change pattern are respectively shifted to the storage areas corresponding to the second hold display numbers “1” to “3” which are one level higher.

  Subsequent to step S322, the effect control CPU 120 executes a hold / active change effect determination process illustrated in FIG. 22 (step S324).

  In the hold / active change effect determination process, first, in this variable display, whether the success or failure (gase) hold change effect or active change effect is executed, and the display color change when executing the success effect is changed. A mode is determined (step S751).

  For example, the effect control CPU 120 checks the stored contents of each of the predetermined winning area and the command buffer at the time of start winning when the stored contents are shifted, and checks the contents and storage location of the hold / active change pattern. For example, the storage location of the hold / active change pattern (first or second hold display number “1” to “3”, any one of the predetermined areas) and the storage location specified by the hold / active change pattern On the basis of the contents (see the columns of the hold display numbers “1” to “3” and “active” (when the storage destination is a predetermined area) in FIGS. 17 to 20)), the hold change effect or the active change effect is executed. Decide. In addition, when there are a plurality of hold / active change patterns, it is better to process each hold / active change pattern (when multiple hold / active change effects are executed for different target images, each execution timing is It ’s better to shift the

  For example, the on-hold / active change pattern stored in the predetermined area is active change during variable display (during variable display of the target) when the target image (corresponding image targeted by the pattern) is an active display image. Patterns for performing effects (QA1-1 to QA1-4, QA2-1, QA2-3, QA2-5 to QA2-7, etc. When the field is “a pattern including“ → ”), it is determined that the active change effect is to be executed (when the above pattern is not stored in the predetermined area, it is determined that the effect is not executed). At this time, it is determined to execute the active change effect in the content of the “active” column of the hold / active change pattern. For example, when a hold / active change pattern (such as QA1-1) in which the color does not change before and after “→” in the “active” column is stored in a predetermined area, an active change effect of failure (gase) is displayed. Decide to execute. For example, when a reserved / active change pattern (QA1-2 to QA1-4, etc.) whose color changes before and after “→” in the “active” column is stored in a predetermined area, the change in the color is changed. It is determined that a successful active change effect to be performed (if it is QA1-4, a successful effect of changing from white (current color) to gold) is executed.

  The hold / active change pattern stored in the hold display number “1” (the one checked above among the first hold display number “1” and the second hold display number “1”) is the target image. Variable display when the (corresponding image subject to the pattern) is displayed at the display position of the hold display number “1” (when the hold / active change pattern is shifted to the hold display number “1”) Pattern for executing a hold change effect (QA2-2, QA2-4, QA2-6, QA2-7, etc.) of the hold display number “1” in the hold / active change patterns shown in FIGS. Is a pattern including “→”), it is determined to execute the hold change effect using the corresponding image displayed at the display position corresponding to the hold display number “1” as the target image ( When the pattern such as the serial is not stored in the predetermined area is determined not to execute the effect). At this time, it is determined to execute the hold change effect with the content of the hold display number “1” column in the hold / active change pattern. For example, a hold / active change pattern (such as QA2-2) whose color does not change before and after “→” in the column of the hold display number “1” is stored corresponding to the hold display number “1”. Is stored, it is determined that the failure change effect is executed. For example, a hold / active change pattern (such as QA2-6 to QA2-7) whose color changes before and after “→” in the column of the hold display number “1” is stored corresponding to the hold display number “1”. If it is, it is determined to execute a successful pending change effect for changing the color (if QA2-6, a successful effect for changing from white (current color) to blue). The same applies to the hold / active change patterns stored corresponding to the hold display numbers “2” and “3”, and the same as described above (for example, the hold display number) The “1” column is replaced with the hold display numbers “2” and “3”.

  After step S751, it is determined whether or not the active change effect is decided to be executed in step S751 (step S752). It is determined whether the fluctuation pattern designation command received this time is a fluctuation pattern (PA3-3 to PA3-4, PB3-3 to PB3-4) that designates execution of super reach (step 754).

  When the change pattern designates the execution of super reach (step S754; Yes), the execution timing of the active change effect is determined (step S755). For example, a first or second active change effect execution timing determination table prepared in advance in the ROM 121 is used. The first active change effect execution timing determination table is referred to when the change pattern of the variable display of the decorative pattern this time designates execution of super reach A, and the second active change effect execution timing determination table is It is referenced when the variation pattern of the variable display of the decorative design designates execution of super reach B. In each of the above tables, a numerical value (decision value) to be compared with the random number value only needs to be assigned to an execution timing (“before super-reach” or “during super-reach”) as a decision result (the decision ratio in FIG. As long as it is assigned to achieve). The effect control CPU 120 extracts the random number for determining the active change effect execution timing updated by the random number circuit 124 or the effect random counter (the value is updated by the effect random number update process) and the like. The execution timing of the active change effect is determined by referring to any of the above tables based on the numerical value. In this embodiment, the mode of the active change effect is different between before the super reach and during the super reach (FIGS. 26 and 27), and the active change effect executed before the super reach is called the first effect, The active change effect executed during super reach is referred to as a second effect. As shown in FIG. 23, in this embodiment, the determination ratio of the execution timing of the active change effect differs depending on the type of super reach (super reach B has an active change effect during super reach. Easy to implement).

  When the active change effect is not executed (including the case where the hold change effect is executed and the case where it is not executed) (step S752; No), when it is not the variation pattern designating the execution of super reach (step S754; No), this processing is performed. finish.

  Returning to FIG. 21, after step S324, an effect (decoration of variable display) reflecting the determination result of step S324, the variation pattern specified by the display result designation command or the variation pattern designation command, the variable display result, and the like. (Including design, hold change effect, active change effect, reach effect, etc.) start setting (setting of effect control pattern, setting of timer initial value according to special figure change time specified by change pattern, etc.) This is performed (step S326). Here, the first effect operation control may also be performed.

  Thereafter, display update settings for the hold display image and the active display image are executed (step S328). Specifically, the CPU 120 for effect control, when the special figure game executed this time is the first special figure game, the corresponding image at the rightmost display position among the corresponding images displayed as the first hold display image. And a command to shift the display position of the remaining corresponding image to the right (display color is maintained, hereinafter the same for movement and shift) is supplied to the display control unit 123 (VDP, etc.). To do. When the special figure game executed this time is the second special figure game, the effect control CPU 120 sets the corresponding image at the leftmost display position as the active display image among the corresponding images displayed as the first hold display image. A command for shifting the display position of the remaining corresponding image to the left is supplied to the display control unit 123 (VDP or the like). The display control unit 123 updates the display of the hold display image and the active display image based on the command.

  After step S328, the effect process flag is updated to “2” (step S329), and this process ends.

  The variable display effect processing in step S172 in the effect control process of FIG. 15 is executed when the effect process flag is “2”. FIG. 24 is a flowchart illustrating an example of a variable display effect process.

  In the variable display effect process, first, for example, based on the timer value of the process timer (timer value set in step S326) or the like, has the variable display time (special drawing fluctuation time) corresponding to the current fluctuation pattern elapsed? It is determined whether or not (step S341). As an example, in the process of step S341, the timer value of the process timer is updated (for example, 1 may be subtracted) (may be updated at the beginning of the effect control process), and corresponds to the updated effect control process timer value. When the end code is read out from the effect control pattern, it may be determined that the variable display time has elapsed.

  If the variable display time has not elapsed in step S341 (step S341; No), it is determined whether or not the current time is the reach effect period for executing the reach effect (step S342). The reach effect period may be determined in advance in, for example, the set effect control pattern (for example, it may be specified by comparing the timer value of the process timer with the effect control pattern; the same applies hereinafter). When it is determined in step S342 that it is a reach production period (step S342; Yes), it is determined whether or not the present time is the start timing of super reach (step S343). The said period should just be predetermined in the production | presentation control pattern set, for example.

  In the case of super reach start timing (step S343; Yes), a command to hide all corresponding images (that is, the hold display image and the active display image) is supplied to the display control unit 123 (VDP, etc.) during the super reach. (Step S344). Upon receiving this command, the display control unit hides the hold display image and the active display image during the super reach period (see FIG. 27 and the like). In addition, even if there is a command for additional display of the hold display image due to the occurrence of the hold during the non-display period, the corresponding image as the hold display image to be added is not visually displayed. For example, it is added by internal control. It is recommended that the displayed image be handled (at the end of super reach, each corresponding image is redisplayed with a new hold display image added).

  After step S344, if it is not the super reach period (step S343; No), effect operation control for executing the reach effect is performed (step S345).

  After step S345, when it is not the reach production period (step S342; No), it is determined whether the current period is the execution period of the hold change production (step S346). The said period should just be predetermined in the production | presentation control pattern set, for example. When it is determined that the period is the execution period (step S346; Yes), presentation operation control for executing the hold change presentation is performed (step S347). Note that in the successful hold change effect, the display color of the target corresponding image (hold display image) is changed at the end of the effect (a command to change the display color is given to the display control unit 123 (VDP, etc.), etc. ). The display color after the change is defined by, for example, an effect control pattern.

  When it is determined that it is not the execution period of the pending change effect (step S346; No), after executing the process of step S347, it is determined whether the current period is the execution period of the active change effect (step S348). The said period should just be predetermined in the production | presentation control pattern set, for example. When it is determined that it is the execution period (step S348; Yes), it is determined whether the current active change effect is the second effect (step S349), and when it is the second effect (step S349; Yes). Then, it is determined whether or not the present time is the execution start timing of the active change effect (second effect) (step S350). The active change effect to be executed is the second effect and the execution start timing may be determined in advance in the set effect control pattern, for example.

  When it is the execution start timing of the active change effect (second effect) (step S350; Yes), the display control unit 123 (VDP) issues a command to display the active display image (corresponding image) as the target image at a position different from the normal position. Etc.) (step S351). In response to this command, the display control unit 123 redisplays the active display image at a position (lower left corner of the screen) different from the display area 5HA during the super reach period (see FIG. 27C).

  After step S351, when it is not the execution start timing of the active change effect (second effect) (step S350; No), effect operation control for executing the active change effect as the second effect is performed (step S352). In the successful active change effect (second effect), the display color of the target corresponding image (active display image) is changed at the end of the effect (the display color is changed with respect to the display control unit 123 (VDP or the like)). Command). The display color after the change is defined by, for example, an effect control pattern.

  After step S352, it is determined whether it is the execution end timing of the active change effect (second effect) (step S353). The said timing should just be predetermined in the set production | presentation control pattern, for example. When it is the execution end timing (step S353; Yes), it is determined whether the active change effect (second effect) executed this time is a gusset (failure) (step S354), and in the case of a gusset (step S354; Yes). ), An instruction to hide again the active display image (corresponding image) that is the target image that has been redisplayed in step S351 is supplied to the display control unit 123 (VDP or the like) (step S355). Upon receiving this instruction, the display control unit 123 hides the active display image again (see FIGS. 27E to 27F). If it is not gusset (step S354; No), an instruction to continue displaying the active display image (corresponding image) that is the target image that has been redisplayed in step S351 is supplied to the display control unit 123 (VDP or the like) (step S356). In response to this command, the display control unit 123 continues to display the active display image until the end of super reach (see FIG. 27D and the like). At the end of super reach (for example, step S345), the effect control CPU 120 supplies a command to hide the active display image (target image) that is continuously displayed to the display control unit 123 (VDP or the like). Good.

  If the current active change effect is the first effect (step S349; No), effect operation control for executing the active change effect as the first effect is performed (step S357). In the successful active change effect (first effect), the display color of the target corresponding image (active display image) is changed at the end of the effect (the display color is changed with respect to the display control unit 123 (VDP or the like)). Command). The display color after the change is defined by, for example, an effect control pattern.

  Steps S355 to S357, when the current execution time is not the active change effect execution period (Step S348; No), and when the second effect execution time is not reached (Step S353; No), variable display such as decorative display variable display is in progress. The effect operation control for executing other effects in is performed (step S347), and the variable display effect process is terminated. In step S347, the effect control CPU 120 performs control (display with the same display position as before super-reach) to redisplay the corresponding image (the hold display image or the active display image) at a predetermined timing after super-reach ends. The control unit 123 (VDP or the like) is also instructed to redisplay the corresponding image). When the display of the active display image is continued by the successful active change effect (second effect), the effect control CPU 120 performs control (display) to temporarily hide the active display image at the end of the super reach. The control unit 123 (VDP or the like) is instructed to hide the active display image), and the corresponding image (the hold display image or the active display image) is displayed again at a predetermined timing after the end of the super reach. The display position is also controlled (when the display position is the same as before super-reach) (for example, the display control unit 123 (VDP or the like) instructs the display of the corresponding image again).

  If the variable display time has elapsed in step S341 (step S341; Yes), it is determined whether or not a symbol confirmation designation command has been received (step S361). At this time, if the symbol confirmation designation command is not received (step S361; No), the variable display effect process is terminated and waits.

  When a symbol confirmation designation command is received in step S361 (step S361; Yes), for example, a decorative symbol variable such as transmitting a predetermined display control command to the display control unit 123 (VDP or the like). A control for deriving and displaying the final stop symbol (definite decorative symbol) that is the display result in the display (a command to hide the active display image from the display control unit 123 (VDP or the like) may be performed as appropriate) is performed. Step S362). At this time, a predetermined time is set as the waiting start designation command reception waiting time (step S363). Further, after the value of the effect process flag is updated to “3” (step S364), the effect process during variable display is ended.

  The special figure waiting process in step S173 of FIG. 15 is a process executed when the value of the effect process flag is “3”. The effect control CPU 120 determines whether or not the current elapsed time since the last stop symbol is derived and displayed (measured with a predetermined timer) has reached a preset hit start designation command reception waiting time. However, if a hit start designation command is received when it has not been reached, the start setting of the big hit effect (the effect from the start of the fanfare to the ending before the end of the big hit game state) (set of the effect control pattern) Etc.). Thereafter, the value of the effect process flag is updated to “4”, and this process is terminated. If the hit start designation command reception waiting time has not been reached and no hit start designation command has been received, this processing is terminated. When the current elapsed time has reached the start designation command reception waiting time, the variable display result of the special figure game is determined to be “lost”, the value of the production process flag is updated to “0”, and this process is performed. finish.

  The hitting process in step S174 is a process executed when the value of the effect process flag is “4”. For example, the effect control CPU 120 performs effect operation control for executing an effect during the big hit. Then, when the winning end designation command is received, all the round games are finished, so the start setting of the ending effect (such as setting of the effect control pattern) is performed, and the value of the effect process flag is set to “ It is updated to “5” and the hitting process is terminated. If the winning end designation command has not been received, since all the round games have not ended, this processing is ended as it is.

  The ending process of step S175 is a process executed when the value of the effect process flag is “5”, and is a process for executing the ending at the end of the big hit gaming state. The effect control CPU 120 determines whether the current timing is the end timing of the ending. The end timing may be defined by the production control pattern. If it is not the end timing, the ending effect operation control is performed, and this processing is ended. When the current time is the end timing, the value of the effect process flag is updated to “0”, and this process is ended.

(Example of production screen)
Next, an example of an effect screen realized by the series of processes will be described with reference to FIGS. In the drawing, the downward arrows drawn in the decorative symbol display areas 5L, 5C, and 5R indicate that the decorative symbol is changing.

(Pending change production)
The hold change effect is executed while all the decorative symbols are changing (before reaching) (see FIG. 25). In FIG. 25, two corresponding images H1 and H2 are displayed as the first hold display image, and a corresponding image A is displayed as the active display image (FIG. 25A, etc.). Corresponding image H1 is also a subject of a pending change effect, that is, a target corresponding image (target image T). The corresponding image A is displayed in the display area 5HA. In this embodiment, the display area 5HA is a square area or the like separated from the display area of another display image such as a background image. (The display area 5HA is divided and displayed so that the boundary of the display area 5HA can be recognized) (hereinafter, the same applies to other drawings).

  In the hold change effect, an effect effect in which the boomerang 5B moves toward and contacts (acts) the corresponding image H1 (target image T) is executed (FIG. 25B). After that, when the hold change effect is successful, the display color of the corresponding image H1 (target image T) is changed as the effect of the hold change effect (FIG. 25C), and the hold change effect is gusset (failure). ), The display color of the corresponding image H1 (target image T) does not change as an effect result of the reserved change effect (FIG. 25D).

(Active change production (first production))
The active change effect as the first effect is executed during the change of all the decorative symbols before the super reach (FIG. 26). In FIG. 26, two corresponding images H1 and H2 are displayed as the first hold display image, and the corresponding image A is displayed as the active display image (FIG. 26A, etc.). The corresponding image A is also a target of active change effect, that is, a target corresponding image (target image T).

  In the active change effect (first effect), the character 5SA is displayed in the display area 5HA (square area) (the corresponding image A (target image T) is temporarily hidden). Thereafter, when the active change effect (first effect) is successful, the display color of the corresponding image A (target image T) changes as an effect result of the active change effect (first effect) (FIG. 26C )), When the active change effect (first effect) is gusset (failure), the display color of the corresponding image A (target image T) does not change as an effect result of the active change effect (first effect) ( FIG. 26 (D)).

(Active change production (second production))
The active change effect as the second effect is executed during the execution of the super reach (FIG. 27). FIG. 27 (A) shows an effect screen before super reach (during the change of all decorative symbols). In FIG. 27A, two corresponding images H1 and H2 are displayed as the first hold display image, and the corresponding image A is displayed as the active display image. The corresponding image A is also a target of active change effect, that is, a target corresponding image (target image T). During execution of super reach, all the corresponding images H1, H2, and A (all displayed corresponding images) displayed as the hold display image or the active display image are temporarily hidden (the display area 5HA is also not displayed). (FIG. 27 (B)). Each corresponding image that has not been displayed is re-displayed from a predetermined timing after the end of super reach (for example, after a predetermined period (for example, a short time such as 1 second) has elapsed since the end of super reach). Further, the corresponding image A as the active display image is deleted when the variable display result is derived.

  In the active change effect (second effect), the corresponding image A (active display image) that is the target image T is displayed again at the start of the effect (FIG. 27C). The re-displayed position is a lower left corner of the screen different from the display area 5HA (a position having a lower visibility than the display area 5HA, such as a corner of the screen). Further, the re-displayed corresponding image A is displayed in a reduced size than the corresponding image A displayed before super-reach (normal time). Furthermore, in the active change effect (second effect), an effect effect is performed in which the boomerang 5Z moves toward and touches (acts on) the corresponding image A (target image T) as the active display image (re-displayed) ( FIG. 27 (C)). Thereafter, when the active change effect (second effect) is successful, the display color of the corresponding image A (target image T) changes as an effect result of the active change effect (second effect) (FIG. 27D). )), When the active change effect (second effect) is gusset (failure), the display color of the corresponding image A (target image T) does not change as an effect result of the active change effect (second effect) ( FIG. 25 (E)). When the active change effect (second effect) is successful, the display of the corresponding image A (target image T) whose display color has changed is continued until the end of super reach. On the other hand, when the active change effect (second effect) is gusset, the corresponding image A (target image T) whose display color has not changed is not displayed again when the active change effect (second effect) ends.

(Timing for displaying / hiding the corresponding image as the active display image)
As shown in FIG. 28, the active display image displayed in the display area 5HA (normal position) when the change starts is not displayed when the super reach is started (the hold display image is also not displayed). The non-displayed active display image is redisplayed in the display area 5HA from a predetermined timing after the end of super reach (for example, a timing after the elapse of a predetermined period (for example, a short time such as 1 second) from the end of super reach). (The hold display image is redisplayed at the original position). When the active change effect (second effect) is not executed, the active display image is not redisplayed even during the super reach. On the other hand, when the active change effect (second effect) is executed, the active display image that is not displayed is re-displayed in the lower left corner of the screen different from the display area 5HA (normal position). When the executed active change effect (second effect) is successful (when the display color changes), the active display image in the lower left corner is displayed until the end of super reach at that position, and then the super reach ends. It is not displayed and is redisplayed in the display area 5HA (normal position) from the predetermined timing after the end of super reach (the hold display image is also redisplayed at the original position). In such a case, the active display image is not displayed for a short period. On the other hand, when the active change effect (second effect) executed is gusset (when the display color does not change), the active display image in the lower left corner is hidden with the end of the active change effect (second effect), and thereafter Then, it is displayed again on the display area 5HA from the predetermined timing after the end of super reach (the hold display image is also displayed again at the original position).

(Effects of this embodiment)
As described above, according to the present embodiment, during the super reach, all the corresponding images displayed as the hold display image and the active display image are hidden (FIGS. 27 and 28), so that the player becomes the corresponding image. It is possible to prevent attention and to reduce the reduction in the effect of super reach. Further, when the active change effect (second effect) is executed, the active display image (corresponding image) that is the target image is displayed again (FIGS. 27 and 28), so the active change effect (second effect). The player can pay attention to the active display image at a suitable timing that is executed. As described above, in this embodiment, a corresponding image (particularly, an active display image) can be suitably displayed. In this embodiment, since a plurality of types of super reach that does not display corresponding images are prepared (super reach A and B) (see FIG. 10), the interest of the game can be improved.

  In the present embodiment, when the active display image (target image) is redisplayed when the active change effect (second effect) is executed, the display position is the normal position (when super reach is not executed, The position (lower left corner) is different from the position of the area 5HA (FIGS. 27 and 28). Thereby, an active display image can be suitably displayed. In particular, in this embodiment, the image is re-displayed at a position that is less conspicuous than the normal position (a corner that is less conspicuous than the center at the bottom) or a mode (a reduced mode) (FIG. 27), so that the active display image The reduction in the effect of the super reach effect due to can be reduced, and the active display image can be suitably displayed.

  In the present embodiment, the active change effect (second effect) includes an effect effect (an effect effect in which the boomerang 5Z moves and acts toward a corresponding image (target image) as an active display image) ( FIG. 27). Thereby, the effect of the active change effect (second effect) can be enhanced. In addition, as an effect effect, an effect that does not change the display color of the active display image (target image) (an effect effect in the active change effect of Gasse) and an effect effect that changes the display color of the active display image (an effect in the successful active change effect) There is an effect) (FIG. 27), whereby the player can increase the effect of the active change effect (second effect) by paying attention to the action effect and display color change.

  In the present embodiment, when the active change effect (second effect) is executed and the display color of the active display image (target image) changes (when the effect is successful), the active display image after the change is It is displayed continuously until the end of super reach (FIGS. 27 and 28). Thereby, the active display image (target image) after the change that the player will pay attention to can be displayed for a long time, and the active display image can be suitably displayed. On the other hand, when the active change effect (second effect) is executed and the display color of the active display image (target image) does not change (when the effect is gusset), the active display image is immediately hidden (super reach end) (Not displayed before) (FIGS. 27 and 28). Accordingly, the active display image with a low degree of attention can be immediately hidden, and the active display image can be suitably displayed. In addition, as in the present embodiment, when the display color of the active display image changes due to the active change effect, the active display image can be suitably displayed by continuously displaying the display color longer than when the display color has not changed. (To display the active display image after the change with a higher degree of attention than when it did not change). Note that, as in this embodiment, when the expected degree of jackpot of the display color after the change due to the active change effect is higher than the display color before the change, the active display image after the change is longer than when there is no change. By displaying, it is possible to lengthen the display time of the active display image that is preferable for the player, and the active display image can be suitably displayed.

  Further, in the present embodiment, the redisplay of each corresponding image (the hold display image and the active display image) that has been hidden by the super reach is started from a predetermined timing after the end of the super reach (FIG. 28). Assuming that the hold display image and the active display image are displayed again immediately after the super reach end, the display position of the active display image that has been continuously displayed by the successful active change effect (second effect) ends at the super reach end. It will change suddenly before and after. In this embodiment, since the re-display is started from a predetermined timing after the end of super reach, a successful active change effect (second effect) is executed and the active display image is continuously displayed until the end of super reach. The active display image is temporarily hidden, and it is possible to make the above-mentioned uncomfortable feeling unlikely (the active display image can be suitably displayed).

  Moreover, in this Embodiment, the determination ratio of the execution timing of an active change effect differs according to the kind of super reach (FIG. 23). As a result, the redisplay ratio of the active display image (target image) varies depending on the type of super reach, so that attention can be paid to the redisplay of the active display image. In particular, in the case of Super Reach B, the active change effect is more likely to be executed during Super Reach (the active display image (target image) is more likely to be redisplayed). Can also be noticed. Further, even if there is no execution of the active change effect before the super reach B, the execution of the active change effect can be expected during the super reach.

  In the present embodiment, a display area 5HA separated from other display areas is set (FIGS. 25 to 27), and a corresponding image as an active display image is displayed in the display area 5HA. . Further, an active change effect (first effect) is executed as an effect executed in the display area 5HA (FIG. 26). In order to emphasize the active display image, it is conceivable to enlarge the display area (display area 5HA) of the active display image. However, when the display area of the active display image is enlarged, there is a possibility that the display in other notice effects will be hindered and the game entertainment will be lowered. On the other hand, in the present embodiment, a display area 5HA separated from other display areas is set, and an active change effect (first effect) can be executed within the display area 5HA (display area). The production will be completed within 5 HA). For this reason, it is possible to improve the game entertainment while enhancing the active display image.

(Modification)
The present invention is not limited to the above embodiment, and various modifications and applications can be made to the above embodiment. For example, the pachinko gaming machine 1 does not have to include all the technical features shown in the above embodiment, and the part described in the above embodiment so as to solve at least one problem in the prior art. It may be provided with the following structure. Although modifications are listed below, at least some ideas of the following modifications may be combined with each other.

(Modification 1)
The successful active change effect changes the current display color to a display color with a higher jackpot expectation than the current display color, but changes to a display color with a lower jackpot expectation than the current display color. (For example, it may be defined by a hold / active change pattern). The same applies to the hold change effect. Further, the active change effect or the hold change effect may be an effect in which the action display or the character SA is not displayed and the hold display image or the active display image is simply changed. Even when the active display image is displayed again by the active change effect (second effect) at the start of the action effect (when the boomerang 5Z is displayed), before the action effect is started (before the boomerang 5Z is displayed). It may be. Note that the action effect may be executed at a position where the effect image of super reach is not covered or does not interfere with super reach, as in the above embodiment. The expected degree of jackpot to be notified may be a final color or a display color in the middle (for example, a display color having the highest expectation level in the process of change).

(Modification 2)
The determination of the hold / active change pattern is not limited to the above embodiment. For example, the final color is determined first (the expectation of jackpot is gold>green>blue> white), and the reserved / active change pattern that matches the determined final color is selected as a use pattern (table and random value) (The same shall apply hereinafter). Further, whether or not the active change effect or the hold change effect of the gaze is executed may be determined by lottery or the like at the start of variable display (at the time of execution of step S171). As the hold / active change pattern, a pattern for displaying the hold display image in blue, green, and gold from the beginning may be prepared. Whether the hold / active change effect is performed may be determined by lottery or the like, and then the hold / active change pattern may be determined by lottery or the like. For each variable display (every time execution of step S171), whether or not the pending change effect or the active change effect is executed, whether or not the display color changes, and the display color after the change may be determined by lottery or the like. In addition, when the display color of the target image changes to gold (the display color with a higher degree of expectation than a predetermined standard, such as the display color with the highest degree of expectation) in the active change effect, The target jackpot expectation may be higher than when the display color changes to gold, or vice versa. This makes it possible to improve the interest of the game.

(Modification 3)
A display period (hereinafter referred to as a first display period) of an active display image (target image) after a successful active change effect (second effect) and an active display image (target) after an unsuccessful active change effect (second effect) The display period of the image) (hereinafter referred to as the second display period) may be as follows. For example, the effect control CPU 120 measures the elapsed time with a timer, and controls the non-display of the active display image (target image) when the elapsed time reaches the end of the display period (such as a command to the display control unit 123). )I do.
(1) In the above embodiment, the second display period is described as “0 seconds” (the active display image is immediately hidden after the active change effect), but the second display period is somewhat A period may be set. However, the first display period may be longer than the second display period.
(2) The first display period may be changed according to the expected degree of jackpot of the display color after the change of the active display image. For example, the first display period may be a longer period as the degree of big hit expectation of the display color after the change is higher. Further, when the big hit expectation degree of the display color after the change is higher than a predetermined reference (for example, when the display color after the change is gold), the first display period is set as the first period, and the display color after the change is displayed. When the big hit expectation degree is lower than the predetermined reference (for example, when the display color after change is other than gold), the first display period may be a second period shorter than the first period. The second period may be the second display period (that is, if the expected big hit expectation of the display color after the change is lower than the predetermined reference, the same period (“0 seconds”) Display of the active display image may be continued).
(3) The first display period may not be until the end of super reach. For example, when a special image (moving image or the like) is reproduced due to cut-in or the like during super reach, the active display image may be hidden during the reproduction so as not to disturb the effect of the special image (FIG. 28). . Thus, the active display image may be hidden again from a specific timing before the end of super reach.
The player pays attention to the display color after the change regardless of whether the display color after the change is high or low (including the case where the expectation is lower than before the change). Therefore, by making the second display period shorter than the first display period, the active display image when the degree of attention is high can be displayed longer, and the active display image can be suitably displayed. In addition, for the player, a display color with a higher expectation level for jackpots is preferable. An active display image having a display color preferable for a player is displayed by continuously displaying the active display image for a longer time when the expected degree of jackpot of the display color after the change is higher than when the expectation level of jackpot is low (including gasses). Can be displayed for a long time, so that the active display image can be suitably displayed.

(Modification 4)
When the active display image that has been continuously displayed by the successful active change effect (second effect) is not displayed again from the first specific timing before the end of the super reach (example (3) in the third modification example). The active display image (the target image after the display color has changed) may be displayed again from the second specific timing thereafter. For example, when the display of the special image ends before the end time of super reach, the active display image that is not displayed (target image whose display color has changed) may be displayed again. An active display image that has been continuously displayed by a successful active change effect (second effect) is not displayed during a specific period (may be a period until the end of super reach or a period before that). By using the display, the active display image can be suitably displayed.

  In addition, as shown in FIG. 28, when the specific period (the period in which the active display image that has been continuously displayed by the successful active change effect (second effect) is not displayed again) continues until the end of super reach. Even if the display of the hold display image or the active display image is redisplayed immediately after the super reach end, the display position of the active display image does not suddenly change before and after the end of the super reach. The redisplay of the active display image may be performed immediately after the end of super reach. In addition, the redisplay of the hold display image and the active display image may be performed immediately after the end of super reach, and the end of the display of the active display image may be a predetermined timing before the end of super reach. By doing as described above, the active display image can be suitably displayed.

  In addition, when the specific period (period in which the active display image that has been continuously displayed by the successful active change effect (second effect) is not displayed) continues until the end of the super reach, the active is performed at the end of the super reach. The display image may be slid and moved to a normal display position (display area 5HA). As a result, the above-mentioned uncomfortable feeling does not occur even when the hold display image and the active display image are redisplayed immediately after the end of the super reach, so that the active display image can be suitably displayed.

(Modification 5-1)
The first display position (the position of the display area 5HA), which is the display position of the active display image (target image) displayed in a normal state such as before super-reach, and the success or active change of gas that is executed during super-reach The second display position, which is the display position of the active display image (target image) redisplayed by the effect (second effect), and the display position of the active display image that is continuously displayed after the active change effect (second effect). The certain third display position may be the same. Further, the first display position and the second display position may be the same, and only the third display position may be different. The first display position and the third display position may be the same and only the second display position may be different (for example, the active display image is moved from the second display position to the third display position after the display color is changed). The first display position, the second display position, and the third display position may all be different (for example, the active display image is moved from the second display position to the third display position after the display color is changed). When the second display position is different from the third display position, the active display image after the display color change may be temporarily displayed as non-display or may be displayed by sliding. When the second display position and / or the third display position is the same as the first display position, the display area 5HA may be displayed together. The display modes (size and shape) of the active display images displayed at the first display position, the second display position, and the third display position may be the same or different. Also by such a thing, an active display image can be displayed suitably. Note that the second display position and / or the third display position in the super reach are less conspicuous (not easily visible) than the first display position (for example, positions closer to the four corners of the screen than the first display position). Then, it is possible to reduce the reduction in the effect of super reach. Furthermore, the active display image (target image) displayed at the second display position and / or the third display position during super reach is less conspicuous (not easily visible) than the active display image at the first display position ( For example, if the super-reach effect image is displayed in a manner that is easier to see than the first display position, the super-reach effect is reduced.

(Modification 5-2)
The re-display position of the active display image (target image) re-displayed by the success or the active change effect (second effect) may be different depending on the type of super reach (for example, in super reach A). If there is a lower left corner, if super reach B, lower right corner). Usually, images (such as moving images) displayed in super reach differ depending on the type, and therefore the redisplay position is a position that does not interfere with the effect image of the super reach being executed (for example, displayed in the effect image). It may be a position that does not overlap with some important specific image (such as a moving image). In addition, when the variable display position (usually displayed in the corner) of the decorative design displayed during Super Reach differs depending on the type of Super Reach, it is redisplayed so that it does not overlap the variable display of the decorative design. The position may be set. In addition, even in the same super reach, the display image varies depending on the timing. Therefore, depending on the execution timing of the success or the active change effect of the gusset (second effect), the active display is performed so as not to obstruct the effect image of the super reach. The redisplay position of the image (target image) may be set. Furthermore, according to the re-display position, the mode of action effect included in the success or the active change effect (second effect) of the gaze may be changed (the mode is changed so as not to disturb the effect image of the super reach).

(Modification 6)
The active change effect and the hold change effect may be anything that changes the display mode of the target image. For example, the display color is not limited as long as the shape, size, operation mode, and the like are changed. Note that these effects may be executed multiple times with one variable display for one target. In addition, the display mode after the change changed by the active change effect (second effect) is a special mode (reach establishment) different from the display mode after the change changed by the active change effect (first effect) or the hold change effect. (For example, when an active change effect is executed during the super reach in step S755, the display mode after the change is replaced with a special mode). Thereby, the interest of the game can be improved.

(Modification 7)
Instead of or in addition to the active change effect, the hold change effect may be executable during the super reach. In this case, similarly to the active change effect, the hold display image (corresponding image that is the target image) that has been hidden by super reach may be displayed again when the hold change effect is executed (FIG. 30). As shown in FIG. 30, the mode of the on-hold change effect is the same as the active change effect (the same is true of the effect on the boomerang 5Z), but the on-hold display image (target image) is the same as the active display image. When displaying at a position different from the position (display position during a period other than super reach), which variable display of the variable display on which the hold display image is held corresponds (the hold display image is The image 5P (such as “the hold 1 of the first special figure!”) For notifying which hold display image it is (the display position of the hold display image in the normal position), etc. It may be displayed together with the hold display image. Thereby, it is possible to make the production easy to understand. For the hold change effect, the idea about the active change effect (including the concept of the execution timing of the hold change effect as shown in FIG. 23) can be adopted as appropriate (the active display image may be replaced with the hold display image). ).

  When the active change effect and the hold change effect are executed during the super reach, the execution of the effects may be set so that the execution periods of the two effects do not overlap. Also, the display position of the active display image (target image) redisplayed with the active change effect during super reach and the display position of the hold display image (target image) redisplayed with the hold change effect during super reach are different. It may be allowed. This makes it easy to understand whether the corresponding image to be redisplayed is the active display image or the hold display image (which corresponding image is the corresponding image to be redisplayed in the same manner as described above ( An image for informing whether it is an active image, a hold display image, or a hold display image). The display position of the active display image (target image) redisplayed during the active change effect during super reach is the same position as the display position of the hold display image (target image) redisplayed during the hold change effect during super reach. Even if an image (such as an image suggesting which corresponding image is to be redisplayed) is displayed to notify whether it is an active image or a hold display image, which hold display image, etc. Good. As a result, the production can be easily understood.

(Modification 8)
The player may be able to adjust the production setting. As the effect setting, for example, there is a volume of effect sound, brightness of a display screen, and the like. For example, a detection unit (operation button, infrared sensor, camera for detecting the operation, etc.) for detecting the player's motion is provided, and the setting of the effect is adjusted based on the detected motion. For example, a signal indicating the operation detected by the detection unit is transmitted to the effect control board 12, and the effect control board 12 changes (adjusts) the effect setting according to the operation specified by the transmitted signal. The effect control board 12 executes the effect with the current effect setting (when there is a change, the effect setting after the change).

  The effect control board 12 may display the changed effect setting on the screen of the image display device 5 for a predetermined period when the effect setting is changed. For example, the change of the effect setting may be accepted during the execution of the variable display. In this case, the effect setting image corresponding to the changed effect setting is displayed for a predetermined period during the execution of the variable display. However, when the variable display result is derived and displayed within the predetermined period, the effect setting image is rendered invisible or difficult to view. Thereby, the visibility of the variable display result can be ensured.

  Specifically, when there is an operation for changing the volume (may be a luminance change), the effect control CPU 120 gives a predetermined command to the display control unit 123, and sets the changed volume on the screen of the image display device 5. The corresponding volume image VL (volume image VL indicating the volume after the change) is displayed and deleted after a predetermined period of time (FIGS. 31A to 31C). However, when the variable display result of the variable display of the decorative symbols is derived within the predetermined period, the displayed volume image VL is erased (FIGS. 31D to 31E). The volume image VL may be displayed in a semi-transparent display or a reduced display to make it difficult to view. Thereby, the visibility of the variable display result can be ensured. In particular, when the volume image VL is displayed at a position where it is superimposed on the variable display result (see FIG. 31), if the volume image VL remains displayed, the volume image VL is positioned on the stopped decorative pattern and stopped. Visibility of the decorated design (variable display result) is impaired. However, the visibility can be ensured by hiding the volume image VL, making it semi-transparent or reducing the volume.

(Modification 9)
The corresponding image (the hold display image or the active display image) is not limited to the shape of the above embodiment. The display mode (color, shape, etc.) of the corresponding image may change depending on the display position.

(Modification 10)
Display control of the hold display image and the active display image may be performed by the CPU 120 for effect control.

(Modification 11)
The effect mode of the active change effect and the hold change effect may be an appropriate mode. For example, an effect of an active change effect may be executed as the hold change effect, and an effect of the hold change effect may be executed as the active change effect. Further, the hold change effect may be executed during the execution of the super reach (in this case, the hold display image may not be erased). In this case, the execution timing of the hold change effect is also super reach. The ratio (0%: including 100%) of which aspect is selected may be varied depending on whether or not the process is being executed.

(Modification 12)
The active change effect or the hold change effect may be a mode in which the display mode of the hold display image or the active display image is changed at a predetermined timing (a mode in which the character C1 or the hidden image is not displayed).

(Modification 13)
In the above, the display mode of the corresponding image before changing by the hold change effect or the active change effect is referred to as a normal mode (white, etc.), but the normal mode has the highest ratio of being displayed at the start of displaying the hold display image. Things. It should be noted that the display mode after the change does not have to notify the target jackpot expectation degree (the hold change effect or the active change effect may be executed without being based on the prefetch determination).

(Modification 14)
The pre-reading determination is whether or not the variable display of the target is in a predetermined mode (such as derivation of big hit, establishment of reach, establishment of reach for executing super reach, execution of pseudo-ream, variation time over a predetermined time). What is necessary is just judgment. For example, in the prefetch determination, it is determined whether the predetermined mode is achieved by performing the same process as the process of step S262 or S263 based on the random value MR3 and specifying the target variation pattern. Note that the hold / active change effect (particularly the display mode after the change) performed based on the determination of whether or not the variable display of the target is in a predetermined mode notifies the possibility that the variable display of the target will be in the predetermined mode. In many cases, as a result, the display mode (the display color after the change such as the final color) is displayed. Etc.), it is an effect to notify the target's big hit expectation. Information such as a random number value used for the prefetch determination may be transmitted as a command from the main board 11 to the effect control board 12, and the prefetch determination may be performed on the effect control board 12 side. In such a case, a command for designating a gaming state may be transmitted from the main board 11 to the effect control board 12.

(Modification 15)
During the period from the start of the display of the target image due to the execution of the hold change effect or active change effect until the display is erased by the execution of the special figure game for the target, the hold for another special figure game is held -Execution of the active change effect may be prohibited or may not be prohibited. If not prohibited, the pending change effect and the active change effect may be executed multiple times in one variable display. In this case, the mode of each effect is changed or executed according to a predetermined condition. Adjust the timing.

(Modification 16)
Gold, green, and blue, which are the display colors of the active display image and the hold display image, can be used for both the active display image and the hold display image. However, only the display mode (color, character, character, etc.) of the active display image can be used. Yes, including a mode after change.) Or a display mode (color, character, character, etc., including a mode after change) of only a hold display image.

(Modification 17)
In the determination of the hold / active change pattern, for example, when the pre-reading determination result is a jackpot determination, the hold change effect or the active change effect is as late as possible in the process of a series of hold display corresponding to the start winning and the subsequent active display. It is also possible to preferentially determine a hold / active change pattern in which is executed. The active change effect is based on a variable display result or a fluctuation pattern specified when executing variable display of a target (decision result such as a big hit or a fluctuation pattern at the time of fluctuation) (fluctuation pattern designation command). Or based on the specified content of the display result specifying command), whether to execute or not may be determined by lottery.

(Modification 18)
In the above embodiment, the big hit type is determined based on the value of the random number MR2 for determining the big hit type. However, the condition for determining the big hit type is not limited to this. For example, a specific area may be provided in the vicinity of or inside the big prize opening, and the type of jackpot may be determined based on the game ball entering (passing) the specific area. . For example, when the probability variation big hit and the normal big hit are provided, the probability variation big hit may be determined based on the game ball entering the specific area.

(Modification 19)
Moreover, in the said embodiment, although it is made to control to a big hit gaming state based on having displayed the big hit symbol on the 1st special symbol display 4A or the 2nd special symbol display 4B, it controls to a big hit gaming state. The mode to perform is not limited to this. For example, a specific area is provided in the vicinity of the second start prize opening or inside the second start prize opening, and the game state is controlled based on the fact that a game ball enters (passes) the specific area. You may stay.

(Modification 20)
In the above-described embodiment, a mode in which a plurality of types of special symbols such as numbers or symbols of 0 to 9 are variably displayed and a display result is derived and displayed is shown, but the variable display is not limited to such a mode. For example, the special symbol to be variably displayed may be different from the special symbol derived and displayed as the variable display result. In other words, special symbols that are not included in the fluctuating multiple types of special symbols may be derived and displayed as variable display results, and among the fluctuating multiple types of special symbols, those that are not specially derived and displayed as variable display results May be included. In addition, it is not always necessary to variably display a plurality of types of special symbols, and a mode in which variable display is executed using only one type of special symbols may be used. As variable display using one type of special symbol, for example, the one type of special symbol may be blinked (turning on / off alternately may be repeated). That is, the repeated display of lighting and extinguishing may be variable display. And even in this case, the one type of special symbol may be derived and displayed last (lit), or a symbol different from the one type of symbol may be derived and displayed last. It may be. The same applies to variable display of other symbols (for example, normal symbols, decorative symbols, etc.).

(Modification 21)
For example, in the above, the “ratio” is not limited to a relationship such as A: B = 70%: 30% or A: B = 30%: 70%, but A: B = 100%: 0% It is a concept that also includes a relationship (that is, a concept that includes an allocation in which one is 100% and the other is 0%). Further, when A is higher in proportion than B, it is a concept including a case where A is 100% and B is less than 100%, and a case where B is 0% and A is larger than 0%. is there.

(Modification 22)
Further, for example, in the above-described 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, and the presence or absence of the pseudo-ream, one change is made when the change is started. Although an example in which the pattern designation command is transmitted has been shown, the variation pattern may be notified to the effect control board 12 by two or more commands. Specifically, when the notification is made with two commands, the main board 11 is in the first command before reaching reach, such as the presence or absence of a pseudo-continuity, the presence or absence of a slide effect, or the so-called second stop when not reaching. The command indicating the fluctuation time and fluctuation mode is transmitted before the second, and the second command is the so-called second stop after reaching the reach such as the type of reach and the presence / absence of the redrawing effect. You may make it transmit the command which shows the fluctuation | variation time and fluctuation | variation aspect of (after). 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 main board 11 may notify the change time by each of two commands, and the effect control board 12 may select a specific change mode executed at each timing. 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 appropriately changed. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern designation command can be reduced.

(Modification 23)
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 encloses gaming media and scores based on the occurrence of winnings. The invention can also be applied to the enclosed game machine to be given. For example, a game score for use in a game is given using the number of game values having a size specified by the record information of a game recording medium such as a prepaid card or a membership card, and the given game The present invention can also be applied to a gaming machine in which a player plays a game by driving a game ball enclosed in the gaming machine using a score or a game score given by winning a game.

(Modification 24)
In addition, the device configuration and data configuration of the gaming machine, the processing shown in the flowchart, the image display operation in the image display device, the sound output operation in the speaker, and the lighting operation in the light emitter unit, game effect lamp, and decoration LED are also included. Various rendering operations and the like can be arbitrarily changed and modified without departing from the spirit of the present invention.

(Modification 25)
The program and data for realizing the present invention are limited to a form distributed and provided by a detachable recording medium to a computer device included in a gaming machine such as a pachinko gaming machine 1 or a slot machine. Instead of this, a form distributed by preinstalling in a storage device such as a computer device may be adopted. Furthermore, the program and data for realizing the present invention are distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit. It doesn't matter.

  The game execution mode is not only executed by attaching a removable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.

(Configuration that can be derived from the above embodiments and modifications)
The configurations disclosed in this specification (the configurations of the above-described embodiments and modifications are included in the following configurations as appropriate) are listed below. The present invention is not limited to the following description. Note that the specific configurations, application examples, and modification examples described below can also be applied to the above-described embodiments and modification examples.

(1) A gaming machine (for example, a pachinko gaming machine) that executes variable display (for example, variable display of a special game or a decorative pattern) and can be controlled to an advantageous state (for example, a big hit gaming state) advantageous to the player 1)
Predetermined display means for displaying a predetermined display corresponding to the variable display (for example, a corresponding image displayed as an on-hold display image or an active display image) (for example, an effect control board 12 for controlling the display of the corresponding image);
Specific effect execution means (for example, an effect control board 12 that executes super reach in step S172) for executing a specific effect (for example, super reach);
Change effect execution means for executing a change effect (for example, an active change effect or a hold change effect) for changing the predetermined display mode (for example, an effect control board 12 for executing an active change effect or a hold change effect in step S172) ) And
The predetermined display means can hide the predetermined display that was displayed before execution of the specific effect during execution of the specific effect, and the change effect is executed during execution of the specific effect. When this is done, the predetermined display that has been hidden can be redisplayed (see, for example, FIG. 28).
It is characterized by that.

  Note that the change effect is to notify (including suggestion or notice) the ratio (expectation) controlled to the advantageous state (particularly by the changed mode) by changing the mode of the predetermined display. Is desirable. The change effect may be a pre-read determination (determination of variable display that has not been started yet), or a determination result (display result designation) regarding whether the variable display result of the variable display is a specific display result when variable display is executed. It may be executed based on the display result specified by the command). The change effect is performed by changing the mode of the predetermined display (particularly depending on the mode after the change), and the specific effect such as whether or not the reach is established, the degree of expectation, the super reach, the notice effect, etc. is executed. By notifying whether or not the display mode of the decorative symbol variable display is a specific mode, such as whether or not the degree of expectation, and the degree of expectation, the ratio (expected degree) controlled to the advantageous state is notified. It may be a thing.

  The specific effect execution means may execute a plurality of types of the specific effects (for example, super reach A to B).

  In addition, the specific production is not limited to the super reach, the entire reach production, or only the specific super reach (super reach B only), the production in the big hit gaming state, the specific notice production (step-up notice), the special premiere It may be a production. In the effect during the big hit gaming state, for example, the change effect is executed based on the prefetch determination result specified by the prefetch determination result designation command in the start winning command buffer, and the held target can be a big hit. For example, it is a reserved change effect or the like (for example, suggesting that there is a reserved resort in the reservation). As described above, depending on the type of the specific effect, the display position of the predetermined display to be redisplayed (for example, a position that does not overlap the specific display in the specific effect) is different so as not to disturb the effect of the specific effect. It may be allowed. In addition, the change effect may be executable at any one of a plurality of timings during the specific effect. In this case, a predetermined display redisplayed according to the execution timing of the change effect so as not to disturb the effect of the specific effect. The display position (for example, a position that does not overlap with a specific display in a specific effect) may be different.

  According to such a configuration, the predetermined display can be suitably displayed. In particular, as described above, when redisplaying a predetermined display that has been hidden, the predetermined display can be suitably achieved by making the aspect less conspicuous than the previous display (including the display position). Can be displayed.

(2) When the predetermined display redisplays the predetermined display, the predetermined display means displays a display position (for example, display area 5HA, etc.) that is different from the display position that was displayed before the predetermined display is not displayed (for example, display area 5HA). , The predetermined display is redisplayed in the lower left corner of the screen (see, for example, FIG. 30),
It is characterized by that.

  According to such a configuration, the predetermined display can be suitably displayed. In particular, as described above, by displaying the display position after re-displaying in a position that is less conspicuous than the display position before non-display (for example, the lower left corner of the screen), it is possible to reduce hindering a specific effect, The predetermined display can be suitably displayed.

(3) The change effect is an effect that can act on the re-displayed predetermined display (for example, an effect that the boomerang 5Z acts on (corresponds to, hits, etc.) the boomerang 5Z as shown in FIGS. 27 and 30). )including,
You may do it.

  According to such a configuration, it is possible to enhance the effect of changing effects. Further, as in the above-described embodiment, it is possible to reduce the fact that the specific effect is prevented by executing the effect effect at a position that does not interfere with the specific effect. Further, the predetermined display can be suitably displayed.

(4) As the effect, the first effect (for example, an effect that changes the display color of the corresponding image) and the second effect (for example, an effect that does not change the display color of the corresponding image). There is,
You may do it.

  According to such a configuration, it is possible to enhance the effect of changing effects. The second effect may be an aspect that does not act on the predetermined display (for example, an effect that disappears before the boomerang 5Z reaches the corresponding image).

(5) The first action effect changes the aspect of the predetermined display,
When the first action effect is executed, the predetermined display means continues the display of the predetermined display after the change for a predetermined period (for example, as shown in FIGS. 28 and 29, the super reach end or the special image is displayed). Display the corresponding image until the display timing)
You may do it.

  According to such a configuration, the predetermined display can be suitably displayed.

(6) The second action effect does not change the aspect of the predetermined display,
When the second action effect is executed, the predetermined display means hides the predetermined display that has not changed again during execution of the specific effect (for example, as shown in FIGS. 28 and 29). , Hide the corresponding image when the active change effect or the hold change effect ends,
You may do it.

  According to such a configuration, the predetermined display can be suitably displayed. In particular, when the predetermined display that has not changed is displayed for a long time, the display that the player does not pay attention to is continued, so the interest of the game is reduced, but this configuration can prevent this, and the predetermined display is preferably displayed. it can. The second action effect may be one in which the aspect of the predetermined display is temporarily changed and then returned to the original aspect. The second action effect may be anything that does not change the predetermined display mode (as a result of the effect). Moreover, the 1st effect | action effect should just change the aspect of a predetermined display finally (as a result of an effect).

(7) There are a plurality of types of the specific effects (for example, super reach A to B).
The predetermined display means redisplays the predetermined display at a different rate depending on the type of the specific effect (see, for example, FIG. 23).
You may do it.

  Attention can be paid to the redisplay of the predetermined display. In the above embodiment, the above-described configuration is realized by changing the determination ratio of the execution timing of the active change effect according to the type of super reach. For example, the active change according to the type of super reach Depending on the type of super-reach and the current color, by canceling the execution of the effect, or when executing variable display of the target, whether or not the active change effect is executed, whether it is a success or failure, and the display color after the change The above configuration may be realized by making a determination by lottery or the like.

(8) In any of the gaming machines (1) to (7) above,
The predetermined display means includes, as the predetermined display, a hold display (for example, a hold display image) corresponding to a variable display that has not yet been started, and a corresponding display (eg, an active display image) corresponding to a variable display being executed. , Can be displayed,
The correspondence display is displayed in a predetermined area (for example, display area 5HA),
A predetermined effect that executes a predetermined effect (for example, an active change effect as the first effect) having a first effect mode that changes the mode of the corresponding display and a second effect mode that does not change the mode. Execution means (for example, an effect control board 12 that executes an active change effect as the first effect in step S172) is further provided.
You may do it.

  According to this configuration, the interest of the game can be improved.

  If the predetermined effect is an effect in which an image different from the corresponding display is displayed in addition to or in addition to the corresponding display in the predetermined area, and the aspect of the corresponding display is changed or not changed, the interest of the game can be improved. .

  The predetermined area may be a background display different from other display areas (for example, a display area other than the display area 5HA in the display area of the image display device 5). According to such a configuration, it becomes easier for the player to recognize the predetermined area, and the gaming interest is improved.

  The specific display may be more conspicuous than the hold display (for example, the active display image is larger than the hold display image) (FIG. 26, etc.). According to such a configuration, it becomes easier for the player to recognize the specific display, and the gaming interest is improved.

  The corresponding display can be erased during execution of the predetermined effect in the predetermined area, and the corresponding display may be displayed in association with the execution mode of the predetermined effect (for example, active change effect ( In the second effect), after that, the character SA is displayed instead of the active display image, and then the active display image is displayed instead of the character SA) (FIG. 26, etc.). According to such a configuration, it becomes easier for the player to recognize the predetermined effect, and the gaming interest is improved.

  There are a plurality of types of execution of the predetermined effect (for example, preparing a plurality of types of predetermined effects), and the ratio of the predetermined effect to the first mode varies depending on the execution mode of the predetermined effect. Good. According to such a structure, the aspect of a predetermined production becomes various and a game entertainment interest improves.

  Unlike the first predetermined effect (for example, display of the character SA) and the first predetermined effect, the predetermined display is variable without changing as the predetermined effect. A second predetermined effect (such as preparing an effect other than the character SA) suggesting the possibility that the display is in an advantageous state may be executed. According to such a structure, the aspect of a predetermined production becomes various and a game entertainment interest improves.

  As the predetermined effect of the first mode for changing the specific display, the first predetermined effect and a third predetermined effect for changing the specific display from outside the predetermined area (for example, a display area in the display area of the image display device 5). The ratio of the change in the specific display may be different between the area other than 5HA and the like that prepares an effect of moving a predetermined image toward the display area 5HA. According to such a configuration, the game interest is improved by making the player pay attention to which effect is executed.

  The predetermined effect and an effect outside the predetermined area (for example, preparing an effect for displaying a line in an area other than the display area 5HA in the display area of the image display device 5) can be executed in parallel. It may be. According to such a structure, the aspect of a production becomes various and a game entertainment interest improves.

  The execution ratio of the predetermined effect may vary depending on the specific display mode (for example, the execution ratio of the active change effect (second effect) varies depending on the display color of the active display image). . According to such a configuration, the game interest is improved by making the player pay attention to whether or not the predetermined effect is executed.

(9) Adjustment means (for example, an effect control board) capable of adjusting the effect settings (for example, volume, brightness, etc.) in accordance with an adjustment operation (for example, an operation for adjusting the volume) by the player at least during execution of variable display 12)
Adjustment image display means (for example, effect control board 12 or the like) that displays an adjustment image (for example, an image VL or the like indicating the volume) corresponding to the adjustment by the adjustment means for a predetermined period,
The adjustment image display means indicates that the adjustment image is not visible (for example, non-display) or difficult to view (for example, transmissive display) in a period during which the variable display result is derived and displayed in the variable display within the predetermined period. (See, for example, FIG. 31)
You may do it.

  It is possible to reduce a decrease in recognizability of the variable display result.

  At least a part of the display area of the adjusted image may overlap with at least a part of the derivation display area of the variable display result (see, for example, FIG. 31). According to such a configuration, the adjustment image result image that overlaps at least a part of the derived display area of the variable display result is erased, so that a reduction in the visibility of the variable display result can be suppressed.

  The error image may not be erased even during the derivation display of the variable display result (the error image displayed when an error (abnormality) occurs). According to such a configuration, the visibility of the error image can be ensured.

  You may make it give priority to the display of an error image rather than the display of the said adjustment image. According to such a configuration, the visibility of the error image can be ensured.

  When the adjustment operation is performed, the demonstration display is kept visible, but when the menu display operation is performed, the demonstration display may be erased. According to such a configuration, a demonstration display can be suitably performed.

  A determining means (for example, the CPU 103 that executes the processing of step S239) for determining whether or not to control to an advantageous state (for example, a big hit gaming state) advantageous to the player, and variable according to the determination result of the determining means Display means for performing display and derivation display of the variable display result (for example, CPU 120 for effect control that executes variable display of decorative symbols in step S172) and execution of specific effect capable of displaying a specific effect image during execution of variable display Means (for example, executed by the CPU 120 for effect control), and the specific effect image can be arranged at an overlapping position on the front side of at least a part of the identification information variably displayed. The execution means displays the specific effect image at a position overlapping the front side of the identification information in a period during which the variable display result is derived. Impartial and static manner (e.g., run in effect control CPU 120), it may be. According to such a configuration, it is possible to prevent misrecognition of the display result.

DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 3 ... Gaming machine frame 4A, 4B ... Special symbol display device 5 ... Image display device 6A ... Ordinary winning ball device 6B ... Ordinary variable winning ball device 7 ... Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 11 ... Main board 12 ... Production control board 13 ... Audio control board 14 ... Lamp control board 15 ... Relay board 20 ... Normal symbol display 21 ... Gate switch 22A, 22B ... Start-up switch 23 ... Count switch 31A ... Stick controller 31B ... Push button 31C ... Operation knob 100 ... Microcomputer 101, 121 for game control ROM
102, 122 ... RAM
103 ... CPU
104, 124 ... Random number circuit 120 ... Production control CPU
123 ... Display control unit 125 ... I / O

Claims (1)

  1. A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player,
    Predetermined display means for displaying a predetermined display corresponding to the variable display;
    Specific production execution means for executing any one of a plurality of types of specific production according to whether or not it is controlled to the advantageous state;
    A change effect executing means for executing a change effect for changing the mode of the predetermined display,
    The predetermined display means can hide the predetermined display that was displayed before execution of the specific effect during execution of the specific effect, and the change effect is executed during execution of the specific effect. The predetermined display that has been hidden can be redisplayed when
    Depending on the type of the specific effect, the ratio at which the predetermined display is redisplayed is different.
    A gaming machine characterized by that.
JP2015250425A 2015-12-22 2015-12-22 Game machine Active JP6431837B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2015250425A JP6431837B2 (en) 2015-12-22 2015-12-22 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2015250425A JP6431837B2 (en) 2015-12-22 2015-12-22 Game machine

Publications (2)

Publication Number Publication Date
JP2017113180A JP2017113180A (en) 2017-06-29
JP6431837B2 true JP6431837B2 (en) 2018-11-28

Family

ID=59231104

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2015250425A Active JP6431837B2 (en) 2015-12-22 2015-12-22 Game machine

Country Status (1)

Country Link
JP (1) JP6431837B2 (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6431836B2 (en) * 2015-12-22 2018-11-28 株式会社三共 Game machine

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003144708A (en) * 2001-11-16 2003-05-20 Sankyo Kk Game machine
JP5309337B2 (en) * 2009-12-02 2013-10-09 株式会社ソフイア Game machine
JP5466775B1 (en) * 2013-03-28 2014-04-09 株式会社大都技研 Amusement stand
JP2015188545A (en) * 2014-03-27 2015-11-02 株式会社三共 Game machine
JP6103398B2 (en) * 2015-03-31 2017-03-29 株式会社大都技研 Amusement stand
JP6110916B1 (en) * 2015-09-30 2017-04-05 京楽産業.株式会社 Game machine
JP6431836B2 (en) * 2015-12-22 2018-11-28 株式会社三共 Game machine

Also Published As

Publication number Publication date
JP2017113180A (en) 2017-06-29

Similar Documents

Publication Publication Date Title
JP6126925B2 (en) Game machine
JP5940478B2 (en) Game machine
JP2015181512A (en) Game machine
JP2013039311A (en) Game machine
JP2014079524A (en) Game machine
JP5425747B2 (en) Game machine
JP6046563B2 (en) Game machine
JP5739393B2 (en) Game machine
JP6247867B2 (en) Game machine
JP6231820B2 (en) Game machine
JP6038066B2 (en) Game machine
JP2015013036A (en) Game machine
JP2015104512A (en) Game machine
JP6162096B2 (en) Game machine
JP6162095B2 (en) Game machine
JP5845027B2 (en) Game machine
JP6216696B2 (en) Game machine
JP2013248291A (en) Game machine
JP6277117B2 (en) Game machine
JP6302438B2 (en) Game machine
JP2012228562A (en) Game machine
JP2016144583A (en) Game machine
JP2018038644A (en) Game machine
JP2016159012A (en) Game machine
JP5369303B2 (en) Game machine

Legal Events

Date Code Title Description
A977 Report on retrieval

Free format text: JAPANESE INTERMEDIATE CODE: A971007

Effective date: 20171025

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20171031

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20171227

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A132

Effective date: 20180605

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20180731

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

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20181030

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20181105

R150 Certificate of patent or registration of utility model

Ref document number: 6431837

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150