JP6437956B2 - Game machine - Google Patents

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JP6437956B2
JP6437956B2 JP2016122360A JP2016122360A JP6437956B2 JP 6437956 B2 JP6437956 B2 JP 6437956B2 JP 2016122360 A JP2016122360 A JP 2016122360A JP 2016122360 A JP2016122360 A JP 2016122360A JP 6437956 B2 JP6437956 B2 JP 6437956B2
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effect
display
timer
area
executed
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JP2017225532A (en
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小倉 敏男
敏男 小倉
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株式会社三共
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Description

  The present invention relates to a gaming machine such as a pachinko gaming machine, and more particularly, to a gaming machine that performs variable display and can be controlled in an advantageous state advantageous to a player.
  As such a gaming machine, there is a gaming machine that can perform a variable display and can be controlled to an advantageous state (big hit gaming state) advantageous to the player. As such a gaming machine, there is one that performs a period display such as a timer display and executes a predetermined effect when the period display is in a predetermined mode (0 seconds) (Patent Document 1).
JP 2008-61767 A
  However, in the gaming machine of Patent Document 1 described above, no effect is taken into consideration regarding the process before the period display is executed, and it is not interesting.
  The present invention has been conceived in view of such circumstances, and an object of the present invention is to provide a gaming machine that can improve the interest of the game in the process before executing the period display.
(1) A gaming machine (such as a pachinko gaming machine 1) that can be controlled in an advantageous state (big hit gaming state, etc.) advantageous for a player with a variable display,
Period display means for displaying a period display (timer display in the second area 92 in FIG. 16) (the microcomputer 100 for effect control, the effect display device 9 in FIG. 16, the second area 92, and the timer effect in S802 in FIG. 14) Processing)
Predetermined effect execution means (effect control) capable of executing a predetermined effect (super reach effect or the like) when the period display is in a predetermined mode (such as when the timer display is 0 second in the second area 92 of FIG. 16). Microcomputer 100, processing for executing super reach production in S802 of FIG. 14),
In the display area for the period display (second display area 92 in FIG. 16), specific display means (for effect control) capable of displaying a specific display other than the period display (specific display such as “?” Shown in FIG. 20). microcomputer 100 or the like, effect display device 9 of FIG. 16, the process that performs a specific display in step S802 in FIG. 14) and provided with,
Depending on the execution contents of the special effect that can be executed before the period display is displayed, the ratio in which the period display is displayed after the execution of the special effect is different.
Depending on whether to be controlled to the advantageous state, the ratio of determining the display timing of the period display among a plurality of display timings is different,
Depending on whether or not the advantageous state is controlled, the aspect of the display area is determined as any one of a plurality of aspects, and the aspect of numerical information displayed as the period display is a plurality of aspects. The ratio of which mode is determined is different .
  According to such a configuration, it can be noted whether the period display is displayed or the specific display is displayed, and it is possible to improve the interest of the game in the process before the period display is executed.
(2) The gaming machine of (1),
As a display pattern in the display area, a period display pattern for displaying the period display after executing a specific effect (such as an effect of rotating display information in the second area 92 as shown in FIG. 16E) (FIG. 20). And a specific display pattern (shown in FIG. 20) for displaying the specific display after executing the specific effect. A display pattern of specific display for performing specific display such as “?” Display).
  According to such a configuration, it can be noted whether the period display is displayed or the specific display is displayed, and the interest of the game can be further improved with respect to the process before the period display is executed.
(3) The gaming machine of (2),
The period display pattern and the specific display pattern can be executed at a plurality of timings during the variable display (as shown in FIG. 18, the second region effect is executed at a plurality of timings such as at the start of the change or before the start of the reach. Etc.) and the degree of expectation controlled to the advantageous state differs depending on the execution timing (as shown in FIG. 18, the selection ratio of the execution timing of the second area effect differs between the time of loss and the big hit, etc.) .
  According to such a configuration, it can be noted at which timing the period display pattern and the specific display pattern are executed.
(4) The gaming machine according to any one of (1) to (3),
The specific display is an expectation suggestion display (an indication of “No way? (Expectation low)”, “Intense fever (high expectation))”, etc. in FIG. 20) indicating the expectation controlled to the advantageous state. Included (FIG. 20).
  According to such a configuration, it is possible to focus on whether the period display or the specific display is displayed, and when the specific display is displayed, it is possible to focus on the display mode of the specific display.
(5) The gaming machine according to any one of (1) to (4),
A re-variable display means (for effect control) capable of executing re-variable display (pseudo-continuous, etc.) for temporarily resuming the variable display after the variable display is temporarily stopped after the variable display is started until the display result is derived and displayed. A microcomputer 100),
The specific display includes a re-variation suggestion display that suggests that the re-variation display is executed (such as “NEXT (pseudo-link suggestion)” in FIG. 20).
  According to such a configuration, it is possible to pay more attention to whether the period display or the specific display is displayed, and when the specific display is displayed, the display mode of the specific display is further focused. Can be made.
(6) The gaming machine according to any one of (1) to (5),
Reach production execution means (such as a production control microcomputer 100) capable of executing any one of the multiple types of reach production,
The specific display includes a reach suggestion display that suggests the type of reach effect (such as “Battle (battle reach suggestion)” display shown in FIG. 20).
  According to such a configuration, it is possible to pay more attention to whether the period display or the specific display is displayed, and when the specific display is displayed, the display mode of the specific display is further focused. Can be made.
(7) The gaming machine according to any one of (1) to (6),
The period display means is a period from when the period display is started until the period display becomes the predetermined mode (such as 0 seconds).
After the period display is updated, the first pattern (FIG. 22) is set to the predetermined mode without going through the stop mode (such as the freeze effect shown in FIGS. 22B and 22C) for stopping the update of the period display. (F) to (i) patterns, etc.)
After the period display is updated, the second pattern (FIG. 22) is used as the predetermined mode after passing through the stop mode (such as the freeze effect shown in FIGS. 22B and 22C) for stopping the period display update. (Patterns (a) to (e), etc.) can be executed.
  According to such a configuration, the player can be made to pay attention to the display mode of the period display in the period from when the period display is started until the period display becomes the predetermined mode.
(8) The gaming machine according to any one of (1) to (7),
The predetermined effect execution means performs a special pattern (as shown in FIG. 23, in the second area 92), which updates the period display again by the period display means when the period display becomes the predetermined mode. It is possible to execute a special pattern or the like in which the time display value of the timer display 94 increases when the timer display reaches 0 seconds.
  According to such a structure, a player can be made to pay attention to the effect when a period display becomes a predetermined mode.
(9) The gaming machine according to any one of (1) to (8),
The predetermined effect execution means can change the display mode of the period display depending on whether or not a special effect is being executed in a period from when the period display is started until the period display becomes the predetermined mode. Yes (as shown in FIG. 24, the position of the third region 96 can be changed depending on whether or not the SP reach is executed).
  According to such a configuration, the interest of the game can be improved by taking into consideration the situation of the effects performed during the period from when the period display is started until the period display becomes a predetermined mode.
It is the front view which looked at the pachinko game machine from the front. It is a figure which shows a hit classification table. It is a block diagram which shows an example of the circuit structure in a main board | substrate (game control board). It is explanatory drawing which shows each random number. It is explanatory drawing which shows the big hit determination table and the big hit classification determination table. It is a figure which shows the fluctuation pattern table used in order to determine a fluctuation pattern in a table format. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows the structural example of the pending | holding storage buffer in the microcomputer for game control. It is a flowchart which shows a timer interruption process. It is a flowchart which shows a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows production control main processing. It is a flowchart which shows production control process processing. It is a flowchart which shows an effect design fluctuation start process. It is a figure for demonstrating area | region production. It is a figure which shows an area | region production execution determination table. It is a figure which shows an area | region production execution timing determination table. It is a figure which shows a 1st area | region production determination table. It is a figure which shows a 2nd area | region production determination table. It is a flowchart which shows an effect setting process. It is a figure for demonstrating the timer effect in 2nd Embodiment. It is a figure for demonstrating the timer effect in 3rd Embodiment. It is a figure for demonstrating the various effects in 4th Embodiment.
  Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that a pachinko gaming machine is shown as an example of a gaming machine, but the present invention is not limited to a pachinko gaming machine, and may be another gaming machine such as a coin gaming machine or a slot machine. Any game machine may be used as long as it is a machine.
[First Embodiment]
Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front. FIG. 2 is a hit type table.
  The pachinko gaming machine 1 is a gaming machine in which a game is played by driving a game ball as a game medium into the game area 7. The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape and a game frame attached to the inside of the outer frame so as to be openable and closable. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) installed to be openable and closable with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6). In the pachinko gaming machine 1, a game is played by driving a game ball as a game medium into the game area.
  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided an extra ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, a hitting operation handle (operation knob) 5 for firing the hitting ball, and the like. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.
  The member that forms the extra ball tray (lower tray) 4 is configured in a stick shape (bar shape), for example, at a predetermined position on the front side of the upper surface of the lower tray body (for example, the central portion of the lower tray). A stick controller 122 that can be held and tilted in a plurality of directions (front and rear, left and right) is attached. It should be noted that the stick controller 122 has a predetermined operation by performing a push-pull operation with a predetermined operation finger (for example, an index finger) while the player holds the operation rod of the stick controller 122 with an operation hand (for example, the left hand). A trigger button 125 (see FIG. 3) that can perform an instruction operation is provided, and a trigger sensor 121 (see FIG. 3) that detects a predetermined instruction operation by a push-pull operation or the like with respect to the trigger button 125 is provided inside the operation rod of the stick controller 122. Built-in). In addition, a tilt direction sensor unit 123 (see FIG. 3) for detecting a tilting operation with respect to the operating rod is provided in the lower pan body inside the stick controller 122 and the like. Further, the stick controller 122 incorporates a vibrator motor 126 (see FIG. 3) for causing the stick controller 122 to vibrate.
  A member that forms the hitting ball supply tray (upper plate) 3 is operated by a player to perform a predetermined instruction operation, for example, by depressing a predetermined position on the upper surface of the upper plate body (for example, above the stick controller 122). A possible push button 120 is provided. The push button 120 only needs to be configured to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. A push sensor 124 (see FIG. 3) that detects the player's operation action performed on the push button 120 may be provided inside the upper plate body at the position where the push button 120 is installed. In the configuration example shown in FIG. 1, the mounting positions of the push button 120 and the stick controller 122 are in a vertical positional relationship in the central portion of the upper plate and the lower plate. On the other hand, it is good also considering the attachment position of the push button 120 and the stick controller 122 as the position approached to either right or left in the upper plate and the lower plate, maintaining the vertical relationship. Alternatively, the mounting position of the push button 120 and the stick controller 122 is not in a vertical positional relationship, but may be in a horizontal positional relationship, for example. As operation means, other operation means such as a lever switch and a jog dial may be provided.
  In the vicinity of the center of the game area 7, there is provided an effect display device 9 as first display means capable of variably displaying (also referred to as variable display) effect symbols as a plurality of types of identification information that can be identified. On the right side of the effect display device 9 in the game area 7, a first special symbol display (first variation display unit) 8a that variably displays a first special symbol as a plurality of types of identification information that can be distinguished from each other, A second special symbol display (second variation display unit) 8b that variably displays a second special symbol as a plurality of types of identification information that can identify each of them is provided.
  Each of the first special symbol display device 8a and the second special symbol display device 8b is configured by a simple and small display device (for example, 7 segment LED) capable of variably displaying numbers and characters. The effect display device 9 is composed of a liquid crystal display device (LCD), and an effect symbol display area is provided on the display screen for effect display of the effect symbol in synchronization with the variation display of the first special symbol or the second special symbol. It is done. In the effect symbol display area, a symbol display area for variably displaying, for example, three decorative (effect) effect symbols for left, middle, and right is formed.
  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b are collectively referred to as a special symbol indicator (variable display unit). There are things to do.
  Although this embodiment shows a case where two special symbol indicators 8a and 8b are provided, the gaming machine may be provided with only one special symbol indicator.
  Each of the first special symbol display 8a and the second special symbol display 8b is controlled by a game control microcomputer mounted on a main board (game control board). The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the variable display of the first special symbol is executed on the first special symbol display 8a, the effect display is executed on the effect display device 9 along with the variable display, and the second special symbol display 8b 2 When the variation display of the special symbol is executed, the effect display is executed by the effect display device 9 along with the variation display, so that it is possible to easily grasp the progress of the game.
  More specifically, in the variation display of the first special symbol or the second special symbol, the first start condition or the second start condition which is the execution condition of the variation display is satisfied (for example, the game ball is in the first start winning opening 13). Or, after passing through the second start winning opening 14 (including winning), the start condition of the change display (for example, when the number of reserved memories is not 0 and the first special symbol and the second special symbol are changed) The display is not executed, and the big hit game is not executed) is started, and when the variable display time (variable time) elapses, the display result (stop symbol) is derived and displayed. To do. Note that the passing of a game ball means that the game ball has passed through a predetermined area such as a prize opening or a gate, and that includes a game ball entering (winning) a prize opening. It is. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).
  When the jackpot display result (bonus symbol) as the specific display result is derived and displayed on the first special symbol display 8a, or the jackpot display result (jackpot symbol) as the specific display result is displayed on the second special symbol display 8b. When the derived display is performed, the effect display device 9 also derives and displays the jackpot display result (combination of jackpot symbol) as the specific display result. When the specific display result is displayed as the display result of the variable display in this manner, the specific game state (big hit game state) is controlled as an advantageous state to which a value (advantageous value) advantageous to the player is given.
  Further, in the effect display device 9, symbols other than the symbol that will be the final stop symbol (for example, the middle symbol of the left and right middle symbols) have continued for a predetermined time, and the jackpot symbol (for example, the left middle right symbol is aligned with the same symbol) In the state where it is in agreement with the combination of symbols), it is stopped, rocking, enlarged, reduced, or deformed, or multiple symbols are displayed synchronously in the same symbol, or the positions of the symbols are switched An effect performed in a state where the possibility of a big hit is continued before the final result is displayed (hereinafter, these states are referred to as reach states) is referred to as reach effect.
  Here, in the reach state, when the effect symbols that are stopped and displayed in the display area of the effect display device 9 constitute a part of the jackpot combination, the variation display of the effect symbols that are not yet stopped and displayed is continued. This is a display state or a display state in which all or part of the effect symbols are variably displayed synchronously while constituting all or part of the jackpot combination. In other words, reach means a state in which identification information forms a specific display result in a plurality of variable display areas, but at least some of the variable display areas are in variable display. In this embodiment, the reach state is formed, for example, in a state where the same symbol is stopped in the left and right symbol display areas and the symbol is not stopped in the middle symbol display area. The symbols stopped in the left and right symbol display areas when the reach state is formed are called reach formation symbols or reach symbols.
  The display effect in the reach state is reach effect display (reach effect). In addition, during the reach, an unusual performance may be performed with a lamp or sound. This production is called reach production. Further, in the case of reach, a character (an effect display imitating a person or the like, which is different from a design (effect design etc.)) or a display mode (for example, a color etc.) of the background image of the effect display device 9 is displayed. ) May change. This change in character display and background display mode is called reach effect display. In addition, some reach is set so that when it appears, a big hit is likely to occur compared to a normal reach. Such a special reach is called super reach.
  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.
  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. Accordingly, in a state where the variable winning ball device 15 is in the closed state, it is easier for the game ball to win the first starting winning port 13 than the second starting winning port 14. In the state where the variable winning ball apparatus 15 is in the closed state, it may be configured that the winning is possible (that is, it is difficult for the gaming ball to win) although it is difficult to win a prize. Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.
  Above the second special symbol display 8b, there is a second special symbol hold memory display 18b comprising four displays for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. Is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. And whenever the fluctuation | variation display by the 2nd special symbol display 8b is started, the number of the indicators to light is reduced by one.
  Further, above the second special symbol hold memory display 18b, the number of effective winning balls that have entered the first start winning opening 13, that is, the first hold memory number (the hold memory is also referred to as start memory or start prize memory). ) Is displayed, a first special symbol reservation storage display 18a is provided. The first special symbol storage memory indicator 18a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.
  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning port 13 and is detected by the first start port switch 13a, if the variation display of the first special symbol can be started (for example, the variation display of the special symbol ends, 1), the first special symbol display 8a starts the variable display (variation) of the first special symbol, and the effect display device 9 starts the variable display of the effect symbol. That is, the change display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on condition that the first reserved memory number has not reached the upper limit value.
  When the game ball enters the second start winning port 14 and is detected by the second start port switch 14a, if the variation display of the second special symbol can be started (for example, the variation display of the special symbol ends, 2), the second special symbol display unit 8b starts the variation display (variation) of the second special symbol, and the effect display device 9 starts the variation display of the effect symbol. That is, the change display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.
  The effect display device 9 is for decoration (for effects) during the variable display time of the first special symbol by the first special symbol indicator 8a and during the variable display time of the second special symbol by the second special symbol indicator 8b. The effect symbol as a symbol is displayed in a variable manner. The change display of the first special symbol on the first special symbol display 8a and the change display of the effect symbol on the effect display device 9 are synchronized. Further, the variation display of the second special symbol on the second special symbol display 8b and the variation display of the effect symbol on the effect display device 9 are synchronized. Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the effect display device 9 reminds the jackpot The combination of is stopped and displayed.
  In addition, at the lower position on the display screen of the effect display device 9, a hold storage display unit (total hold storage display unit) that displays the total number of the first hold memory number and the second hold memory number (total hold memory number). , A hold display area, not shown). In the combined hold storage display unit, the hold storage number can be specified as the hold storage display by, for example, the number of display of the predetermined image, by displaying the hold storage image (one hold storage image corresponding to each hold storage information, Is specified). In this way, by providing the summation pending storage display unit that displays the total number, it is possible to easily grasp the total number of execution conditions that have not met the variable display start condition. In each of the first special symbol hold memory display 18a, the second special symbol hold memory display 18b, and the effect display device 9, the light emission display and the image display for indicating the number of hold memories are a hold display or a hold. Called memory display.
  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.
  In the big hit gaming state, repeated continuous control is performed in which the special variable winning ball apparatus 20 repeats an open state and a closed state. In the repeated continuation control, a state where the special variable winning ball apparatus 20 is opened is called a round. Thus, the repeated continuation control is also called round control. In the present embodiment, a plurality of types of jackpots are provided. When it is determined that a jackpot is to be made, one of the jackpot types is selected.
  On the left side of the effect display device 9, there is provided a normal symbol display 10 for variably displaying normal symbols that can be distinguished from each other. In this embodiment, the normal symbol display 10 is realized by a simple and small display (for example, 7 segment LED) that can display numbers 0 to 9 in a variable manner. That is, the normal symbol display 10 is configured so as to variably display numbers (or symbols) of 0 to 9. The small display is formed in a square shape, for example.
  When the game ball passes through the gate 32 and is detected by the gate switch 32a, the display variation of the normal symbol display 10 is started. When the stop symbol on the normal symbol display 10 is a predetermined symbol (a winning symbol, for example, a symbol “7”), the variable winning ball device 15 is closed in a disadvantageous state for a player for a predetermined number of times. To an open state advantageous to the player. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of LEDs to be turned on by one. Then, each time the variable display of the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one.
  At the lower part of the game board 6, there is an out port 26 into which a hit ball that has not won a prize is taken. In addition, four speakers 27 that utter sound effects and sounds as predetermined sound outputs are provided on the upper left and right and lower left and right outside the game area 7. On the outer periphery of the game area 7, a frame LED 28 provided on the front frame is provided.
  In addition, a prepaid card unit (hereinafter also simply referred to as “card unit”) that enables lending a ball by inserting a prepaid card is installed adjacent to the pachinko gaming machine 1 (not shown).
  In the hit type table of FIG. 2, for each hit type in the big hit, the big hit probability after the end of the big hit gaming state, the base after the end of the big hit gaming state, the variation time after the end of the big hit gaming state, the number of releases in the big hit ( The number of rounds) and the opening time of each round are shown.
  Specifically, in the big hit gaming state, after the special variable winning ball apparatus 20 is in the open state, a predetermined open state end condition (a predetermined period (for example, 29 seconds) has elapsed in the open state, or When the predetermined number (for example, 10) of winning balls is generated, the closed state is established. When the opening end condition is satisfied, a continuation right is generated and the special variable winning ball apparatus 20 is opened again. The generation of the continuation right is repeated until the number of releases in the big hit gaming state reaches 15 rounds (final round), which is a predetermined upper limit value.
  Among the “big hits”, after being controlled to the big hit gaming state, the probability change state in which the probability of being determined as a big hit is higher than the normal state (the normal gaming state that is not the probability change state) as the special gaming state. The type (type) of jackpot that shifts to (an abbreviation for probability variation state, also referred to as high probability state) is called “probability jackpot”. In the present embodiment, the special gaming state is controlled to a time-short state in which the variation time (variation display period) of the special symbol or the production symbol is shortened from the non-time-short state in association with the probability variation state. There is. Note that the special gaming state may be controlled to the short time state independently of the probability variation state.
  In this way, the transition time to the short-time state reduces the variation time of the special symbol and the production symbol. Therefore, when the short-time state is reached, it is easy for an effective start winning to occur, and a big hit game may be performed. Rise. Note that the type of jackpot (type) that does not shift to the probability change state after being controlled to the 15-round jackpot gaming state among the “hits” is called “ordinary jackpot”.
  Further, as the special game state, the frequency of the game ball entering the variable prize ball device 15 is increased by increasing the frequency that the variable prize ball device 15 is opened in association with the probability change state or the short time state. There are cases where the control is performed in an electric chew support control state that facilitates winning (higher approaching and higher frequency) in the variable winning ball apparatus 15. Since the electric chew support control state is a high base state as will be described later, in the following description, it is mainly referred to as a high base state.
  Here, electric Chu support control will be described. As electric support control, normal symbol variation time (time from the start of variation display to display result derivation display time) is shortened and the display result is derived and displayed at an early stage (normal symbol shortening control), normal symbol The control to increase the probability that the stop symbol will be a winning symbol (ordinary symbol probability changing control), the control to increase the opening time of the variable winning ball device 15 (opening time extension control), and the number of opening of the variable winning ball device 15 are increased. Control (opening number increase control) is performed. When such control is performed, the time ratio during which the variable winning ball device 15 is open is higher than when the control is not performed. As a result, the game ball is likely to start and win (the special symbol display devices 8a and 8b and the effect display device 9 are more likely to satisfy the variable display execution condition). By this control, the winning frequency to the second starting winning port 14 is increased, so that a gaming state in which the frequency of establishment of the second starting condition and / or the execution frequency of the variation display of the second special symbol is increased.
  The state (high frequency state) in which the winning frequency at the second start winning opening 14 is increased by the electric Chu support control is the ratio of the number of game balls to be paid out as a winning ball according to the winning with respect to the number of shot balls. Since the “base” is in a higher state than when the control is not performed, it is called a “high base state”. Further, when such control is not performed, it is called a “low base state”. Such control is control for facilitating winning in the variable winning ball apparatus 15 by supporting the winning with the variable winning ball apparatus 15, that is, the electric tulip, and is referred to as “electric chew support control”.
  In this embodiment, “high probability state (probability variation state)” and “low probability state (non-probability variation state)” are used as terms indicating the state of jackpot probability, and terms indicating a combination of base states are used. , “High base state (electric Chu support control state)” and “low base state (non-electric Chu support control state)” are used.
  Further, in this embodiment, as a term indicating a combination of the state of the big hit probability and the base state, “low accuracy low base state”, “low accuracy high base state”, and “high accuracy high base state” are used. Use. The “low probability low base state” is a state indicating that the state of the big hit probability is the low probability state and the base state is the low base state. The “low probability high base state” is a state indicating that the state of the big hit probability is the low probability state and the base state is the high base state. The “high probability high base state” is a state indicating that the state of the big hit probability is the high probability state and the base state is the high base state.
  As shown in FIG. 2, as the big hit of 15 rounds, a plurality of types of big hits, a normal big hit and a probable big hit, are provided. The normal jackpot is a jackpot that is controlled to the non-probability changing state, the short time state, and the high base state (low probability high base state) after the end of the 15 rounds of the big hit gaming state. Normally, in the big hit, the non-probable change state continues for the period until the next big hit occurs, the condition that the short-time state and the high base state are executed a predetermined number of times, such as 100 fluctuation displays, and the next big hit It continues for a period until the earlier condition, which is the condition until the occurrence of, occurs. The normal big hit may be controlled so as to become a big hit controlled in a non-probability changing state, a non-time-short state, and a non-electricity chew support control state (low probability low base state).
  The probability variation jackpot is a jackpot in which control is performed to shift to the probability variation state, the time-short state, and the high base state (high probability high base state) after the end of the 15 rounds of the jackpot gaming state. In the probabilistic big hit, such a high-precise base state is satisfied, whichever is earlier, a condition that the fluctuation display is executed a predetermined number of times of 100 times or a condition that the next big hit occurs. It continues for a period until.
  FIG. 3 is a block diagram showing an example of the circuit configuration of the main board (game control board) and the effect control board. FIG. 3 also shows the payout control board 37 and the like. A game control microcomputer (corresponding to game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as a storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit. 57. The game control microcomputer 560 is a one-chip microcomputer in which a ROM 54 and a RAM 55 are built. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).
  The RAM 55 is a backup RAM as a non-volatile storage means that is partially or entirely backed up by a backup power supply created on a power supply board (not shown). That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data (special symbol process flag, etc.) corresponding to the game state, that is, the control state of the game control means, and data indicating the number of unpaid winning balls are stored in the backup RAM.
  In the game control microcomputer 560, the CPU 56 executes control in accordance with a program stored in the ROM 54. Therefore, the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.
  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to make a big hit based on the display result of the special symbol variation display. The random number circuit 503 updates the numerical data according to the set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and generates the random data at random timing. Based on the fact that the starting winning time is the time of reading (extracting) the numerical data, it has a random number generation function in which the read numerical data becomes a random value. Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503.
  Further, an input driver circuit 58 that provides detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. Also, an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening according to a command from the game control microcomputer 560 is also provided. It is mounted on the substrate 31.
  Further, the game control microcomputer 560 includes a first special symbol display 8a, a second special symbol display 8b, which variably displays special symbols, a normal symbol display 10, which variably displays normal symbols, and a first special symbol hold memory. Display control of the display 18a, the second special symbol storage memory display 18b, and the normal symbol storage memory display 41 is performed.
  The effect control board 80 includes an effect control microcomputer 100, a ROM 102, a RAM 103, a VDP 109, an I / O port unit 105, and the like. The ROM 102 stores a program and data for effect control such as display control. The RAM 103 is used as a work memory. The ROM 102 and the RAM 103 may be built in the production control microcomputer 100. The VDP 109 controls display of the effect display device 9 in cooperation with the effect control microcomputer 100.
  The effect control microcomputer 100 provides an effect control command for instructing effect contents from the game control microcomputer 560 via the relay board 77 that allows signals to pass only in one direction from the main board 31 to the effect control board 80. And the display control of the frame LED 28 provided on the frame side through the lamp driver board 35 and the speaker 27 through the audio output board 70. Various effects are controlled, such as controlling the sound output.
  Further, the production control CPU 101 sends an operation detection signal as an information signal indicating that a player's operation action to the trigger button 125 of the stick controller 122 is detected from the trigger sensor 121 to the input port of the I / O port unit 105. Enter through. Further, the production control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action on the push button 120 has been detected from the push sensor 124 via the input port of the I / O port unit 105. To do. In addition, the effect control CPU 101 receives an operation detection signal as an information signal indicating that the player's operation action with respect to the operation stick of the stick controller 122 has been detected from the tilt direction sensor unit 123 as an input to the I / O port unit 105. Enter through the port. Further, the effect control CPU 101 outputs a drive signal to the vibrator motor 126 via the output port of the I / O port unit 105 to cause the stick controller 122 to vibrate.
  FIG. 4 is an explanatory diagram showing each random number. FIG. 4 shows the type of random number, the update range, the usage, and the addition condition. Each random number is used as follows.
  (1) Random R: A random counter for hit determination for determining whether or not to make a big hit. Random R is updated one by one at 10 MHz, is added and updated from 0, and is added and updated to its upper limit of 65535, and then is added and updated again from 0. (2) Random 1 (MR1): Determines the type of jackpot (any type of type, normal jackpot or probability variation jackpot) and jackpot symbol (for jackpot type determination, jackpot symbol determination). (3) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination). (4) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination). (5) Random 4 (MR4): Determines whether or not to generate a hit based on the normal symbol (for normal symbol hit determination). (6) Random 5 (MR5): An initial value of random 4 is determined (for determining a random 4 initial value).
  In this embodiment, the big hit that is the specific gaming state includes a plurality of types, that is, a normal big hit and a probable big hit. Therefore, when the big hit is determined based on the value of the big hit determination random number (random R), the big hit type is determined based on the value of the big hit type determination random number (random 1). Determined by type. Furthermore, when the type of jackpot is determined, the jackpot symbol is also determined based on the value of the jackpot type determination random number (random 1) at the same time. Therefore, random 1 is also a jackpot symbol determining random number.
  In addition, the variation pattern is first determined using the variation pattern type determination random number (random 2), and is included in the determined variation pattern type using the variation pattern determination random number (random 3). To determine the variation pattern. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process. The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. One or more variation patterns belong to the variation pattern type. The variation pattern type may be referred to as a variation type.
  In this embodiment, the variation patterns are classified into a normal variation pattern type that is a variation pattern type that does not involve reach and a reach variation pattern type that is a variation pattern type that involves reach.
  When the display result is out of order, such a variation pattern type is set so that the selection ratio of the variation pattern type is different depending on whether it is in the short-time state or not in the short-time state. When this is the case, the variation time is shortened compared to when the time is not short. For example, in the short-time state, in order to shorten the average time of the fluctuation time compared to when the time-short state is not, the fluctuation time of a predetermined fluctuation pattern is set shorter than when the time is not short, or the fluctuation pattern type is the most variable. The variation pattern type with the shortest time is selected more frequently, and even when the reach type is selected, the normal reach variation pattern with the shortest variation time is selected among the variation pattern types. By doing so, the average time of the fluctuation time is shorter than when not in the time-short state.
  In addition, such a variation pattern type is set so that the selection ratio is different when the number of reserved memories of each special symbol that displays variation is greater than or equal to a predetermined number and when it is less than the predetermined number, When the number of reserved symbols for each special symbol for variable display is greater than or equal to a predetermined number, the number of reserved symbols for each special symbol is less than the predetermined number. You may make it do. For example, in the hold number shortening control state, the ratio of selecting a variation pattern type having a short variation display time, such as a normal variation pattern type, is set to be higher than in a case where the hold number shortening control state is not set. The average time of the variable display time may be shorter than that in the non-holding number shortening control state. In the hold number reduction control, the change display time itself of the change pattern type may be shortened even when the same change pattern type is selected as compared to the case where the hold number reduction control state is not set.
  The variation pattern may be a one-step determination method in which the variation pattern is determined by one random number lottery, instead of the two-step determination method of determining the variation pattern after determining the variation pattern type.
  FIG. 5 is an explanatory diagram showing a jackpot determination table and a jackpot type determination table. FIG. 5A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal (non-probability change) jackpot determination table used in a normal state (a gaming state that is not a probability change state, that is, a non-probability change state), and a probability change jackpot determination table used in a probability change state.
  Each value described in the left column of FIG. 5 (A) is set as a big hit determination value in the normal jackpot determination table, and is described in the right column of FIG. 5 (A) in the probability change big hit determination table. Each value is set as a big hit judgment value. The jackpot judgment value set in the jackpot judgment table at the time of probability change is the jackpot judgment value common to the jackpot judgment value set in the normal jackpot judgment table (referred to as the normal jackpot judgment value or the first jackpot judgment value). Due to the addition of the unique jackpot judgment value, a larger number (10 times the number of jackpot judgment values) than the probability change jackpot judgment table (referred to as the jackpot judgment value or the second jackpot judgment value at the time of probability change) is set. . As a result, the probability variation state is determined to be a big hit with a higher probability than the normal state.
  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and compares the extracted value with the value of the jackpot determination random number (random R). The jackpot determination random number is shown in FIG. If it matches any of the jackpot determination values shown, it is decided to make a big jackpot (normal jackpot or probable big hit) for the special symbol. Note that the “probability” shown in FIG. 5A indicates the probability (ratio) of a big hit.
  FIGS. 5B and 5C are explanatory diagrams showing a jackpot type determination table stored in the ROM 54. FIG. 5 (B) shows a case where a jackpot type is determined by using a holding memory (also referred to as a first holding memory) based on a game ball winning in the first start winning opening 13 (a variation display of the first special symbol is displayed). 1 is a first special symbol jackpot type determination table (for the first special symbol) used when FIG. 5 (C) shows a case where the jackpot type is determined by using a holding memory (also referred to as a second holding memory) based on the fact that the game ball has won the second start winning opening 14 (the second special symbol variable display is displayed). It is a 2nd special symbol jackpot type determination table used when it is performed.
  Each of the first and second special symbol jackpot type determination tables of FIG. 5B and FIG. 5C is used for determining the jackpot type when it is determined that the variable display result is a jackpot symbol. Based on the random number (random 1), the type of jackpot is determined to be either “normal jackpot” or “probable variation jackpot”, and is also referred to for determining the jackpot symbol.
  The first special symbol jackpot type determination table of FIG. 5B is a numerical value to be compared with a random 1 value, and is a determination value corresponding to each of “normal jackpot” and “probability variable jackpot” (jackpot type determination) Value) is set. In the second special symbol jackpot type determination table of FIG. 5 (C), there are numerical values to be compared with random 1 values, which are judgment values corresponding to “normal jackpot” and “probable variation jackpot” (jackpot type judgment). Value) is set.
  Further, as shown in FIGS. 5B and 5C, the big hit type determination value is also used as a determination value (big hit symbol determination value) for determining the big hit symbol of the first special symbol and the second special symbol. The determination value corresponding to “normal jackpot” is also set as the determination value corresponding to “3” of the jackpot symbol of the first special symbol and the second special symbol. The determination value corresponding to “probable big hit” is also set as the determination value corresponding to “7” of the big hit symbol of the first special symbol and the second special symbol.
  Using the jackpot type determination table, the CPU 56 determines the type corresponding to the jackpot type determination value having the same random 1 value as the jackpot type, and also determines the jackpot symbol having the same random 1 value as the jackpot symbol. To do. Thereby, the jackpot type and the jackpot symbol corresponding to the jackpot type are determined at the same time.
  The first special symbol jackpot type determination table in FIG. 5B and the second special symbol jackpot type determination table in FIG. 5C have the same ratio determined for probability variation jackpots. In such a case, the big hit type determination table may not be divided between the first special symbol and the second special symbol. Further, when the big hit type is selected from a plurality of types of big hits having different maximum round numbers in the big hit gaming state as the big hit type, the second special symbol big hit type determination table of FIG. You may set so that the ratio by which the big hit type with many round numbers is selected becomes higher than the 1st special symbol big hit type determination table of (B). In this way, in the high base state, the big hit type selection is advantageous for the player, and the interest of the game can be improved. Further, the ratio of the second special symbol jackpot type determination table of FIG. 5C may be higher than the first special symbol jackpot type determination table of FIG. 5B. . By doing so, the variation display of the second special symbol can be more likely to be a big hit than the variation display of the first special symbol. In addition, the first special symbol jackpot type determination table may be set to have a higher ratio determined for the probability variation jackpot than the second special symbol jackpot type determination table.
  Next, a variation pattern table used for selecting and determining the variation pattern of the special symbol and the effect symbol in the game control microcomputer 560 will be described with reference to FIG. FIG. 6 is a diagram showing a variation pattern table used for determining the variation pattern in a table format.
  In FIG. 6, (a) shows a determination table for when the normal state is shifted, and (b) shows a determination table for when the time-short state is shifted. Further, (c) shows a normal big hit determination table, and (d) shows a probability variation big hit determination table. Each determination table of FIGS. 6A to 6D is stored in the ROM 54, is selected according to the gaming state, and is used to determine (determine) the variation pattern type and variation pattern.
  The determination table shown in FIG. 6 includes a variation pattern type determination table that indicates the relationship between random 2 and the variation pattern type, and a variation pattern determination table that indicates the relationship between random 3 and each variation pattern for each variation pattern type. Including.
  In the column of “variation pattern type” or “variation pattern” in each table of FIG. 6, “normal” or “normal variation” indicates a normal variation pattern that does not reach.
  Further, “normal reach” in each table of FIG. 6 indicates a fluctuation pattern of normal reach that does not perform a particularly flashy effect when the reach state is reached. “Super Reach” indicates a variation pattern for performing a reach effect in which a special effect image is displayed when the reach state is reached.
  Further, as described above, “super reach” is a variation pattern in which the ratio selected when a big hit is higher than that of “normal reach” is high, and the reliability of the big hit is high. Furthermore, “super reach” is a variation pattern in which the variation time is longer than that of “normal reach” (for example, normal reach 10 seconds, super reach 50 seconds to 80 seconds). In addition, four types of fluctuation patterns are set for the super reach, and the big hit expectation degree (the big win becomes the first super reach <the second super reach <the third super reach <the fourth super reach). (Possibility) is high.
  The “expectation” is a concept including an expectation for jackpot, an expectation for probability change, and the like. Specifically, the degree of expectation (also referred to as reliability) for the big hit is an expectation degree (a ratio to be a big hit) when each reach fluctuation pattern is selected. For example, reach fluctuation is performed 100 times. If the number of hits is 60 times, the degree of expectation for the big hit is 60% (the appearance rate (probability) that the big hit appears is 60%). In addition, the degree of expectation for probability variation refers to the degree of expectation (proportion of probability variation) for shifting to the probability variation state.
  In the pachinko gaming machine 1, a predetermined effect is produced in the effect display device 9 until the display result is derived and displayed after the variation display of each of the effect symbol as identification information and the first and second special symbols is started. There is a case where an effect called a pseudo-continuous effect (hereinafter referred to as a pseudo-continuous effect) is executed. A pseudo-ream is a pseudo display that is an effect display that makes it appear that a plurality of fluctuations corresponding to a plurality of reserved memories are continuously performed instead of a single fluctuation corresponding to one reserved memory. Abbreviation for continuous variation.
  In addition, the pseudo-ream is within the variation time determined with respect to one start winning prize in order to make it appear as if multiple symbols of variable display (variable display) have been executed for one starting winning prize. The temporary stop and re-variation are executed (repeated) a predetermined number of times for all symbol sequences (left, middle, and right). For example, the greater the number of repeated re-executions (the total number of changes including the initial change and subsequent re-changes, also referred to as the pseudo-variable number of times), the greater the reliability of the big hit (the difference from the big hit) The ratio of the ratio that is selected when the jackpot is large, the ratio of the ratio that is jackpot, that is, the degree of reliability that is the jackpot) is increased. More specifically, the ratio selected when the jackpot is determined to be high suggests whether or not the jackpot gaming state is to be achieved by a pseudo-continuous effect. In the pseudo-continuous variation pattern, a pseudo-continuous design (for example, a symbol (numerical number) attached with a predetermined character or character, etc., which is not included in the effect design that is normally displayed in a varying manner (basically variation display) on the effect display device 9. )) Are temporarily stopped. It should be noted that in the quasi-continuation, the effect symbol (numerical symbol in the present embodiment) that normally displays variation (basically variation display) may be temporarily stopped. The combination of symbols temporarily stopped in the effect display device 9 is called a temporary stop symbol combination. The combination of the temporary stop symbols is determined as one of the pseudo consecutive chances among a plurality of types of chances (hereinafter referred to as pseudo consecutive eyes (pseudo consecutive chances)) consisting of combinations of symbols other than the jackpot symbol combination. What should I do?
  Further, in the pachinko gaming machine 1, there may be an effect that the effect symbol slides. Here, the slip refers to an effect display in which the symbol is slid from the predicted stop position immediately before the symbol stops in the variable display. In the second super reach, the reach appearance (reach) is reached by stopping after one of the two production symbols that have been temporarily stopped in the left and right symbol display areas due to a slippage (combination of the symbols). The effect is such that a reach effect is executed.
  Note that the variation pattern shown in the loss determination table is a variation pattern in which the final display result of the variation display is a display result of “out”. The variation pattern shown in the normal jackpot determination table is a variation pattern in which the final display result of the variation display is a display result of “normal jackpot”. The variation pattern shown in the probability variation jackpot determination table is a variation pattern in which the final display result of the variation display is the display result of “probability variation jackpot”.
  Based on these pieces of information, for example, the variation pattern “fourth super reach (80 seconds)” shown in the “variation pattern” column of FIG. It is shown that the variation pattern of the fourth super reach executed in seconds.
  The column labeled “Random 2 Range” and “Variation Pattern Type” in the table of FIG. 6 has a function as a variation pattern type determination table section indicating the relationship between “Random 2 Range” and “Variation Pattern Type”. It is a column to show. For example, taking FIG. 6A as an example, a plurality of random 2 (1-251) values are included in each of a plurality of variation pattern types such as “normal”, “normal reach”, and “super reach”. It is divided into numerical ranges. For example, taking FIG. 6A as an example, if the random 2 value extracted at a predetermined timing matches one of the determination values assigned to 140 to 229 among the random values 1 to 251. Then, it is determined that the variation pattern type is “normal reach”.
  In the table of FIG. 6, “Random 3 range” and “Fluctuation pattern” are described as functions of a variation pattern determination table that indicates the relationship between “Random 3 range” and “Variation pattern”. It is a column. The variation patterns shown corresponding to each type of variation pattern type determination table are variation patterns belonging to each type. For example, taking FIG. 6A as an example, the variation patterns belonging to the type of “super reach” are “first super reach”, “second super reach”, “third super reach”, and “first super reach”. “4 Super Reach”.
  All values of random 3 (1-220) are assigned to a plurality of numerical ranges in each of a plurality of variation patterns corresponding to each variation pattern type. For example, taking FIG. 6A as an example, when it is determined that the variation pattern type of “super reach” is selected, random 3 extracted at a predetermined timing is 1 to 220 of random values of 1 to 220. If it matches any numerical value of the determination values assigned to ˜70, it is determined that the variation pattern of “first super reach (50 seconds)” is set.
  When the variation display result for the first special symbol or the second special symbol is off, the determination table is selected as follows to determine the variation pattern. In the non-time-short state, when the variation display result is out of place, the normal state out-of-state determination table in FIG. 6A is selected. On the other hand, when the fluctuation display result is out of time in the time reduction state, the time reduction state determination table in FIG. 6B is selected. It should be noted that by using the determination tables of FIGS. 6A and 6B, the reach ratio at the time of deviation from the normal state and from the short-time state is constant regardless of the number of holds.
  When the variation display result is a big hit for the first special symbol or the second special symbol regardless of whether the time is short or not, the determination table is selected as follows in order to determine the variation pattern. When the fluctuation display result is a normal big hit, the normal big hit determination table of FIG. 6C is selected. When the variation display result is a probable big hit regardless of whether the time is short or not, the probable big hit determination table of FIG. 6D is selected.
  In the time short state deviation determination table in FIG. 6B, the fluctuation time of the normal fluctuation is set shorter than that in the normal state deviation time determination table in FIG. 6B is shorter than the reach fluctuation (including normal reach fluctuation and super reach fluctuation) compared to the normal state deviation determination table of FIG. 6A. So that the percentage determined for normal fluctuations (non-reach deviation fluctuations (variations resulting in deviation display results instead of reaching reach)) is low, and the percentage determined for reach fluctuations with longer fluctuation times than normal fluctuations is low. Data is set.
  As a result, compared to the non-time-short state (normal state), the rate of change in the short-time state is higher in the time-short state, so the time-short state is the non-time-short state. The change display is performed with a change time shorter than that in the mean time. By selecting the determination table in this way, the time saving state can be realized. In addition, by setting the normal fluctuation so that the fluctuation time is shorter in the time-short state than in the non-time-short state, it is possible to shorten the pending digestion during the time-short state.
  In the determination tables shown in FIGS. 6A and 6B that are selected when there is a deviation, the data is set so that the selection type of the reach type is selected in a height relationship such that normal reach> super reach. Has been. On the other hand, in the determination tables of FIG. 6C and FIG. 6D that are selected when a big hit is made, the selection ratio of the reach type is selected in a high / low relationship such that normal reach <super reach. Data is set. As a result, the ratio of super reach reach production (the ratio of super reach reach production when a reach is selected) is higher when a big hit is made than when it is out of reach. The performance can increase the player's expectation.
  In addition, the determination table shown in FIG. 6D that is selected when a promising big hit out of the big hits has a normal reach compared to the determination table shown in FIG. On the other hand, the data is set so that the ratio of selecting the type of super reach production is high. As a result, when the probability is a big hit, the ratio of the reach reach of the super reach (the ratio of the reach reach of the super reach when the reach is selected) is higher than the case of the normal big win. By performing the reach of reach, it is possible to increase the player's expectation for a promising big hit.
  Note that such a variation pattern is obtained when the total number of reserved storage (total value) of the first special symbol and the second special symbol that display variation is greater than or equal to a predetermined number (for example, the total number of reserved storage is 3 or more). By setting the selection ratio to be different from when the number is less than the predetermined number, when the total number of pending storage is greater than or equal to the predetermined number, the variation time is longer than when the total number of pending storage is less than the predetermined number It is also possible to execute the hold number shortening control for shortening. However, the expectation for reach can be maintained by keeping the ratio of reach (including normal reach and super reach) constant even under the condition that the hold number shortening control is executed (for example, the total number of stored holds is 3 or more). In addition, only the super reach in the reach may not be shortened so as to execute the hold time reduction control. Furthermore, the short time control of the number of holdings may be executable by selecting a high rate of normal fluctuation with a short fluctuation time, or may be executable by shortening the fluctuation time of each fluctuation pattern itself, The combination may be used.
  FIG. 7 is an explanatory diagram showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. As shown in FIG. 7, the game control microcomputer 560 transmits various effect control commands to the effect control microcomputer 100 in accordance with the game control state.
  Main commands in FIG. 7 will be described. The command 80XX (H) is an effect control command (variation pattern command) for designating a variation pattern of the effect symbol that is variably displayed on the effect display device 9 corresponding to the variation display of the special symbol (each corresponding to the variation pattern XX). ). That is, when a unique number is assigned to each variation pattern that can be used as shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by that number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Accordingly, when the effect control CPU 101 receives the command 80XX (H), the effect display device 9 controls the effect display device 9 to start displaying the effect symbols in a variable manner.
  Commands 8C01 (H) to 8C03 (H) are display result designation commands indicating whether or not to make a big hit and the type of big hit.
  The command 8D01 (H) is a first symbol variation designation command indicating that the variation display of the first special symbol is started. Command 8D02 (H) is a second symbol variation designation command indicating that the variation display of the second special symbol is started. The command 8F00 (H) is a command (design determination designation command) for designating to end the variation of the first and second special symbols.
  The commands A001 to A002 (H) are jackpot start designation commands that designate the jackpot gaming state start for each jackpot type (normal jackpot or probability variation jackpot).
  The command A1XX (H) is a special winning opening open designation command that indicates a display during opening of the special winning opening for the number of times (round) indicated by XX. A2XX (H) is a designation command after opening the big prize opening indicating the opening (closing) of the big prize opening of the number of times (round) indicated by XX.
  The commands A301 to A302 (H) are jackpot end designation commands for designating the jackpot gaming state end for each jackpot type (normal jackpot or probability variation jackpot).
  Command A 401 (H) is a first start winning designation command for designating that the first starting win has been received. Command A 402 (H) is a second start winning designation command for designating that there has been a second start winning.
  Command B000 (H) is a normal state designation command for designating that the gaming state is a normal state (low probability state). Command B001 (H) is a short time state designation command for designating that the gaming state is the short time state (high base state). Command B002 (H) is a probability variation state designation command for designating that the gaming state is a probability variation state (high probability state).
  Command C0XX (H) is a combined pending storage number designation command indicating the combined pending storage number. The command C100 (H) is a total pending storage number subtraction designation command indicating that the total pending storage number is decremented by one. In this embodiment, the total reserved memory number designation command is issued at the time of starting winning of a game ball to the first starting winning opening 13 or the second starting winning opening 14 (for example, when a start opening switch passing process described later is executed). Then, it is sent to the production control microcomputer 100 (see S1221 and S1232 in FIG. 11). Also, the total pending storage number subtraction designation command is sent to the effect control microcomputer 100 at the time of starting the variable display (for example, when executing the special symbol variable display in-process described later). Note that the combined pending storage designation command and the pending storage count subtraction designation command may be used together. For example, a combined reserved memory number designation command may be used as a command that can specify the number of reserved memories after subtraction. In addition, the command which can specify the first reserved memory number and the second reserved memory number is transmitted instead of the combined reserved memory number, and the production control microcomputer 100 transmits the first reserved memory number and the second reserved memory number. May be specified as the total pending storage number.
  The command C2XX (H) and the command C3XX (H) are the results of winning determination results such as jackpot determination, jackpot type determination, variation pattern type determination, etc. at the time of starting winning to the first start winning opening 13 or the second starting winning opening 14. This is an effect control command indicating the contents. Of these, the command C2XX (H) is a symbol designating command indicating whether or not the winning determination result is a big hit and the determination result of the type of big hit. The command C3XX (H) is a variation type command that indicates a determination result (variation pattern type determination result) of which determination value range the random value for variation pattern type determination among the winning determination results. It is.
  In this embodiment, in the winning effect processing (see S1217 and S1228 in FIG. 11), the game control microcomputer 560 determines whether or not it will be a big hit at the start winning, whether the big hit type, the random number for determining the variation pattern type. It is determined which range of the determination value is in the range. Then, in the EXT data of the symbol designating command, a value for designating the big hit and a value for designating the type of the big win are set, and control for transmission to the production control microcomputer 100 is performed. A value for designating a range of a judgment value as a judgment result of the fluctuation pattern type is set in the EXT data of the fluctuation type command, and control to transmit to the effect control microcomputer 100 is performed. In this embodiment, the production control microcomputer 100 can recognize whether the display result is a big hit or not and the type of the big hit based on the value set in the symbol designation command, The variation pattern type can be recognized based on the variation type command.
  FIG. 8 is an explanatory diagram showing a configuration example of the reserved storage buffer in the game control microcomputer 560.
  FIG. 8A is an explanatory diagram showing a configuration example of a reserved storage specifying information storage area (holding specified area). The reserved specific area is formed in the RAM 55 (the area in the RAM 55), and as shown in FIG. 8A, the maximum value of the total reserved memory number counter for counting the total reserved memory number (in this example, 8). ) Is reserved. FIG. 8A shows an example in which the value of the total pending storage number counter is 5.
  As shown in FIG. 8A, the reserved specific area is “first” or “second” in the order of winning based on winning to the first start winning opening 13 or the second starting winning opening 14. The indicated data is set. Therefore, data that can specify the winning order to the first start winning opening 13 and the second starting winning opening 14 is stored in the reserved specific area. Note that the reserved specific area is formed in the RAM 55.
  FIG. 8B is an explanatory diagram showing a configuration example of a storage area (holding storage buffer) for storing random numbers corresponding to the holding storage. As shown in FIG. 8B, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55. The first reserved storage buffer and the second reserved storage buffer include a jackpot determination random number (random R) that is a hardware random number, a jackpot type determination random number (random 1) that is a software random number, and a variation pattern type determination random number. (Random 2) and random number for variation pattern determination (Random 3) are stored.
  Based on the winning at the first starting winning port 13 or the second starting winning port 14, the CPU 56 extracts such random number values from the random number circuit 503 and a random counter for generating a software random number, A process of saving (storing) in the saving area in the first pending storage buffer or the second pending storage buffer is executed. Specifically, on the basis of winning at the first start winning opening 13, these random number values are extracted and stored in the first reserved storage buffer. Further, based on the winning at the second start winning opening 14, these random number values are extracted and stored in the second reserved storage buffer.
  In this manner, storing the information related to the start winning as described above in the first hold storage buffer or the second hold storage buffer may be indicated as “hold stored”. In addition, numerical data stored in the first reserved storage buffer may be referred to as first reserved storage information, and numerical data stored in the second reserved storage buffer may be referred to as second reserved storage information. Note that the random number for variation pattern type determination (random 2) and the random number for variation pattern determination (random 3) are not extracted at the time of starting winning and stored in advance in the storage area, but instead are stored in a variation pattern setting process (to be described later) You may make it extract at the time of the change of special symbols).
  The data stored in the reserved specific area and the storage area in this way is read out at the start of the variable display and used for the variable display. Before starting the variable display, the data stored in the hold specific area and the storage area is read out at the time of start winning, and the possibility that the variable display result will be a “big hit” is started. It may be used for pre-reading notice effects that can be executed based on the hold information of the variable display.
  When there is a start prize at the first start prize opening 13 or the second start prize opening 14, commands such as a symbol designation command, a variation type command, and a total reserved memory number designation command are sent from the main board 31 to the effect control board 80. Sent. In the start winning prize reception command buffer provided in the RAM 103 of the effect control microcomputer 100, various commands such as the received symbol designation command, variation type command, and total pending memory number designation command can be stored in association with each other. A storage area for storing data that can identify the received command is secured.
  In this embodiment, the effect control pattern of the effect symbol performed in response to the variation display of the first special symbol and the second special symbol corresponds to a plurality of types of variation patterns, the variation display operation of the effect symbol, the reach It is composed of data indicating the contents of control of various effect operations, such as effect display operations in effects, etc., or various effect operations that are not accompanied by display changes of effect symbols. The notice effect control pattern includes data indicating the control content of the effect operation that becomes the notice effect executed corresponding to the notice pattern in which a plurality of patterns are prepared in advance. The various effect control patterns are composed of data indicating the control contents corresponding to various effect operations executed in accordance with the progress of the game in the pachinko gaming machine 1.
  Next, the operation of the pachinko gaming machine 1 will be described. In the pachinko gaming machine 1, when the game control microcomputer 560 on the main board 31 executes a predetermined main process, a timer interrupt is periodically executed every predetermined time (for example, 2 ms) and the timer interrupt process is executed. As a result, various game controls can be executed.
  In the main processing, for example, necessary initial setting processing, normal time initialization processing, game state restoration processing other than normal time, random number circuit setting processing (random number circuit 503 is initially set), display random number update processing (variation pattern) (Variable random number update processing such as type determination and variation pattern determination), initial value random number update processing (ordinary symbol determination random number generation counter initial value initial value update processing), and the like.
  FIG. 9 is a flowchart showing the timer interrupt process. When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S (hereinafter simply referred to as “S”) 20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal has been output (whether or not an on-state has been turned on) is executed (S20). Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: S21). .
  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (S22). For the first special symbol display 8a, the second special symbol display 8b, and the normal symbol display 10, control for outputting a drive signal to each display according to the contents of the output buffer set in S32 and S33. Execute.
  In addition, a process of updating the count value of each counter for generating each determination random number such as a normal symbol determination random number and a big hit type determination random number used for game control is performed (determination random number update process: S23). . The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: S24, S25).
  Further, the CPU 56 performs a special symbol process (S26). In the special symbol process, a corresponding symbol is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the big prize opening in a predetermined order. The value of the flag is updated according to the gaming state.
  Next, the normal symbol process is performed (S27). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order, and sets the value of the normal symbol process flag to the gaming state. Update accordingly.
  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: S28). Further, the CPU 56 performs an information output process for outputting data such as jackpot information, starting information, probability variation information supplied to the hall management computer, for example (S29).
  Further, the CPU 56 executes prize ball processing for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (S30).
  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (S31: output processing).
  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of special symbols in an output buffer for setting special symbol display control data according to the value of the special symbol process flag ( S32).
  Further, the CPU 56 performs a normal symbol display control process of setting normal symbol display control data for effect display of the normal symbol in the output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( S33). Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in S22 in accordance with the display control data set in the output buffer.
  Thereafter, the interrupt permission state is set (S34), and the process ends. With the above control, in this embodiment, the game control process is started every predetermined time.
  FIG. 10 is a flowchart showing the special symbol process (S26). In the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, a start port switch passing process is executed (S312). Then, any one of S300 to S307 is performed according to the internal state.
  In the game control microcomputer 560, as described above, the RAM 55 stores reserved storage data (first reserved storage data) such as a big hit determination random number obtained based on the start winning to the first start winning opening 13. A first reserved storage buffer to be stored, and a second reserved storage buffer in which reserved storage data (second reserved storage data) such as a jackpot determination random number obtained based on the start winning to the second start winning opening 14 is stored Is provided. In each of these reserved storage buffers, a storage area corresponding to the upper limit value (4 in this example) of the number of each reserved storage is secured.
  In the start port switch passing process, if the first start port switch 13a is turned on, the number of the first reserved memory data stored on the condition that the first reserved memory number has not reached the upper limit value (for example, 4). 1 is incremented by 1 and numerical data (for example, a big hit determination random number, a variation pattern type determination random number, and a variation pattern determination) are obtained from a random number circuit 503 or a counter for generating a software random number. (Random number for use) is extracted, and processing for storing (storing) them in the storage area in the first reserved storage buffer is executed. Further, the value of the total pending storage number counter is incremented by 1, and a process of storing (storing) data indicating “first” in the pending specific area corresponding to the value of the total pending storage number counter after the summation is executed. On the other hand, if the second start port switch 14a is on, the second reserved memory data is counted on the condition that the second reserved memory number has not reached the upper limit (for example, 4). Increase the value of the pending storage number counter by 1 and extract numerical data (for example, a big hit determination random number, a variation pattern type determination random number, and a variation pattern determination random number) from the random number circuit 503 or a counter for generating a software random number Then, a process of storing (storing) them in the storage area in the second reserved storage buffer is executed. Further, the value of the total pending storage number counter is incremented by 1, and a process of storing (storing) data indicating “second” in the pending specific area corresponding to the value of the total pending storage number counter after the summation is executed.
  The processing of S300 to S307 is as follows. The special symbol normal process (S300) is a process for determining whether or not the display result of the variable display is a big hit, and determining the big hit type in the case of the big hit. In the variation pattern setting process (S301), the variation pattern is determined (the variation pattern type determination random number and the variation pattern determination random number are determined), and the variation time is measured according to the determined variation pattern. This is a process for performing control such as the start of timing of the fluctuation time timer.
  The display result designation command transmission process (S302) is a process for performing control to transmit a display result designation command to the effect control microcomputer 100. The special symbol changing process (S303) is a process that advances the process to the special symbol stop process when the fluctuation time of the fluctuation pattern selected in the fluctuation pattern setting process elapses. The special symbol stop process (S304) displays the fluctuation display on the first special symbol display 8a or the second special symbol display 8b when the fluctuation time corresponding to the decided fluctuation pattern is timed by the fluctuation time timer. This is a process of stopping and deriving and displaying a stop symbol.
  The big winning opening opening pre-processing (S305) is a process of performing control for opening the big winning opening in the special variable winning ball apparatus 20 according to the type of the big hit. In the special winning opening opening process (S306), the control for transmitting the production control command for the round display production in the big hit gaming state to the production control microcomputer 100 and the establishment of the closing condition of the special prize opening are confirmed. This is processing for performing processing and the like. If the closing condition for the big prize opening is satisfied and there are still remaining rounds, the process proceeds to the pre-opening process for the big prize opening (S305). When all the rounds are finished, the process shifts to a big hit end process (S307). The big hit end process (S307) is a process for performing control for causing the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended.
  FIG. 11 is a flowchart showing the start port switch passing process of S312. In the start port switch passing process, the CPU 56 first checks whether or not the first start port switch 13a is in an ON state (S1211). If the first start port switch 13a is not in the ON state, the process proceeds to S1222. If the first start port switch 13a is on, the CPU 56 determines whether or not the first reserved memory number has reached the upper limit (specifically, the first reserved memory for counting the first reserved memory number). It is confirmed whether or not the value of the number counter is 4 (S1212). If the first reserved storage number has reached the upper limit, the process proceeds to S1222.
  If the first reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the first reserved memory number counter by 1 (S1213) and sets the value of the total reserved memory number counter for counting the total reserved memory number. Increase by 1 (S1214). In addition, the CPU 56 stores the sum hold in the hold storage specific information storage area (hold specific area) for storing the winning order to the first start winning opening 13 or the second start winning opening 14 described in FIG. Data indicating “first” is set in an area corresponding to the value of the number counter (S1215).
  In this embodiment, when the first start opening switch 13a is turned on (that is, when a game ball starts and wins the first start winning opening 13), data indicating “first” is set, When the second start port switch 14a is turned on (that is, when a game ball starts and wins the second start winning port 14), data indicating “second” is set. For example, the CPU 56 sets 01 (H) as data indicating “first” when the first start port switch 13a is turned on in the reserved storage specific information storage area (hold specific area) shown in FIG. When the second start port switch 14a is turned on, 02 (H) is set as data indicating “second”. In this case, when there is no corresponding reserved storage, 00 (H) is set in the reserved storage specific information storage area (hold specific area).
  As shown in FIG. 8A, an area corresponding to the maximum value (8 in this example) of the value of the total reserved memory number counter is secured in the reserved specific area, and the first start winning opening 13 or Then, data indicating “first” or “second” is set in the order of winning based on winning in the second start winning opening 14. Therefore, the winning order to the first start winning opening 13 or the second starting winning opening 14 is stored in the hold storage specifying information storage area (hold specifying area).
  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 8B) ( S1216). In the processing of S1216, a big hit determination random number (random R), a big hit type determination random number (random 1), a variation pattern type determination random number (random 2), and a variation pattern determination random number (random 3) are extracted, Stored in the save area.
  Next, the CPU 56 executes a winning presentation process in which a variation display result and a variation pattern type when the variation based on the detected starting winning is executed is determined in advance at the starting winning (S1217). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (S1218), and transmits a variation type command to the effect control microcomputer 100. Control is performed (S1219). Further, the CPU 56 performs control to transmit the first start winning designation command to the production control microcomputer 100 (S1220), sets the value of the total pending storage number counter to EXT data, and outputs the total pending storage number designation command. Control to transmit to the production control microcomputer 100 is performed (S1221).
  By executing the processing of S1218 and S1219, in this embodiment, regardless of the gaming state (the gaming state such as high probability state, low probability state, high base state, low base state, jackpot gaming state, etc.) Each time the start winning prize is awarded to the start winning opening 13, both the symbol designating command and the variation type command are always transmitted to the effect control microcomputer 100.
  In this embodiment, when the start winning to the first start winning opening 13 occurs by executing the processing of S1218 to S1221, the symbol designation command, the variation type command, the first start prize designation command A set of four commands, that is, a total pending storage number designation command, is transmitted in a batch within one timer interrupt.
  Next, the CPU 56 checks whether or not the second start port switch 14a is on (S1222). If the second start port switch 14a is not in the ON state, the process is terminated as it is. If the second start port switch 14a is in the ON state, the CPU 56 determines whether or not the second reserved memory number has reached the upper limit value (specifically, the second reserved memory for counting the second reserved memory number). Whether or not the value of the number counter is 4 is confirmed (S1223). If the second reserved storage number has reached the upper limit value, the processing is terminated as it is.
  If the second reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the second reserved memory number counter by 1 (S1224), and sets the value of the total reserved memory number counter for counting the total reserved memory number. Increase by 1 (S1225). In addition, the CPU 56 sets data indicating “second” in an area corresponding to the value of the total reserved storage number counter in the reserved storage specific information storage area (hold specific area) (S1226).
  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (see FIG. 8B) (see FIG. 8B). S1227). In the processing of S1227, a big hit determination random number (random R), a big hit type determination random number (random 1), a variation pattern type determination random number (random 2), and a variation pattern determination random number (random 3) are extracted. And stored in the storage area.
  Next, the CPU 56 executes winning effect processing (S1228). Then, the CPU 56 performs control for transmitting a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (S1229), and control for transmitting the variation type command to the effect control microcomputer 100. (S1230). Further, the CPU 56 performs control to transmit the second start winning designation command to the production control microcomputer 100 (S1231), sets the value of the total pending storage number counter to EXT data, and outputs the total pending storage number designation command. Control to transmit to the production control microcomputer 100 is performed (S1232).
  By executing the processing of S1229 and S1230, in this embodiment, regardless of the gaming state (the gaming state such as the high probability state, the low probability state, the high base state, the low base state, the jackpot gaming state, etc.) Every time a start winning prize is awarded to the start winning opening 14, both the symbol designating command and the variation type command are always transmitted to the production control microcomputer 100.
  In this embodiment, when the start winning to the second start winning opening 14 occurs by executing the processing of S1229 to S1232, the symbol designation command, the variation type command, the second start prize designation command A set of four commands, that is, a total pending storage number designation command, is transmitted in a batch within one timer interrupt.
  FIG. 12 is a flowchart showing the special symbol normal process (S300) in the special symbol process. In the special symbol normal process, the CPU 56 checks whether there is pending storage data in the first pending storage buffer or the second pending storage buffer (S51). If there is no pending storage data in either the first pending storage buffer or the second pending storage buffer, a customer waiting state designation command for designating the customer waiting state mode is sent if the customer waiting state designation command has not yet been transmitted. Processing for transmission is performed (S77), and the special symbol normal processing is terminated. Here, when a customer waiting state designation command is transmitted, a customer waiting state designation command transmission completion flag indicating that the customer waiting state designation command has been transmitted is set. Then, when executing the special symbol normal processing after the next timer interruption after sending the customer waiting state designation command, the customer waiting state designation command has already been sent based on the fact that the customer waiting state designation command sent flag has been set. It is controlled not to send the wait state specification command. Such a customer waiting state designation command transmitted flag is reset when the next special symbol variation display is started.
  When there is pending storage data in the first pending storage buffer or the second pending storage buffer, the CPU 56 determines that the first data among the data set in the pending specific area (see FIG. 8A) is “first”. It is confirmed whether or not the data indicates (S52). When the first data set in the reserved specific area is not data indicating “first” (that is, data indicating “second”) (N in S52), the CPU 56 determines that the special symbol pointer (first Data indicating “second” is set in a flag indicating whether the special symbol process is being performed for the special symbol or the special symbol process is being performed for the second special symbol (S53). When the first data set in the reserved specific area is data indicating “first” (Y in S52), the CPU 103 sets data indicating “first” in the special symbol pointer (S54).
  In this embodiment, hereinafter, the first special symbol on the first special symbol display 8a depends on whether the data indicating "first" or the data indicating "second" is set in the special symbol pointer. And the variable display of the second special symbol on the second special symbol display 8b are executed using a common processing routine. When the data indicating “first” is set in the special symbol pointer, the first special symbol display unit 8a performs the variable display of the first special symbol based on the reserved memory data stored in the first reserved memory buffer. It is. On the other hand, when the data indicating “second” is set in the special symbol pointer, the variable display of the second special symbol on the second special symbol display unit 8b based on the reserved memory data stored in the second reserved memory buffer. Is done.
  By executing the processing of S52 to S54, in this embodiment, the first special symbol is displayed in a variable manner according to the start winning order in which the game balls have won the first start winning opening 13 and the second starting winning opening 14. Alternatively, the variable display of the second special symbol is executed.
  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved memory number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the reserved memory buffer of the RAM 55 (S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each random number value stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory buffer. Are stored in the reserved storage buffer of the RAM 55. Further, when the special symbol pointer indicates “second”, the CPU 56 reads each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory buffer. Stored in the reserved storage buffer of the RAM 55.
  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 decrements the count value of the first reserved memory number counter by 1 and stores each storage area in the first reserved memory buffer. Shift content. When the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the second reserved memory buffer are shifted.
  After executing the processing of S56, the count value of the total pending storage number counter that is formed in the RAM 55 and counts the total pending storage number is decremented by 1 (S57). Note that the CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55 and shifts the contents stored in the reserved specific storage area.
  That is, when the special symbol pointer indicates “first”, the CPU 56 stores the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 55. Each stored random number value is stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, each stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 55. The random value is stored in the storage area corresponding to the second reserved memory number = n−1. In addition, the CPU 56 adds the values (values indicating “first” or “second”) stored in the storage area corresponding to the total reserved storage number = m (m = 2 to 8) in the reserved specific area. Store in the storage area corresponding to the number of reserved storage = m−1. Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order. Further, the order in which the values stored in the respective storage areas corresponding to the total number of pending storages are extracted always matches the order of the total number of pending storages = 1-8.
  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of S300-S307 can be made common by the case where the 1st special symbol is made object and the case where the 2nd special symbol is made object.
  Next, the CPU 56 reads a random R (a jackpot determination random number) from the holding storage buffer, and executes a jackpot determination module (S61). In this case, the CPU 56 reads out the jackpot determination random number extracted in S1216 of the start port switch passing process or S1227 of the start port switch passing process and previously stored in the first hold memory buffer or the second hold memory buffer, and determines the big hit To do. The jackpot determination module is a program that compares a predetermined jackpot determination value (see FIG. 5) with a jackpot determination random number, and executes a process of determining a jackpot if they match. In other words, this is a program for executing the big hit determination process.
  The jackpot determination process is configured such that when the gaming state is in a probable change state (high probability state), the probability of winning a big hit is higher than in the case where the gaming state is a non-probability change state (normal game state). Specifically, a probability change jackpot determination table (a table in which the numerical values on the right side of FIG. 5A in the ROM 54 are set) in which a large number of jackpot determination values are set in advance, and the number of jackpot determination values are variable. There is provided a normal big hit determination table (a table in which the numerical values on the left side of FIG. 5A in the ROM 54 are set) set to be smaller than the hour big hit determination table. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the CPU 56 performs a jackpot determination process using the probability variation jackpot determination table, and the gaming state is a normal game. When the state is short or short, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 5A, the CPU 56 determines that the special symbol is a big hit. If it is determined to be a big hit (Y in S61), the process proceeds to S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. But there is.
  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated. Specifically, the probability variation flag is set in the jackpot end process (S307 in FIG. 10) when the probability variation jackpot is reached, and then the condition that the next jackpot has been determined or the variation display resulting in an outlier display result. When the condition that the predetermined number of times (for example, 100 times) has been executed is satisfied, the variation display of the special symbol is terminated and the stop symbol is reset at the timing to stop display.
  If the value of the jackpot determination random number (random R) does not match any of the jackpot determination values (N in S61), the process proceeds to S75 described later.
  If the value of the jackpot determination random number (random R) matches any one of the jackpot determination values in S61, the CPU 56 sets a jackpot flag indicating that it is a jackpot (S71). The jackpot flag is reset when the jackpot game ends. Then, as a table used to determine the jackpot type as one of a plurality of types, the first special symbol jackpot type determination table in FIG. 5B and the second special symbol jackpot type in FIG. 5C. One of the determination tables is selected (S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the first special symbol jackpot type determination table shown in FIG. When the special symbol pointer indicates “second”, the CPU 56 selects the second special symbol jackpot type determination table in FIG.
  Next, the CPU 56 reads out the jackpot type determination random number extracted in the start switch passing processing and stored in the first hold storage buffer or the second hold storage buffer in advance, and holds it using the jackpot type determination table selected in S72. The jackpot type and jackpot symbol corresponding to the value matching the random number (random 1) for jackpot type determination stored in the storage buffer is determined (S73).
  As shown in FIGS. 5B and 5C, for the first special symbol and the second special symbol, the relationship between the big hit type and the big hit symbol is set so that the big hit type is different for each big hit type, Since the big hit type and the big hit symbol are determined at the same time, the correspondence between the big hit symbol and the game control corresponding to the big hit type is simplified, so that the game control can be prevented from becoming complicated.
  Further, the CPU 56 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (S74). For example, when the jackpot type is “normal jackpot”, “01” is set as the jackpot type data. When the big hit type is “probable big hit”, “02” is set as the big hit type data.
  Next, the CPU 56 sets a special symbol stop symbol (S75). Specifically, when the big hit flag is not set, “−”, which is a lost symbol, is set as a special symbol stop symbol. If the jackpot flag is set, the jackpot symbol determined in S73 is set as a special symbol stop symbol according to the determination result of the jackpot type. That is, when the jackpot type is determined to be “probable variation jackpot”, “7” is set as a special symbol stop symbol. When the jackpot type is determined as “normal jackpot”, “3” is determined as a special symbol stop symbol.
  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S301) (S76).
  In the display result designation command transmission process (S302) described above, the CPU 56 selects any one of the display result 1 designation command and the display result 3 designation command for designating the display result in accordance with the determined type of jackpot or loss. Control for transmitting the effect control command (see FIG. 7).
  In the special symbol changing process (S303) described above, the CPU 56 decrements the variable time timer by 1, and when the variable time timer times out, the value of the special symbol process flag corresponds to the special symbol stop process (S304). Update to the value and proceed to the special symbol stop process.
  As a result of the variable display, when the big win is achieved, the big winning opening opening pre-processing (S305), the big winning opening open processing (S306), and the big winning end processing (S307) are executed to control the big winning game state. Is done. In the big hit ending process (S307), the probability change flag and the time reduction flag are set when the probability change big hit ends, and the time reduction flag is set when the normal big hit ends. As a result, after the end of the probable big hit, the state is controlled to the probable change state and the short time state, and after the normal big hit, it is controlled to the short time state.
  It is necessary to continue the time-short state after the probable big hit and the normal big hit until one of the conditions of the change display is executed 100 times and the next big hit occurs. In such a duration of 100 times of variable display, in the jackpot ending process (S307), a time-count counter that indicates the number of times the special symbol can be changed in the time-short state is set to 100 times, and thereafter the variable display is executed. The special time stop process is performed by subtracting and updating. Based on the fact that the time reduction counter has counted up, the time reduction flag is reset to control to end the time reduction state.
  Next, the operation of the production control microcomputer 100 will be described. FIG. 13 is a flowchart showing the effect control main process executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80.
  The effect control CPU 101 starts executing the effect control main process when the power is turned on. In the effect control main process, first, an initialization process is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 2 ms) (S701). ). Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. In the effect control main process, if the timer interrupt flag is set, the effect control CPU 101 clears the flag (S703) and executes the following effect control process.
  In the effect control process, the effect control CPU 101 first analyzes the received effect control command, and sets data such as a flag that can specify what the received effect control command indicates. Processing (for example, processing for storing data that can identify a received command in various command storage areas provided in the RAM 103) is performed (command analysis processing: S704). Next, the effect control CPU 101 performs effect control process processing (S705). In the effect control process, in order to perform various effects such as a change display of the effect symbol on the effect display device 9 in accordance with the contents of the effect control command analyzed in S704, the current control among the processes corresponding to the control state is performed. A process corresponding to the state (effect control process flag) is selected and the effect control is executed.
  Next, random numbers (SR1-1 for determining the left stop symbol of the effect symbol, SR1-2 for determining the middle stop symbol of the effect symbol, SR1-3 for determining the right stop symbol of the effect symbol used by the microcomputer 100 for effect control) , SR2 for determining the region effect execution, SR3 for determining the region effect execution timing, SR4 for determining the first region effect, SR5 for determining the second region effect) Random number update for updating the count value of the counter Processing is executed (S706). Each of such random numbers SR1-1 to SR5 is generated by counting of a random counter that updates a count value by software, and is cyclically updated within a predetermined range for each, and determined for each. It is used as a random number by being extracted at the same timing.
  Next, a hold storage display control process for controlling the display state of the hold display in the hold display area (moving or deleting the hold display, etc.) is executed (S707).
  By executing such effect control main processing, the effect control microcomputer 100 transmits the effect display device 9, various lamps, and the like according to the effect control command transmitted from the game control microcomputer 560 and received. By controlling the production devices such as the speakers 27L and 27R, various production controls according to the gaming state are performed.
  FIG. 14 is a flowchart showing the effect control process (S705) in the effect control main process shown in FIG. In the effect control process, the effect control CPU 101 executes the pre-read effect process (S500) for determining whether to perform the pre-read effect and selecting the type of the pre-read effect, and then the value of the effect control process flag. Depending on, any one of S800 to S807 is performed.
  In the effect control process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled to realize the variable display of the effect symbols, but the control related to the change display of the effect symbols synchronized with the change of the first special symbol is also the second special symbol. Control related to the change display of the effect symbol synchronized with the change of the effect is also executed in one effect control process.
  The pre-reading effect process (S500) is a process for performing pre-reading determination such as whether or not to execute the pre-reading effect, and determining an effect mode when the pre-reading effect is executed. The pre-reading effect is a special symbol change based on the hold information by pre-reading the hold information before the order of the change display (symbol change) of the special symbol based on the hold information (holding storage information) comes. This is a production technique such as determining the contents of the display and giving a notice in advance of how the future special symbols will change. For example, when the hold information is a jackpot, before the variable display by the hold information is executed, the jackpot may occur later based on the display mode of the hold display corresponding to the hold information. An effect such as giving a notice is performed as a look-ahead effect. Hereinafter, the fluctuation display based on the hold information as the target of the pre-reading effect is referred to as “target fluctuation display”.
  The variation pattern command reception waiting process (S800) is a process of performing a process of confirming whether or not a variation pattern command is received from the game control microcomputer 560. If the variation pattern command has been received, the process proceeds to the effect symbol variation start process.
  The effect symbol variation start process (S801) is a process for controlling the variation display of the effect symbol (decoration symbol) to be started. The effect symbol variation process (S802) is a process for performing processing for controlling the switching timing of each variation state (variation speed) constituting the variation pattern. The effect symbol fluctuation stop process (S803) is a process for performing control to stop the fluctuation display of the effect symbol (decoration symbol) and derive and display the display result of the fluctuation display (final stop symbol).
  The jackpot display process (S804) is a process for performing display control such as control for displaying a fanfare effect for notifying the effect display device 9 of the occurrence of the jackpot after the end of the variation time. The round process (S805) is a process for performing display control during a round. When the round end condition is satisfied, if the final round has not ended, the process proceeds to post-round processing, and if the final round has ended, the process proceeds to jackpot end processing. The post-round processing (S806) is processing for performing display control between rounds. If the round start condition is satisfied, the process proceeds to in-round processing. The jackpot end effect process (S807) is a process of performing display control for notifying the player that the jackpot gaming state has ended in the effect display device 9.
  The effect control CPU 101 is a process stored in the ROM 102 during a predetermined effect control period from the start of the variable display to the stop of the variable display and from the start of the big hit gaming state to the end of the big hit gaming state. In accordance with the process data set in the table, an effect device (effect parts) such as the effect display device 9 is controlled.
  The process table includes process timer set values and data obtained by collecting a plurality of combinations of display control execution data, lamp control execution data, and sound number data. The display control execution data includes data indicating each variation mode constituting the variation mode during the variation time (variation display time) of the variation display of the effect symbol (decoration symbol). Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the effect symbol in the variation mode set in the display control execution data for the time set in the process timer set value. Such a process table is prepared for each variation pattern.
  FIG. 15 is a flowchart showing the effect symbol variation start process (S801) in the effect control process. In the effect symbol variation start process, the effect control CPU 101 performs the following process.
  In the effect symbol variation start process, it is confirmed whether or not the variation display result is determined to be off (S601). Whether or not it is determined to be out of place is determined by, for example, whether or not the display result 1 designation command is stored in the display result designation command storage area. If it is determined to be off, it is confirmed whether a command corresponding to the non-reach fluctuation pattern is received as the fluctuation pattern command (S602). Whether or not a command corresponding to the non-reach variation pattern has been received is determined by, for example, data stored in the variation pattern command storage area.
  If it is determined that the command corresponding to the non-reach variation pattern has been received, the display result of the loss that does not become reach is determined as the final stop of the effect symbol using the loss symbol determination data table stored in the ROM 102 (S604). The process proceeds to S616. In the loss symbol determination data table, the numerical data of SR1-1 to SR1-3 are associated with each of a plurality of types of effect symbols.
  In the processing of S604, numerical data (random numbers) is extracted from each of SR1-1 to SR1-3 at a predetermined timing, and the symbols corresponding to the extracted numerical data are respectively left and center using the outlier design determination data table. , It is determined as a combination of stop symbols resulting in a variation display result of the right effect symbol. In this way, when determining a combination of non-reach symbols, if the stop symbol corresponding to the extracted random number coincides with a combination of accidental jackpot symbols, it is corrected so as to be a combination of outlier symbols (for example, Each stop symbol is determined by correcting the right symbol by one symbol). In addition, when the stop symbol corresponding to the extracted random number is accidentally reached, it is corrected so that it becomes a combination of non-reach off symbols (for example, correction by shifting the right symbol by one symbol) and each stop symbol. Is determined.
  If it is determined in the process of S602 that the pattern is not a non-reach variation pattern (if it is determined that the pattern is a reach variation pattern), a stop symbol of the effect symbols constituting the combination of reach symbols is determined (S605), and the process proceeds to S616. In the process of S605, numerical data (random numbers) is extracted from each of SR1-1 to SR1-3 at a predetermined timing, and the symbol corresponding to the random number extracted from SR1-1 is extracted using the loss symbol determination data table. A symbol corresponding to a random number that matches the counter value extracted from SR1-2 is determined as a stop symbol of the middle symbol, which is determined as a stop symbol of each of the left and right effect symbols forming the reach state. In this case as well, when the symbol combination is accidentally a combination of symbols, the stop symbols are determined by correcting the symbols so that they become a combination of symbols that are out of place (for example, correction for shifting the middle symbol by one symbol).
  In addition, when it is not decided to make a shift in the processing of S601 (when it is decided to make a big hit) (N in S601), the production control CPU 101 displays the big hit symbol according to the type of the big win. A stop symbol of the effect symbols constituting the combination is determined (S603), and the process proceeds to S616.
  In S603, the winning symbol combination is determined according to the type of jackpot as follows. Based on which display result designation command of the display result 2 designation command and the display result 3 designation command is stored in the display result specifying command storage area, the type of jackpot between the probability big hit and the normal big hit When it is determined that it is determined to be a probability variation jackpot, numerical data (random number) is extracted from SR1-1 at a predetermined timing, and a combination of SR1-1 and probability variation jackpot symbol (for example, left, Use the data table (probability variable big hit symbol determination table) in which the relationship between the middle and right is an odd combination of odd numbers such as “7, 7, 7”, etc. The combination of is selected and determined. Also, when it is determined that it is determined to be a normal jackpot, numerical data (random numbers) is extracted from SR1-1 at a predetermined timing, and a combination of SR1-1 and a normal jackpot symbol (for example, left, middle, Using the data table (ordinary jackpot symbol determination table) in which the relationship with the right is a combination of even numbers such as “4,4,4” etc.), the combination of one of the normal jackpot symbols from the extracted value Select and decide. The symbol determined in this way is used as a final stop symbol which is a variation display result before being controlled to the big hit gaming state.
  Next, the first area effect and the second area effect as the area effects executed in the present embodiment, and the special effect and the timer effect executed in the first area effect will be described.
[First area production]
The first area effects are all effects executed in the first area 91 (see FIG. 16) located at the lower left of the effect display device 9 when the variable display based on the stored storage information is executed. During the execution of the first region effect, an effect that displays a timer after executing a special effect, which will be described later, and executes a timer effect, or a so-called gas effect (“GASE” that displays nothing after executing a special effect is “ An effect is executed that includes the meaning of “false”. The first area effect is not limited to the first area 91, and may be executed in any display area of the effect display device 9.
[Special production]
In the special effect, the timer effect is executed after the special effect is executed by executing the “visible / hidden display” in which the timer frame 97 suggesting the timer effect is displayed or not displayed in the first area 91. It is an effect that displays a suggestion that suggests. After executing the special effect for a predetermined time, the timer effect or the gaze effect that does not execute the timer effect is executed from the special effect. The special effect is not limited to the effect described above, and may be an effect suggesting execution of the timer effect. For example, the effect may indicate whether or not a semi-transparent timer frame is realized.
[Timer production]
The timer effect is obtained by updating a period display that indicates an effect period such as a waiting time until execution of a specific effect after execution of the special effect in a timer display format when the variable display based on the stored storage information is executed. When the display is in a predetermined mode, it is an effect that executes any one of a plurality of types of effects. In the timer display, the count value is updated from the initial value of the count value set at a predetermined timing, and finally, the timer display value becomes 0 (value indicating 0 seconds). The timer display displayed during the timer effect is displayed in the first area 91 over a predetermined period during the variable display.
[Second area production]
The second area effect is a plurality of types of predetermined displays that suggest a display result of the variable display and an effect executed during the change after the specific effect described later is executed when the variable display based on the stored storage information is executed. An effect of displaying one of the predetermined displays is executed. The second area effect is not limited to the second area 92, and may be executed in any display area of the effect display device 9.
  The specific effect is an effect suggesting that one predetermined display among a plurality of types of predetermined displays is displayed. After executing the specific effect for a predetermined time, for example, one predetermined display is displayed among a plurality of types of predetermined displays indicating the effect state or the game state such as “?”, “NEXT”, and “READY GO”. As a specific effect, for example, a virtual rotating reel with all predetermined indications is rotated for a predetermined time at a speed at which it is impossible to visually recognize which predetermined indication is displayed, and then gradually rotated. After the speed is lowered and the predetermined display is made visible, an effect of stopping at a position where one predetermined display can be visually recognized is executed. The specific effect is not limited to the above-described effect, but may be an effect that suggests that one predetermined display among a plurality of types of predetermined displays is displayed. Further, the predetermined display includes a timer effect suggestion display that suggests a timer effect and a plurality of types of specific displays other than the timer effect suggestion display. The specific display will be described later (see FIG. 20).
  FIG. 16 is a diagram for explaining an area effect including a first area effect and a second area effect. FIG. 16A is a diagram showing a display example of the effect display device 9 at the start of fluctuation when the area effect is not executed. FIGS. 16B to 16D are diagrams showing display examples of the effect display device 9 during the first region effect. FIGS. 16E and 16F are diagrams showing display examples of the effect display device 9 during execution of the second region effect. In FIG. 16, the state in which the left, middle, and right effect symbols are variably displayed is indicated by three downward arrows.
  As shown in FIG. 16 (a), in the display area of the effect display device 9, a display area of a first area 91 capable of executing the first area effect is provided on the lower left side, and the second area effect is provided on the lower right side. A display area of the second area 92 that can be executed is provided. In the first area 91, an image related to the area is basically not displayed, and an image related to the area is displayed as necessary. In FIG. 16A, in the second area 92, an image relating to the area is always displayed.
  FIG. 16A shows a state in which neither the area effect of the first area effect nor the second area effect is executed at the start of the change of the effect symbol corresponding to the special symbol. Specifically, nothing is displayed in the first area 91 indicated by a broken line in the drawing. In the second area 92, a frame portion that can identify the second area 92 is displayed. Moreover, the area | region inside a frame part is displayed by the display mode which shows a shutter, for example (illustration omitted), and the shutter part is normally closed. Then, when the second region effect is executed, the shutter portion is opened.
  As shown in FIG. 16D, the timer effect image displayed when the first region effect is executed in the first region 91 is a timer frame 97 and a timer display for displaying a timer value in the timer frame 97. 94. Each image of the timer frame 97 and the timer value is displayed in one of a plurality of display colors such as white and red (see FIG. 19).
  When the first area effect is executed, as shown in FIG. 16B, the timer frame 97 of a color selected from a plurality of display colors is reciprocated in the direction of the arrow in the pattern in the first area 91. By displaying the image to be displayed, a special effect of performing “visible / hidden display” is repeatedly performed which is repeatedly displayed or not displayed in the display area of the effect display device 9.
  After the execution of the special effect, a gas effect as shown in FIG. 16C or a timer effect as shown in FIG. 16D is executed. As shown in FIG. 16C, the gaze effect is an effect in which the timer effect is not executed, and nothing is displayed in the first area 91 by erasing the timer frame 97 that is visible and hidden. It becomes a state. On the other hand, as shown in FIG. 16D, when the timer effect is executed, the timer frame 97 that is visible and hidden is displayed in any one of a plurality of display colors in the first region 91. The In the timer frame 97, a timer display 94 appears and displays in any one of a plurality of types of display colors, and a time period such as “10:00” indicating 10 seconds is indicated as a timer value. . In the timer effect, after such a time measurement period is indicated on the timer display 94, the countdown time measurement on the timer display 94 is started.
  In the timer effect, when the countdown of the timer display 94 proceeds and the timer value of the timer display 94 reaches “00:00” indicating 0 second, the effect control starts the super reach effect specified by the change pattern command at the start of change. Is executed.
  Thus, when the first area effect is executed, a predetermined effect such as a super reach effect can be executed after the timer display 94 is displayed in the first area 91 and the timer effect is executed. Thereby, when a special effect in which the timer frame 97 is displayed and hidden in the first area effect is executed, it is possible to make the player pay attention to whether or not the timer effect is executed.
  Further, after the special effect shown in FIG. 16B is executed, the timer effect may be executed as shown in FIG. 16D, or may not be executed as shown in FIG. It is possible to give the player a sense of expectation that the timer effect will be executed before executing the timer effect, and to improve the interest of the game in the process before the timer effect is executed.
  Also, as shown in FIG. 16B, in the first area 91, the timer effect is displayed by executing a special effect that suggests that the timer display 94 is executed by displaying the timer frame 97 in a hidden manner. It can be noted whether or not it is executed, and the interest of the game can be further improved in the process before the timer effect is executed.
  When the second region effect is executed in the second region 92, as shown in FIG. 16D, within the frame portion of the second region 92, as described above, “?”, “NEXT”, and , “READY GO” and the like are sequentially displayed as indicated by the arrows in the figure, which indicate a plurality of types of indications indicating the effect state or the game state. Then, after the elapse of a specific period from the start of the specific effect, any one of a plurality of types of predetermined displays is stopped and displayed as shown in FIG. In the figure, an example is shown in which the predetermined display of “extreme heat” is stopped and displayed.
  In the second area effect, when any type of predetermined display is stopped and displayed in the second area 92, an effect corresponding to the predetermined display that is stopped and displayed is subsequently executed. For example, when a predetermined display “READY GO” is designated and displayed, a predetermined timer effect is executed. When the predetermined display “NEXT” is designated and displayed, the above-described pseudo-continuous effect is executed.
  Thus, after the second area effect is executed, various effects corresponding to the predetermined display stopped and displayed in the second area 92 can be executed. Thereby, when a 2nd specific production is performed, a player's attention can be drawn to the display of the 2nd field 92, and the interest of a game can be improved.
  In the first embodiment, the special effect is an effect that executes “visible / hidden display”. However, the present invention is not limited to this, and any effect that suggests the execution of a timer effect may be used. For example, an effect of displaying a translucent timer frame or an effect of displaying a virtual rotating reel with a plurality of types of timer values and rotating the rotating reel may be used. Further, the specific effect is an effect of rotating a virtual rotating reel, but the present invention is not limited to this, and any effect that suggests that one predetermined display among a plurality of types of predetermined displays is displayed. For example, an effect of displaying a virtual shutter in the second area 92 and opening and closing the shutter, or an effect of displaying a predetermined display in the second area 92 in a translucent manner may be used.
  FIG. 17 is an explanatory diagram showing an area effect execution determination table for determining whether or not to perform execution and an effect type to be executed for an area effect including the first area effect and the second area effect. The area effect execution determination table includes the (A) big hit hour area effect execution determination table and the (B) off-time region effect execution determination table. Each area effect execution determination table is stored in the ROM 102.
  The jackpot time region effect execution determination table (A) is used when it is determined that the variation display result of the variation display of the special symbol (effect symbol) is the jackpot display result. The off-time region effect execution determination table of (B) is used when it is determined that the variation display result of the variation display of the special symbol (effect symbol) is the non-display result.
  In each area effect execution determination table of (A) and (B), a total of 100 numerical values of the random effect SR2 (numerical value range of 0 to 99) for determining the area effect do not execute any area effect (no effect) ), A decision to execute only the first area effect, a decision to execute only the second area effect, and a decision to execute both the first area effect and the second area effect. For SR2, for the sake of clarity, the number of allocated random values is shown.
  In the big hit time region effect execution determination table of (A), “no effect <first area effect only <second area effect only <first area effect + second area effect” is determined by the SR2 value extracted at a predetermined timing. The data is set so as to have a selection ratio of magnitude relation of “both”.
  In the outlier region effect execution determination table of (B), “no effect> only first region effect> only second region effect> first region effect + second region effect” is determined according to the SR2 value extracted at a predetermined timing. The data is set so as to have a selection ratio of magnitude relation of “both”.
  In each area effect execution determination table of (A) and (B), data is set as follows. At the time of big hit, the data is set so that the ratio of executing at least one of the area effects including the first area effect and the second area effect is higher than that at the time of the loss.
  Specifically, the data is set so that the rate at which only the first area effect is executed is higher at the time of big hit than at the time of loss. At the big hit, the data is set so that the ratio of only the second area effect being executed is higher than that at the time of loss. Data is set so that the ratio of executing both the first area effect and the second area effect is higher at the time of big hit than at the time of loss. At the time of big hit, compared with the time of losing, the ratio where both the first area effect and the second area effect are executed is higher than the ratio where only the first area effect or only the second area effect is executed. Data is set.
  Thus, each of the first area effect and the second area effect can be executed at a predetermined ratio in each of the big hit time and the off time. Thereby, a player's interest can be heightened about each of a 1st area | region effect and a 2nd area | region effect in each at the time of big hit, and the time of off.
  Moreover, about each of the 1st area | region effect and the 2nd area | region effect, the ratio performed at the time of big hit is high compared with the time of losing. Thereby, when each of the first area effect and the second area effect is executed, it is possible to increase the player's sense of expectation for the big hit, and to improve the interest of the game. Furthermore, at the time of big hit, the ratio that both the first area effect and the second area effect are executed is higher than the ratio that only the first area effect is executed and the ratio that only the second area effect is executed. Is also expensive. Thus, when both the first area effect and the second area effect are executed, the player is compared with when only the first area effect is executed or when only the second area effect is executed. The expectation for the big hit in can be raised and the interest of the game can be improved.
  In the area effect execution determination table, the selection ratio of the first area effect and the selection ratio of the second area effect may be the same or different for each of the big hit time and the off time. In the area effect execution determination table, the ratio of executing both the first area effect and the second area effect may be lower than the ratio of executing only the first area effect at the time of big hit, It may be lower than the rate at which only the performance is executed. In the area effect execution determination table, both the first area effect and the second area effect may be executed only at the time of a big hit. Moreover, in the area effect execution determination table, both the first area effect and the second area effect may not be executed. In addition, the data may be set so that at the time of big hit, the ratio of executing at least one of the area effects including the first area effect and the second area effect is lower than that at the time of the loss.
  As shown in FIG. 17, instead of determining the regional effects as a batch, the individual effects to be executed may be determined individually using different determination random numbers.
  FIG. 18 is an explanatory diagram showing an area effect execution timing table for determining the execution timing of an area effect when it is determined to execute at least one of the area effects in the area effect execution determination table of FIG. It is. The area effect execution timing determination table includes the (A) big hit hour area effect execution timing determination table and the (B) off-time region effect execution timing determination table. These area effect execution timing determination tables are stored in the ROM 102.
  The jackpot time region effect execution timing determination table (A) is used when it is determined that the variation display result of the variation display of the special symbol (effect symbol) is the jackpot display result. The off-time region effect execution timing determination table of (B) is used when it is determined that the variation display result of the variation display of the special symbol (effect symbol) is the display result.
  In each area effect execution timing determination table of (A) and (B), a total of 30 numerical values SR3 (numerical value range of 0 to 29) for determining the area effect execution timing are the first value at the start of the variable display. The timing is assigned to a plurality of timings, ie, a second timing before the start of reach. For SR3, in order to clarify the explanation, the number of allocated random values is shown.
  In the big hit time region effect execution timing determination table of (A), data is set so that the selection ratio of the magnitude relation of “at the start of fluctuation display <at the time before start of reach” is set according to the value of SR3 extracted at a predetermined timing. ing. In the outlier region effect execution timing determination table of (B), data is set so that the selection ratio of the magnitude relationship “at the start of change display> at the start of reach” is set according to the value of SR3 extracted at a predetermined timing. ing. Here, “before the start of reach” refers to the timing before a predetermined time when the reach state is reached in the change display of the change pattern that reaches the reach state during the change display.
  As described above, the area effect including the first area effect and the second area effect can be executed at a timing selected from a plurality of timings in each of the big hit time and the off time. Thereby, the variation of the production pattern of area production can be enriched. Furthermore, it is possible to make the player pay attention to at which timing the area effect is executed, and it is possible to enhance the interest of the game. In addition, for the area effects including the first area effect and the second area effect, since the selection ratio of the timing for executing the effects is different depending on the time of the big hit, the timing of the expectation for the big hit is different at any timing. It is possible to make the player pay attention to whether the area effect is executed, and to enhance the interest of the game.
  In addition, although the example which selects and determines an execution timing from two types of execution timing as an execution timing of area | region production was shown by the area | region production execution timing determination table of FIG. The execution timing may be selected and determined from the execution timings. In addition, as the execution timing of the area effect, part or all of the selectable execution timings may be different between the first area effect and the second area effect. In addition, the execution timing of the second region effect may be partly or entirely different from the selectable execution timing according to the type of effect to be executed.
  FIG. 19 is an explanatory diagram showing a first area effect determination table for determining the effect content (effect pattern) when it is determined to execute the first area effect in the area effect execution determination table of FIG. It is. The first area effect determination table includes a first area effect determination table at the time of big hit (A) and a first area effect determination table at the time of losing (B). These first area effect determination tables are stored in the ROM 102.
  The big hit first area effect determination table (A) is used when it is determined that the variable display result of the variable display of the special symbol (effect symbol) is the jackpot display result. The first area effect determination table at the time of losing (B) is used when it is determined that the variation display result of the variation display of the special symbol (effect symbol) is the variation display result.
  In each of the first area effect determination tables of (A) and (B), a total of 65 numbers of the first area effect determination random number SR4 (numerical value range of 0 to 64) are a plurality of types of first area effect determinations. It is assigned to the production content (production pattern). For SR3, in order to clarify the explanation, the number of allocated random values is shown.
  The first area effect is an effect pattern of the effect content of “special effect only”, which is an effect in which the timer effect is not executed after the special effect that performs “visible / hidden display”, and the special effect that performs “visible / hidden display”. After that, it is roughly divided into effect patterns of effect contents of “special effect + timer effect” which is an effect in which a timer effect is executed. The “special effect only” is a so-called gusset effect (false effect) in which the “timer effect” is not executed by pretending that the “timer effect” is executed by executing the “special effect” that performs “visible / hidden display”. .
  In each first area effect determination table in FIGS. 19A and 19B, a special effect that “displays and hides” the first area 91 in which the frame color of the timer frame 97 is displayed in white is set as “special effect only”. An effect pattern that does not execute the timer effect after execution can be selected.
  In each first area effect determination table in FIGS. 19A and 19B, the following first effect pattern to third effect pattern can be selected as “special effect + timer effect”. In the first effect pattern, after executing a special effect that “displays and hides” the first region 91 in which the frame color of the timer frame 97 is displayed in white, the timer color of the timer frame 97 and the timer numerical value of the timer display 94 are set to white. The timer effect displayed at is executed. In the second effect pattern, after executing a special effect that “displays and hides” the first area 91 in which the frame color of the timer frame 97 is displayed in white, the frame color of the timer frame 97 and the timer numerical value color of the timer display 94 are red. The timer effect displayed at is executed. In the third effect pattern, after executing a special effect that shows and hides the first area 91 in which the frame color of the timer frame 97 is displayed in red, the frame color of the timer frame 97 and the timer numerical value of the timer display 94 are displayed in red. The timer effect is performed.
  In each of the first area effect determination tables in FIGS. 19A and 19B, there is one kind of “special effect only” and three kinds of “special effect + timer effect” as described above. A total of 65 numerical values of SR4 are allocated so that one effect pattern can be selected and determined from the patterns.
  In the big hit first area effect determination table of (A), “special effect only in white timer frame <special effect in white timer frame + white timer frame and white timer value” is determined by the SR4 value extracted at a predetermined timing. Timer effect in white <special effect in white timer frame + timer effect in red timer frame and red timer value <special effect in red timer frame + timer effect in red timer frame and red timer value] Data is set to be a percentage.
  In the first region effect determination table at the time of losing (B), “special effect only in white timer frame> special effect in white timer frame + white timer frame and white timer numerical value is determined by the SR4 value extracted at a predetermined timing. Timer effect in white> Special effect in white timer frame + Timer effect in red timer frame and red timer value> Special effect in red timer frame + Timer effect in red timer frame and red timer value ” Data is set to be a percentage.
  As described above, as the timer frame 97 that is visible and hidden at the time of the special effect, any one of a plurality of special effects including the special effect that displays the white timer frame 97 and the special effect that displays the red timer frame 97 is selected. By being executable, it can be noted which type of special effect is executed.
  In each area effect determination table of (A) and (B), data is set as follows. At the time of big hit, compared with the time of losing, the data that “Special effect only” is selected and executed is low, and the data that is executed when either “Special effect + Timer effect” is selected is high. Is set.
  As described above, the selection ratio of the timer effect in the first region effect differs between the time of loss and the time of big hit. As shown in FIGS. 18 and 19, the selection ratio of the execution timing of the first area effect is different at the time of losing and the time of big hit, and the selection ratio of the timer effect at the first area effect is different at the time of losing and big hit. Therefore, it can be made to pay more attention at which timing special effects are executed.
  Further, the data is set so that the ratio of executing the “timer effect” with the red timer frame and the red timer value selected and executed as a “timer effect” is higher at the time of big hit than at the time of loss. In addition, the data is set so that the ratio of executing and executing the “special effect” in the red timer frame is higher as the “special effect” at the time of big hit than at the time of loss.
  As described above, regarding the first area effect, the ratio of executing the “special effect” in the red timer frame is higher at the time of the big hit than at the time of the loss. Thereby, when the “special effect” in the red timer frame is executed, it is possible to increase the player's sense of expectation for the big hit, and to improve the interest of the game. Furthermore, at the time of big hit, the ratio that “timer presentation” with the red timer frame and the red timer value is selected and executed is higher than that at the time of loss. Thereby, when the “timer effect” with the red timer frame and the red timer value is executed, it is possible to increase the player's sense of expectation for the big hit and to improve the interest of the game.
  In addition, as shown in FIG. 19, a special effect of displaying and hiding the white timer frame is executed by executing the white timer frame and hiding display before executing the red timer numerical value display. Even so, it is possible to prevent the player from expecting a big hit gaming state.
  In the first area effect determination table, an effect pattern of “special effect only” in the red timer frame may be selected for each of the big hit time and the off time. In the first area effect determination table, the special effect in the red timer frame + the white timer frame and the timer effect in the white timer value are indicated as “special effect + timer effect” for each of the big hit time and the off time. You may make it selectable. In the first area effect determination table, for each of the big hit time and the off time, a timer effect with a white timer frame and a red timer value, and a red timer frame and a white timer value as a “timer effect”. A timer effect in which the color of the timer frame is different from the color of the timer value, such as a timer effect, may be selectable. In that case, when the big hit, the selection ratio of the timer effect when the timer frame color and the timer value color are both red is less than the timer frame color, the timer frame color or the timer value color is less You may make it become higher than the selection ratio of the timer effect in white and the other in red.
  FIG. 20 is a diagram showing a second area effect determination table. The second area effect determination table is a data table used for a lottery for selecting and determining the effect contents of the second area effect when it is determined to execute the second area effect. The second area effect determination table includes a big hit time second area effect determination table in FIG. 20A and a lost second area effect determination table in FIG. These second area effect determination tables are stored in the ROM 102 provided on the effect control board 80.
  When it is determined to execute the second area effect, the effect content to be executed in the second area 92 is determined. The effect content executed in the second area 92 is an effect content indicating which of the timer effect suggestion display and a plurality of types of specific displays other than the timer effect suggestion display is to be displayed in the second region 92. It is. In the second region 92, an effect is performed in which one predetermined display is determined among the displays that are rotated and displayed in order from a plurality of types of predetermined displays. The predetermined display includes a timer effect suggestion display and other specific display. When the timer effect suggestion display is performed in the second area 92, the character “READY” is displayed from the plurality of types of display in the second area 92, and then the character “GO” is switched over after a predetermined time has elapsed. A second region effect is thus executed. Furthermore, as the second region effect, a timer effect is displayed in which a timer display is displayed after the characters “GO”.
  Apart from such timer display (timer effect suggestion table display), a specific display may be displayed in the second area. The specific display is a display that suggests that the display result of the variable display is expected to be a big hit or that a predetermined reach effect is entered. In the present embodiment, the contents of the effect executed in the second area will be described using the table in FIG.
  In FIG. 20, the display of “?” Is a display showing a pattern of a gaze effect that does not execute any effect while pretending to have some effect. The display of “?” Is a display pattern indicating that the currently displayed variation display has the lowest expected degree of jackpot, and the player can hardly expect the variation display being performed. In FIG. 20, “Masaka?” Is a display pattern in which some kind of effect is expected to be executed. Here, a certain effect is an effect in which a predetermined character appears or a character or the like indicating a big hit expectation is displayed. “Masaka?” Is a display pattern indicating that the expected big hit of the variable display currently being executed is low, but the expected big hit is slightly higher than the “?” Display.
  In FIG. 20, “NEXT” is a pseudo-link suggestion display indicating that a pseudo-run is executed after the display is executed. The pseudo-continuous is a pseudo-continuous variation that is an effect display that makes it appear that a plurality of variations corresponding to a plurality of reserved memories are continuously performed although it is originally a variation corresponding to one reserved memory. Is an abbreviation for In FIG. 20, the display of “battle” is a battle reach suggestion display that suggests that a battle effect is executed after reach. The battle reach is a reach effect in which an effect in which an ally character and an enemy character fight is executed. If the ally character wins against the enemy character, it will be a big hit, and if the ally character is defeated by the enemy character, it will be lost.
  In FIG. 20, the display of “zone” is a zone entry suggestion display indicating that the zone effect is entered after the display is executed. The zone effect is an effect indicating that the current variation display is in a state advantageous to the player (a state in which the player is in a zone advantageous to the player). Specifically, the current variation display shows a high degree of expectation of jackpot by flowing a telop of the characters “Zone rush” around the screen of the effect display device 9. In the zone production, the background, production, and the like are unique to the zone production together with the characters “zone entry”.
  In FIG. 20, the display of “READY GO” suggests that after the character of “READY” is displayed for a predetermined time as described above, the character is switched to the character of “GO” and then the timer display is started. This is a timer effect suggestion display. In FIG. 20, “Intense heat” is a display pattern indicating that the expected big hit of the currently displayed variable display is high. After “Intense heat” is displayed, an effect with a high expectation degree of big hit is executed. The “congratulations” display is a display for confirming that the currently executed variable display is the jackpot display result. Such a display is the most pleasant display for the player.
  In the big hit time second region effect determination table of FIG. 20A, the selection ratio of display is “Intense heat> READY GO> Zone> Battle> NEXT> Masaka? = Congratulations> according to the value of SR5 extracted at a predetermined timing. Data used for selecting a display type to be stopped and displayed in the second region effect is set so as to have a magnitude relationship of “?”. Also, in the second region effect determination table at the time of losing in FIG. 20 (B), the selection ratio of the display is “Intense heat? Data used for selecting a display type to be stopped and displayed in the second region effect is set so as to have a magnitude relationship of “?”.
  20A and 20B, the display excluding “?” And “Congratulations” is displayed when the display result of the variable display is the jackpot display result, compared to the case where the display result is the outlier display result. The display type to be stopped and displayed in the second area effect is selected so that the display selection ratio is a magnitude relationship of “Intense heat> READY GO> Zone> Battle> NEXT> No way?”. Therefore, the big hit expectation degree is high according to the order of the magnitude relationship of the selection ratio. In addition, the display of “congratulations” is not selected at the time of losing, but is selected at the time of a big hit. Therefore, although the rate of selecting “congratulations” is low, when “congratulations” is selected, it is determined that the display result of the variable display is a big hit. In addition, regarding the display of “?”, The ratio of selection in the case of a loss is set higher than in the case of a big hit. However, in the case of “?”, The selection ratio is not set so high as compared to the other displays, both in the case of the big hit and in the case of the loss. This is because, in the first place, the area effect is an effect that is executed based on the fluctuation pattern of the super reach with a high expectation level of the big hit, so that the gaze effect is not often executed.
  As shown in FIGS. 16 (e), 16 (f) and FIG. 20, the second area effect is executed, so that the timer effect suggestion display such as “READY GO” is displayed and the timer effect is executed, and then the super reach is performed. A display that suggests that the effect is to be executed and a display that suggests that an effect other than the timer effect such as “?” Is executed are selected and can be executed. It can be noticed whether a display suggesting an effect other than the timer effect is made, and the interest of the game can be improved in the process before the timer effect is executed.
  Further, as a display pattern in the second area 92, a timer display pattern for displaying a timer effect by displaying a timer effect suggestion display such as “READY GO” display shown in FIG. 20, a “?” Display shown in FIG. By providing a display pattern of a specific display that performs a specific display, it is possible to focus on whether a timer effect is displayed or a specific display is displayed, and the process before the timer effect is executed can be further enhanced in the game. Can be improved.
  Further, as the specific display, an expectation suggestion display that suggests the degree of expectation controlled in the big hit gaming state, such as the display of “No way? (Expected expectation)” or “Intense fever (expected expectation)” in FIG. , It can be noted whether the timer display is displayed or the specific display is displayed, and when the specific display is displayed, the display mode of the specific display can also be noted.
  Further, as a specific display, a re-variation suggestion display that suggests that a pseudo-continuous display such as “NEXT (pseudo-link suggestion)” in FIG. It can be noted whether or not the specific display is displayed, and when the specific display is displayed, the display mode of the specific display can be further focused.
  In addition, the specific indication includes a reach suggestion display that suggests a type of reach effect such as “battle (battle reach suggestion)” in FIG. It is possible to pay attention to whether it is displayed, and when the specific display is displayed, it is possible to pay more attention to the display mode of the specific display.
  Next, processing for setting various effects including an area effect will be described. FIG. 21 is a flowchart showing the effect setting process (S616). In FIG. 21, the process regarding the setting of an area | region effect is shown among the various settings contained in the effect setting process in an effect symbol variation start process. In the effect setting process, the effect control CPU 101 determines various effects to be executed in the area effect by performing the following process.
  First, it is determined whether or not the variation pattern of the variation display executed this time is a super reach variation pattern based on the variation pattern command received during the present variation (S901). The received variation pattern command is stored in a command storage area provided in the storage area of the RAM 103. The effect control CPU 101 refers to the storage area of the RAM 103 and determines whether or not it is a super-reach fluctuation pattern depending on whether or not a super-reach fluctuation pattern command is stored in the area showing the fluctuation display executed this time. judge. If it is not a super reach variation pattern, the process proceeds to S909. If it is a super-reach variation pattern, the value of SR2 is extracted, and depending on whether or not the display result of the present variation display is a big hit (whether it is out of place), one of those shown in FIGS. The region effect execution determination table is selected, and using the selected table, the presence / absence of execution of the region effect in the current variation display and the type of effect to be executed (first region effect, second region) are extracted from the extracted SR2 value. The type of effect) is determined (S902). Whether or not the display result of the current variable display is a big hit is determined by the display result command received when the current variable display is executed or not. .
  In S903, based on the determination result of S902, it is determined that the area effect is executed (one of the first area effect is executed, only the second area effect is executed, or both the first and second area effects are executed). It is determined whether or not (S903). If it is determined in S903 that the area effect is not executed, the process proceeds to S909. When it is determined in S903 that the area effect is to be executed, the value of SR3 is extracted, and depending on whether or not the display result of the current variation display is a big hit (missed), FIG. One of the region effect execution timing determination tables shown in B) is selected, and the execution timing of the region effect in the current variation display is determined from the extracted SR3 value using the selected table (S904). Next, it is determined whether or not the contents determined in S902 are contents for executing the first area effect and the second area effect (S905).
  In S905, if it is determined that the content is to execute the first area effect and the second area effect, the value of SR4 is extracted, and depending on whether or not the display result of the current variable display is a big hit (displaced), FIG. 19 (A), 19 (B) is selected as the first area effect determination table, and the selected table is used to produce the effect that is executed as the first area effect in the current variation display from the extracted SR4 value. Is determined (effect pattern) (S906). Next, in S907, selection of the timer effect among the second area effects is limited. Specifically, in the table of FIG. 20, setting is made so that the display of “READY GO”, that is, the display of the timer effect suggestion is not selected. Next, the value of SR5 is extracted, and one of the second area effect determination tables shown in FIGS. 20 (A) and 20 (B) is selected depending on whether or not the display result of the current variation display is a big hit. Using the selected table, the contents of the effect (effect pattern) to be executed as the second area effect in the current variation display are determined from the extracted SR5 value (S908). Next, the process proceeds to S909.
  If it is not the content which performs 1st area | region effect and 2nd area | region effect in S905, it will be determined whether it is the content which performs 1st area | region effect (S910). If it is determined in S910 that the first area effect is to be executed, the value of SR4 is extracted, and depending on whether or not the display result of the current variation display is a big hit (missed), FIG. (B) Select one of the first area effect determination tables shown in (B), and use the selected table to determine the content of the effect (effect pattern) to be executed as the first area effect in the current variation display from the extracted SR4 value. ) Is determined (S907).
  In S910, if it is not the content to execute the first area effect, it is determined that the content is to execute the second area effect in an erasing method, so the value of SR5 is extracted and the current variable display is displayed. Depending on whether or not the display result is a big hit (disengaged), one of the second region effect determination tables shown in FIGS. 20A and 20B is selected, and the value of SR5 extracted using the selected table. From this, the content (effect pattern) of the effect executed as the second region effect in the present variable display is determined (S912). Next, the process proceeds to S909.
  In S909, the contents of other effects based on the contents determined for the first area effect and the second area effect and the contents of the effects other than the area effects are determined. Thereafter, the process ends.
  Here, a specific example of other effect contents determined in S909 will be described, particularly focusing on effects executed in the first area effect and the second area effect. For example, if it is determined that the timer effect is to be executed in the first area 91 after the special effect is executed as the first area effect, the timer display 94 appears in the timer effect based on the super reach variation pattern at that time. The timer value of the timer display that is displayed as the timing period when the timer is displayed, and various effects related to the timer effect such as the effect mode executed when the timer value reaches 0 seconds (super reach specified by the variation pattern command) The content of the effect stored in the ROM 102 is determined corresponding to the type of the event. In this embodiment, the timer value when the timer display 94 appears is fixedly set to 10:00 (seconds), for example, regardless of the type of super reach. Note that the timer value when the timer display 94 appears may be set differently depending on the type of super reach. Further, in the second area effect, for example, when it is determined to execute the timer effect, the content of the timer effect is determined in the same manner.
  Further, in the second area effect, when it is determined that an effect other than the timer effect is to be executed, various effect contents related to those effects such as an effect mode (determined using the second area effect determination table) The content of the effect stored in the ROM 102 is determined corresponding to the effect. For example, when the “high heat” effect is selected and determined as the second area effect, a telop “high heat” is displayed at a predetermined display position in the display area of the effect display device 9. In response to the display of “Intense heat”, various contents of effects related to effects performed in the display area other than the second area 92 are determined.
  Further, as an effect other than the timer effect, for example, when it is determined to execute the timer effect in the second area effect, the timer display 94 is displayed in the timer effect based on the super reach variation pattern at that time. The timer value of the timer display to be displayed as a time measurement period when it appears, and the contents of the effect executed when the timer value reaches 0 seconds (corresponding to the type of super reach specified by the variation pattern command ROM 102 Production contents) are determined.
  Thus, in the effect setting process, when it is decided to execute various effects such as the area effect including the first area effect and the second area effect, the determined contents are stored in the ROM 102 and the effect pattern is executed. For example, the first area effect and the second area as shown in FIG. 16 based on the data related to the effect pattern set in the effect setting process by the effect symbol changing process (S802) shown in FIG. An area effect including an effect can be executed.
[Second Embodiment]
In the second embodiment, a modified example of the timer effect executed in each of the first area 91 and the second area 92 shown in the first embodiment will be described. Here, as a timer effect according to the second embodiment, an effect executed in the first area 91 is shown as a representative example, but the timer effect according to the second embodiment can be executed in the second area 92 as well.
  The timer effect executed in the second embodiment updates the period display indicating the effect period such as the waiting time until the specific effect is executed in the timer display format when the variable display based on the hold storage information is executed. This is an effect of executing any one of a plurality of effects when the timer display becomes a predetermined mode. In the timer display, the count value is updated from the initial value of the count value set at a predetermined timing, and finally, the timer display value becomes 0 (value indicating 0 seconds). Such a timer display displayed during the timer effect is displayed on the effect display device 9 over a predetermined period during the variable display.
  In addition, during execution of the timer effect, after the timer display is counted down during the period from the start of the period display by the timer display until the period display becomes 0 which is a predetermined mode, the timer display is counted as a stop mode. There is a case where the value of the timer display is set to 0 after stopping for 2 seconds and passing through the stop mode. In this way, the effect that stops the countdown of the timer display for several seconds is hereinafter referred to as a freeze effect. The freeze effect may be such that the countdown of the timer display does not completely stop for several seconds and the countdown does not advance beyond a predetermined period. For example, if a freeze effect is generated with a timer display of “15:47” in the middle of the countdown, a specific number is identified as “15:46” → “15:47” → “15:46” By going back and forth between these numbers, it may be an effect that the timer display does not advance the countdown beyond a predetermined period. Also, the countdown progresses from “15:47” → “15:46” → “15:45”, but it seems that the time has hardly progressed by making the countdown extremely slower than the actual time measurement. It may be a production.
  FIG. 22 is a diagram for explaining a timer effect in the second embodiment. 22A to 22E are diagrams showing display examples of the timer display 94 in the first area 91 when the freeze effect is executed during the timer effect. FIGS. 22F to 22I are diagrams showing display examples of the timer display 94 in the first area 91 when the freeze effect is not executed during the timer effect. Here, in the timer effect, any one of a plurality of types of times is determined as the number of seconds of the timer effect. In FIGS. 22A to 22E, a time of 30 seconds is selected as the period for executing the timer effect. Further, in FIGS. 22F to 22I, a time of 20 seconds is selected as a period for executing the timer effect. The timer effect of the second embodiment may be executed in the second area 92 or in any area in the effect display device 9.
  As shown in FIG. 22A, when the timer effect is started, for example, a time measurement period “20:00” indicating 20 seconds is displayed in the first area 91 as the timer display 94. The period displayed on the timer display 94 is displayed up to two digits after the second (one hundredth digit), and the value is counted down as time passes. FIG. 22B is a diagram showing a timer display 94 displayed when 10 seconds have elapsed after counting down from 20 seconds. As shown in FIG. 22B, when “10:00” indicating 10 seconds is displayed every 10 seconds, a LOCK display 95 is displayed on the upper side of the timer display 94. The LOCK display 95 is an effect that the display image acts on the timer display 94, and a display image indicated by LOCK characters is added to the timer display 94. The freeze effect is executed by adding the LOCK display 95 to the timer display 94. In this way, by adding the LOCK display 95 to the timer display 94, the player can easily recognize that the freeze effect is being executed.
  FIG. 22C is a diagram illustrating a display mode of the timer display 94 when 10 seconds have elapsed from the state of FIG. As shown in FIGS. 22B and 22C, when the freeze effect is executed, the display of the timer display 94 is stopped for 10 seconds while the display of “10:00” is maintained, and the LOCK display is displayed. 95 is added. After the 10 second freeze period, the timer display 94 is counted down again as shown in FIG. Thereafter, as shown in FIG. 22E, the timer display 94 is counted down and displayed as “00:00” indicating 0 seconds which is a predetermined mode. Then, based on the fact that the timer display has reached 0 seconds, any one of the effects is executed from among a plurality of effects.
  Here, an example is shown about the effect performed when the timer display 94 becomes 0 second. The effects executed when the timer display 94 reaches 0 seconds include, for example, an effect that the temporary stop symbol of the quasi-continuous temporarily stops (for example, a symbol described as “NEXT” temporarily stops), a reach symbol An effect indicating that the game has stopped and reached reach (for example, an accessory operates at the timing of the reach symbol stop), an effect indicating the big hit expectation degree of the fluctuation during the reach effect (for example, Change to a high background). The effect executed when the timer display 94 reaches 0 seconds is not limited to the effect shown here, and may be any effect.
  Next, the case where the freeze effect is not executed will be described with reference to FIGS. When a time of 20 seconds is selected as a period for executing the timer effect, as shown in FIG. 22F, when the timer effect is started, for example, “20:00” indicating 20 seconds as the timer display 94. Is displayed in the first area 91. FIG. 22 (g) is a diagram showing a timer display 94 displayed when 10 seconds have elapsed after counting down from 20 seconds. As shown in FIG. 22G, “10:00” indicating 10 seconds is displayed every 10 seconds. Since the freeze effect is not executed, the LOCK display 95 is not displayed.
  Then, as shown in FIG. 22 (h), when 1 second has elapsed from FIG. 22 (g), the timer display is displayed as “09: 0” indicating 9 seconds, as shown in FIG. 22 (h). . Thereafter, as shown in FIG. 22 (i), the timer display 94 is counted down and displayed as “00:00” indicating 0 seconds which is a predetermined mode. Then, based on the fact that the timer display has reached 0 seconds, any one of the effects is executed from among a plurality of effects. Here, in FIGS. 22A to 22I, the timer display 94 of two digits after the second is actually counted down, but is not disclosed in detail on the drawing. Alternatively, only the number of seconds, such as “10”, “9”... “0”, may be counted down without displaying two digits after the second.
  In this way, the timer display 94 displayed in the timer effect is a pattern that goes through the freeze effect in the period from the start of display until it reaches “00:00” indicating 0 seconds, which is a predetermined mode. And a pattern that does not go through freeze production. Therefore, it is possible to make the player pay attention to the display mode of the timer display 94 in the period from the start of the countdown by the timer display 94 to 0 second.
  Further, in the pattern in which the freeze effect is executed in the timer effect, the timer display 94 is updated again after the freeze effect is executed for 10 seconds, as shown in FIGS. In this way, the player can be made to pay attention to the display mode of the timer display 94 during the period until the timer display 94 reaches 0 seconds.
  Further, although the timer selection time for determining the timer seconds (time from the start of the timer display to 0 seconds) that is the number of seconds in which the timer effect is executed is different, as shown in FIG. There is a case where the display mode at the start of the timer display 94 is the same (both are the same at “20:00”) in the case of not executing and the case of executing the freeze effect. In this way, it is possible to execute an unexpected effect without determining whether or not to pass the freeze effect at the start of the timer display 94.
[Third Embodiment]
In the third embodiment, a modified example of the timer effect executed in each of the first area 91 and the second area 92 shown in the first embodiment will be described. Here, as a timer effect according to the third embodiment, an effect executed in the first area 91 is shown as a representative example, but the timer effect according to the third embodiment can be executed in the second area 92 as well.
  In the timer effect executed in the third embodiment, a special pattern timer effect is set in addition to the normal pattern timer effect. The timer effect of the normal pattern is a pattern in which the display value of the timer display is only counted down with the lapse of time during the period from when the timer display is started until the timer display becomes 0 second. On the other hand, in the timer effect of the special pattern, when the timer display 94 is counted down to 0 seconds, the effect using the operation means such as the stick controller 122 is executed. The player's operation with the stick controller 122 is detected by the tilt direction sensor unit 123. Specifically, when the player performs an operation of pulling the stick controller 122 when the timer display 94 is counted down to 0 seconds, the number of seconds displayed on the timer display 94 that has been 0 seconds increases and counts down again. The effect that is executed is performed. Such a special pattern may be executed a plurality of times, and when it finally reaches 0 seconds, a predetermined effect is executed.
  FIG. 23 is a diagram for explaining a timer effect in the third embodiment. FIG. 23A is a diagram showing a timing chart in the case of a two-time pattern with a timer selection time of 20 seconds as a special pattern of the timer effect. The two-time pattern indicates an effect pattern in which an effect using the operation means is executed twice during execution of the timer effect. FIGS. 23B to 23I are diagrams showing display examples of the timer display 94 in the pattern of FIG. First, the timer effect of the special pattern will be described with reference to FIGS. The special pattern may be provided not only with the twice pattern but also with a one-time pattern or three or more patterns.
  As shown in FIG. 23A, in the two-time pattern with a timer selection time of 20 seconds executed as a timer effect, “04:00” is first displayed on the timer display 94 (FIG. 23B). From this state, the timer display 94 counts down for 4 seconds. When the timer display 94 becomes a value indicated by “00:00” (FIG. 23C), an operation effect for operating the operation means such as the stick controller 122 is executed. In the stick controller 122, a period during which the operation is effective (hereinafter also referred to as an operation effective period) is set to 2 seconds. When the player performs an operation of pulling the stick controller 122 during the operation effective period of 2 seconds, “+04: 00” is displayed on the screen of the effect display device 9 (FIG. 23D). )). The display of “+04: 00” is displayed on the screen of the effect display device 9 for the remaining operation effective period and a period obtained by adding 1 second (minimum period of timer display) to the time, and “00” is displayed as the timer display 94. The number of seconds increases from “0:00”, and the value “04:00” is displayed in the first area 91 (FIG. 23E).
  If the operation of pulling the stick controller 122 is not executed within the operation effective period of 2 seconds, “+04: 00” is automatically displayed on the screen of the effect display device 9 at the end of the operation effective period. It is displayed (FIG. 23 (d)). The display of “+04: 00” is displayed on the screen of the effect display device 9 for 1 second after the operation effective period ends, and the number of seconds is increased from “00:00” as the timer display 94, A value of “04:00” is displayed in the first area 91 (FIG. 23E).
  Here, whether or not the stick controller 122 is operated, the display of “+04: 00” is displayed on the screen of the effect display device 9 for at least one second (FIG. 23 (d)). )). Further, the timer display 94 increases the number of seconds from “00:00”, and the value “04:00” is displayed in the first area 91 (FIG. 23E). At this time, the player can recognize that the number of seconds on the timer display 94 has increased. The total period of the operation effective period (operation 2 seconds in FIG. 23 (a)) and the timer display period (timer display 1 second in FIG. 23 (a)) of the effect display device 9 indicating the increased number of seconds of the timer display 94 is 3 Set to seconds.
  Thereafter, the timer display 94 starts counting down from 4 seconds indicated by “04:00”, and when the timer display 94 becomes a value indicated by “00:00” (FIG. 23 (f)), An effect of pulling the stick controller 122 during the operation valid period is executed. When the player performs an operation of pulling the stick controller 122 within 2 seconds, “+06: 00” is displayed on the screen of the effect display device 9 (FIG. 23 (g)). The display of “+06: 00” is displayed on the screen of the effect display device 9 for the remaining operation effective period and a period obtained by adding 1 second to that time, and the number of seconds from “00:00” is displayed as the timer display 94. The value of “06:00:00” is displayed in the first area 91 (FIG. 23 (h)).
  If the operation of pulling the stick controller 122 is not executed within the operation effective period of 2 seconds, “+06: 00” is automatically displayed on the screen of the effect display device 9 at the end of the operation effective period. Is displayed (FIG. 23 (g)). The display of “+06: 00” is displayed on the screen of the effect display device 9 for 1 second after the operation valid period ends, and the number of seconds is increased from “00:00” as the timer display 94, A value of “06:00” is displayed in the first area 91 (FIG. 23 (h)).
  When the timer display 94 starts counting down from 6 seconds and the timer display 94 reaches the value indicated by “00:00” (FIG. 23 (i)), a predetermined effect is executed. Any effect that is executed when the timer display 94 reaches 0 seconds may be any effect.
  As described above, in the special pattern, when the timer effect is started and the timer display 94 reaches the value indicated by 0 seconds, the number of seconds on the timer display 94 is increased, and the effect that the countdown is executed again is performed. Thereby, a player can be made to pay attention to the effect when the value of the timer display 94 becomes 0 second. In addition, such a special pattern timer effect may cause the player to pay attention to the display mode in the period from when the timer display 94 starts to count down until the timer display 94 finally reaches 0 seconds. it can.
[Fourth Embodiment]
In the fourth embodiment, a modified example of the timer effect executed in each of the first area 91 and the second area 92 shown in the first embodiment will be described. Here, as a timer effect according to the fourth embodiment, an example in which the timer effect is applied to each of the first region 91 and the second region 92, one region called the third region 96 shown in FIG. 24 is a representative example. Will be described.
  The timer effect in the fourth embodiment is executed during reach. Here, as shown in FIG. 6, the reach variation pattern includes a normal reach variation pattern and a super reach variation pattern. When the variation pattern command designating super reach is transmitted from the game control microcomputer 560, the effect control CPU 101 executes the effect of super reach designated based on the transmitted command. In the first to fourth super reaches in FIG. 6, any one of SP reach is executed from among a plurality of types of special reach (hereinafter also simply referred to as SP reach) for each variation pattern.
  In the SP reach, reach is made in any of the effect symbols during the variable display. Thereafter, after reaching the reach state, the system develops into SP reach after a predetermined time has elapsed (after normal reach or after reach production different from normal reach). The SP reach executed in the super reach is a reach with a high expectation that results in a big hit display as compared with a normal reach that does not develop to the SP reach and does not perform a flashy production after the reach. During SP reach, for example, effects such as battle effects are executed on the liquid crystal screen. The battle effect is an effect in which when a teammate character and an enemy character battle each other and the teammate character wins, the jackpot display result is displayed, and when the teammate character loses, the display result is displayed.
  Moreover, 4th Embodiment demonstrates the case where a timer effect is started in the 3rd area | region 96 which is the center lower area | region of the display screen of the effect display apparatus 9. FIG. For example, during SP reach, a flashy effect using the entire screen is executed. In such a case, the timer display 94 displayed in the third area 96 is set at a position where it does not overlap the display screen of the effect display device 9 so as not to impede such effect (for example, the lower left position of the effect display device 9). The display 94 is moved. In the fourth embodiment, the timer effect and the SP reach are executed simultaneously. An effect when the timer effect and the SP reach are executed will be described with reference to FIG.
  FIG. 24 is a diagram for explaining a timer effect in the fourth embodiment. When the timer effect is executed, the patterns as shown in FIGS. 24A and 24B and the patterns shown in FIGS. 24A and 24C are executed. As shown in FIG. 24A, when the reach is applied with the symbol “4” in the effect display device 9, a timer image is displayed in the third area 96 at the lower center of the screen. In the timer image, a timer display 94 displayed as “20:00” is displayed. The timer display 94 is counted down as time passes.
  The pattern from FIG. 24A to FIG. 24B shows a case where the normal reach evolves to the weak SP reach. The weak SP reach is an SP reach with a low expectation level resulting in a jackpot display result as compared to a strong SP reach described later. The degree of expectation resulting in the jackpot display result is indicated by the number of black stars shown in FIG. The weak SP reach that is executed this time is 2 out of 5 so that the expectation is not so high. During the weak SP reach, the effect symbol is displayed in a reduced (reduced) mode command symbol in the upper right area of the effect display device 9. Further, the timer image moves from the position at the lower center of the screen to the position at the lower left end (position corresponding to the first area 91) when the weak SP reach is started.
  When SP reach is executed, the frame portion 96a of the timer image may change. However, as shown in FIG. 24B, in weak SP reach, the frame portion 96a is displayed in the same manner as in FIG. 24A before development to SP reach. The timer display 94 is counted down and indicated by “15:00”. During SP reach, a flashy effect using the entire display screen is executed as compared to the case shown in FIG. 24A before SP reach development. When a flashy effect such as an SP reach effect is executed, if the timer image is displayed in the third area 96 at the lower center of the screen, the effect is hindered. Therefore, when the SP reach is executed in the period from when the timer display 94 is started until the timer display 94 reaches 0 seconds, the timer display 94 corresponds to the left end position (corresponding to the first area 91). Position). When the SP reach is not executed, the timer image is not changed at the lower center position of the screen and the timer display 94 is counted down.
  As described above, the position of the timer display 94 is changed depending on whether or not the SP reach is executed during the period from when the display of the timer display 94 is started until the timer display 94 reaches 0 seconds. Therefore, it is possible to consider the state of the effect of whether or not an effect such as SP reach is being executed, and the interest of the game is improved.
  FIG. 24C shows a case where the reach state of FIG. 24A is developed to the strong SP reach. The strong SP reach has a higher expectation level as a jackpot display result than the weak SP reach. As shown in FIG. 24 (c), the strong SP reach executed this time is 4 out of 5 levels of expectation, indicating that the effect is high in jackpot expectation. During the strong SP reach, the effect symbol is displayed as a command symbol in a downsized (reduced) form in the upper right area of the effect display device 9. Also, the timer image moves from the third area 96 at the lower center of the screen to the position at the lower left end (the position corresponding to the first area 91) when the strong SP reach is started.
  Further, when the strong SP reach is executed, the mode of the frame portion 96b of the timer image changes. For example, as shown in FIG. 24C, the color of the frame portion 96b changes from white to red (shaded portion in FIG. 24C). The timer display 94 is counted down and indicated by “15:00”. In the case of strong SP reach, as in the case of weak SP reach, when SP reach is executed during the period from when the timer display 94 is started until the timer display 94 reaches 0 seconds, the timer display 94 is displayed at the left end of the screen. It is moved to a position (a position corresponding to the first area 91).
  As described above, the position of the timer display 94 is changed depending on whether or not the SP reach is executed during the period from when the display of the timer display 94 is started until the timer display 94 reaches 0 seconds. Therefore, it is possible to consider the state of the effect of whether or not an effect such as SP reach is being executed, and the interest of the game is improved.
  In addition, the SP reach is a reach with a high degree of expectation for jackpots compared to a normal reach that ends without developing to the SP reach. Therefore, it is possible to improve the interest of the game by taking into account the execution of such a highly anticipated reach that is a big hit. In addition, as shown in FIG. 24, in a normal state (a state where only the reach is applied) before developing to the SP reach, a timer display 94 is displayed in the third area 96 at the lower center of the effect display device 9, During the execution of the SP reach, the timer display 94 is displayed at the position at the lower left end of the effect display device 9 (the position corresponding to the first area 91). Therefore, by preventing the timer display 94 from inhibiting the effect during the SP reach, it is possible to prevent a decrease in the interest of the game.
  Also, as shown in FIG. 24, when the weak SP reach is being executed, the frame portion 96a of the timer image is not changed white, and when the strong SP reach is being executed, the frame portion 96b of the timer image is red. Change and display. If it does in this way, by setting it as the display mode of the frame of the timer display 94 according to SP reach performed, the expectation degree with respect to jackpot is shown and the interest of a game can be improved.
  When the timer effect of the fourth embodiment is being executed, the second area effect as shown in the first embodiment may be executed at a position corresponding to the second area 92. .
Next, main effects obtained by the embodiment described above will be described.
(1) As shown in FIG. 16, after the special effect shown in FIG. 16 (b) is executed, the timer effect is executed as shown in FIG. 16 (d), and as shown in FIG. 16 (c). By not being executed, it is possible to give the player a sense of expectation that the timer effect will be executed before executing the timer effect. Interest can be improved.
  (2) As shown in FIG. 16B, in the first area 91, the timer effect is displayed by executing the special effect suggesting that the timer display 94 is executed by displaying the timer frame 97 so as to be hidden and displayed. Can be noticed whether or not is executed, and the interest of the game can be further improved in the process before the timer effect is executed.
  (3) As shown in FIG. 18, for the first region effect, the region effect is executed at any timing because the special effect can be executed at a plurality of timings such as at the start of change or before the start of reach. It is possible to draw attention to the player, and to enhance the interest of the game.
  (4) As shown in FIGS. 18 and 19, the selection ratio of the execution timing of the first area effect is different between the time of loss and the time of big hit, and the selection of the timer effect in the first area effect is different between the time of loss and the time of big hit. Since the ratios are different, it is possible to pay more attention to which timing the special effect is executed.
  (5) As shown in FIG. 19, as a timer frame 97 that is displayed and hidden during a special effect, a plurality of types of special effects including a special effect that displays a white timer frame 97 and a special effect that displays a red timer frame 97. It can be made to pay attention to which kind of special effect is performed by being able to perform any of these.
  (6) As shown in FIG. 19, a special effect of displaying and hiding the white timer frame is executed by executing the white timer frame and hiding display before executing the red timer numerical value display. Even if it is done, it can prevent the player's sense of expectation for the big hit gaming state from being lowered.
  (7) As shown in FIGS. 16 (e), 16 (f) and FIG. 20, by executing the second area effect, the super reach effect is executed after the timer effect such as “READY GO” is executed. The timer effect suggestion display that suggests the fact and the specific display suggesting that an effect other than the timer effect such as “?” Is executed can be selected and executed. It is possible to pay attention to whether the display is made, and it is possible to improve the interest of the game in the process before the timer effect is executed.
  (8) As a display pattern in the second area 92, a timer display pattern that displays a timer effect suggestion display such as “READY GO” display shown in FIG. 20, a “?” Display shown in FIG. The display pattern of the specific display for performing the specific display can be made to pay attention to whether the timer effect is displayed or the specific display is displayed, and the process before the timer effect is executed is further enhanced. Can be improved.
  (9) As shown in FIG. 18, for the second region effect, the region effect is executed at any timing because the special effect can be executed at a plurality of timings such as at the start of change or before the start of reach. It is possible to draw attention to the player, and to enhance the interest of the game.
  (10) As a specific indication, an expectation suggesting an expectation degree controlled by the big hit gaming state, such as the display of “Masaka? (Low expectation degree)” or “Intense fever (high expectation degree)” in FIG. By including the display, it can be noted whether the timer display is displayed or the specific display is displayed, and when the specific display is displayed, the display mode of the specific display can also be focused.
  (11) Whether the timer display is displayed by including a re-variation suggestion display that suggests that a pseudo-continuous display such as “NEXT (pseudo-continuous suggestion)” in FIG. 20 is included as the specific display. Thus, it can be noted whether or not the specific display is displayed, and when the specific display is displayed, the display mode of the specific display can be further focused.
  (12) As a specific display, a display indicating whether or not a timer display is displayed by including a reach suggestion display that suggests a type of reach effect such as “battle (battle reach suggestion)” in FIG. It is possible to pay attention to whether or not is displayed, and when the specific display is displayed, it is possible to pay more attention to the display mode of the specific display.
  (13) As shown in FIG. 22, the timer display 94 displayed in the timer effect is counted down from the start of display until “00:00” indicating 0 seconds which is a predetermined mode. A pattern that passes through the freeze effect and a pattern that does not pass through the freeze effect are provided. Therefore, it is possible to make the player pay attention to the display mode of the timer display 94 in the period from the start of the countdown by the timer display 94 to 0 second.
  (14) As shown in FIG. 23, when the timer display 94 becomes 0 second, a special pattern in which the time measurement value of the timer display 94 increases can be executed, so that the value of the timer display 94 becomes 0 second. The player can pay attention to the production at the time.
  (15) As shown in FIG. 24, the effect of whether or not an effect such as SP reach is being executed by changing the position of the third region 96 depending on whether or not SP reach is being executed. The game's interest is improved.
Next, modifications, feature points, and the like of the embodiment described above are listed below.
(1) In the embodiment described above, when the region effect is executed in the first region 91, the second region 92, the first region 91, and the second region 92 as shown in the region effect execution determination table of FIG. Explained. However, the area effect may be executed only in one of the areas. In such a case, if it is determined that the area effect is to be executed in one of the areas, the area effect may be limited not to be executed in the other area.
  (2) In the above-described embodiment, when the timer effect (gase effect) is executed in the first area 91, the case where the execution of the timer effect is restricted in the second area 92 has been described. However, the timer effect may be executed simultaneously in both the first area 91 and the second area 92. In such a case, the numerical value of the timer display 94 displayed in the first area 91 and the numerical value of the timer display 94 displayed in the second area 92 may be updated simultaneously. In addition, the numerical value at that time may be the same in one region and the other region, or may be different. Alternatively, the countdown of the numerical value in the other area may be started after the countdown of the numerical value in one area is completed.
  (3) In the embodiment described above, a timer effect may be executed in the first area 91 and the second area 92. And when the numerical value of the timer display 94 in the 1st area | region 91 and the 2nd area | region 92 becomes a value which shows 0 second simultaneously, you may make it perform a predetermined | prescribed effect. In such a case, the jackpot value expectation may be set to be higher when the timer effect is executed in both areas than when the timer effect is executed only in one area.
  (4) In the above-described embodiment, as shown in FIG. 18, the time of start of variation or the time of start of reach has been described as the timing at which the region effect is executed. However, the timing at which the region effect is executed may be other timing. For example, timing such as predetermined timing during reach establishment or reach, timing at the start of pseudo-variable maximum variation display, start timing of SP reach, timing for executing pre-reading effects, etc. may be executed. . Also, the big hit expectation may be different depending on the execution timing. Moreover, you may make it perform at two or more timings among several timings.
  (5) In the above-described embodiment, a timer display may be performed as a pending continuous notice during a big hit game. The holding continuous notice is a so-called holding continuous notice (i.e., one that prefetches the holding memory at the time of the big hit display result and the holding memory in the big hit game and generates a new big hit in the holding memory ( This means that a big hit gaming state is continuously generated). For example, when there is such a holding memory, the timer effect is started at a predetermined timing before the end of the big hit, and the fluctuation display of the holding memory that becomes a big hit is started at the timing when the timer value becomes 0. What should I do?
  (6) In the embodiment described above, a timer effect may be executed during the big hit round. In such a case, for example, the pending continuous notice may be executed at the timing when the timer value becomes 0, the probability change notification indicating that the probability change state is present, or the round continues. A round continuation notification indicating whether or not to perform may be executed.
  (7) In the above-described embodiment, the case has been described in which the effects executed at the time of the special effect and the timer effect are determined simultaneously in the first area effect execution determination table shown in FIG. However, it is also possible to separately determine the effects executed during the special effects and the timer effects. Further, the frame color may be determined when determining the effect executed in the special effect, and the display color of the timer may be determined when determining the effect executed in the timer effect.
  (8) In the above-described embodiment, the content of the reserved storage data is determined (read-ahead) before the variable display performed in accordance with the reserved storage is started, and before the variable display is started. In addition, an area effect may be executed as a pre-reading effect for informing the reserved storage data. In such a case, a display such as “Preparing” may be displayed in the area where the area effect is executed to indicate to the player that the area effect is executed.
  (9) In the embodiment described above, the timer effect may be executed a plurality of times when the timer effect is executed. In such a case, you may make it show the frequency | count of execution of the timer effect performed in the future. For example, when “× 2” is displayed, it may be indicated that the timer effect is executed twice. Further, the number of executions of the timer effect may be indicated by displaying a plurality of timer images.
  (10) In the embodiment described above, the timer subtraction time may be set to one pattern by displaying “in preparation” when the timer effect is executed and changing the display period in “in preparation”. Specifically, “preparing” may be displayed during the fluctuation display, and the timer display to be displayed thereafter may be displayed as the timer display 94 for any fluctuation pattern. . In this way, since the actual subtraction time of the timer can be made one pattern, the design of the production becomes easy and the amount of data used for the production can be reduced.
  (11) In the above-described embodiment, for the effects executed in the second region 92, the jackpot expectation is different between when the period display is executed and when the specific display other than the period display is executed. Also good. For example, when the period display is executed, the degree of jackpot expectation may be higher than when the specific display is executed. When the specific display is executed, the period display is executed. The big hit expectation may be made higher than the case.
  (12) In the above-described embodiment, the case where the frame of the second region 92 is always displayed on the screen of the effect display device 9 is shown. However, the frame of the second area 92 may be displayed only at the timing when the area effect is executed. A special effect may also be executed for the second region 92.
  (13) In the above-described embodiment, the timer display 94 in which the digital display is counted down with time as the period display displayed in the timer effect has been described. However, the timer display 94 may be configured such that an effect is performed when a number is counted up with time and a predetermined time is reached. In addition, it is not a numerical display as a period display indicating the passage of time, but a display of an hourglass image indicating the passage of time (a display of time according to the amount of sand remaining in the hourglass) or a gauge image indicating the passage of time. Any effect may be used as long as it is an effect that changes information that can suggest the end timing of a predetermined period with the passage of time, such as an item that is used and displayed (indicating time by increasing or decreasing the gauge). .
  (14) In the above-described embodiment, the configuration of the period display means for indicating the period progress information by updating the period display is provided. Further, there is provided a configuration of predetermined effect execution means that can execute a predetermined effect when the period display updated by the period display means is in a predetermined mode. However, in the configuration of the period display means, the period display may be simply displayed without being updated. Specifically, an image in which the bomb lead wire is lit may be displayed as a display mode indicating the period display. Such an image may be any image as long as the igniting wire itself is not shortened, although it can be seen that the period display is made because the igniting wire of the bomb is on fire. Then, after an image with a fire on a bomb lead as a period display is displayed for a predetermined period, it may explode and some effect may be executed.
  (15) In the embodiment described above, the predetermined effect executed when the timer display becomes 0 may be any effect. For example, as a predetermined effect, a reach symbol is stopped, when a pseudo-continuous effect is stopped, a pseudo-continuous symbol is stopped, a jackpot is confirmed (such as a jackpot sound or a premium notice), a predetermined super What develops to reach, or that operates the accessory may be executed. In such a case, at the timing when the timer display becomes 0, any effect selected from a plurality of types of effects may be executed. For example, if a single notification (a jackpot confirmation advance notice) is executed at the timing when the quasi-continuous symbols stop, it is possible to give the player an unexpectedness and improve the interest of the game.
  (16) In the above-described embodiment, when the area effect is executed in both the first area 91 and the second area 92, the timer effect is executed in one area, and the value becomes 0. The timer effect may be started in the other area.
  (17) In the above-described embodiment, a pachinko machine is taken as an example of the gaming machine. However, in the various settings shown in the above-described embodiment, medals are inserted and a predetermined number of bets are set. When a combination of stop symbols becomes a specific symbol combination when multiple types of symbols are rotated according to the operation of the control lever and the symbols on the display means are stopped according to the stop button operation by the player It is also possible to apply the present invention to a slot machine (slot machine) in which medals are paid out to a player. Specifically, the area effect may be executed on a display device such as an effect display device provided in the slot machine.
  (18) In the embodiment described above, the big hit gaming state has been described as a representative example as an advantageous state advantageous to the player. However, the present invention is not limited to this, and advantageous states that are advantageous to the player may include other advantageous states such as a high probability state (probability variation state), a short time state, and a high base state.
  (19) In the above-described embodiment, the production control board 80, the audio output board 70, and the lamp driver board 35 are provided as the boards on which the circuit for controlling the production apparatus is mounted. May be mounted on one substrate. Further, a first effect control board (display control board) on which a circuit for controlling the effect display device 9 and the like is mounted, and a circuit for controlling other effect devices (lamps, LEDs, speakers 27R, 27L, etc.) are mounted. Alternatively, two substrates, the second effect control substrate, may be provided.
  (20) In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 is not connected to another board (for example, FIG. (Sound / lamp board having a function of a circuit mounted on the sound output board 70 and a function mounted on the lamp driver board 35 and a function of a circuit mounted on the lamp driver board 35). An effect control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to voice control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command received directly from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in response to commands received from the board 35 or the sound / lamp board. In the case of such a configuration, various determinations performed by the production control microcomputer 100 in the above-described embodiment may be similarly performed by the production control microcomputer 100, or audio output is performed. Control means such as a microcomputer mounted on the board 70, the lamp driver board 35, or the sound / lamp board may be used.
  (21) In the embodiment described above, in order to notify the microcomputer for effect control of the change pattern indicating the change mode such as the change time, the type of reach effect, the presence / absence of pseudo-ream, etc. Although an example of transmitting the variation pattern command has been shown, the variation pattern may be notified to the effect control microcomputer by two or more commands. Specifically, in the case of notifying by two commands, the game control microcomputer uses the first command to indicate whether there is a pseudo-ream, a slip effect, etc. before reaching (so-called second if not reaching). A command indicating the fluctuation time and fluctuation mode is transmitted before the stop, 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 (if the reach is not reach) A command indicating the variation time and variation mode of (after) may be transmitted. In this case, the effect control microcomputer may perform effect control in variable display based on the variable time derived from the combination of two commands. In the game control microcomputer, the change time is notified by each of the two commands, and a specific change mode executed at each timing is selected by the effect control microcomputer. Also good. When two commands are sent, the two commands may be transmitted within the same timer interrupt. After the first command is transmitted, a predetermined period elapses (for example, the next timer interrupt). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be appropriately changed. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern command can be reduced. In the configuration in which the change pattern is notified to the effect control microcomputer by two commands in this way, the determination result of the display result by the effect process at the time of winning in the second command after transmitting the first command, Alternatively, the prefetch determination information such as the variation pattern type may be transmitted, and the prefetch notice effect may be executed based on the reception of the second command. Here, the pseudo-ream is a pseudo display that is an effect display that makes it appear that a plurality of fluctuations corresponding to a plurality of reserved memories are continuously performed although it is a single fluctuation corresponding to one reserved memory. Abbreviation for continuous variation. Further, the slip refers to an effect display in which the symbol is slid from the predicted stop position immediately before the symbol is stopped in the variable display.
  (22) The embodiment described above can also be applied to an apparatus such as a game machine that simulates the operation of the pachinko gaming machine 1. The program and data for realizing the above-described embodiment are not limited to a form distributed and provided to a computer apparatus or the like by a detachable recording medium, but a storage apparatus that the computer apparatus or the like has in advance. You may take the form that is distributed by pre-installing. 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 embodiment 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. Further, the game can be executed by exchanging data with other computer devices or the like via a network.
  (23) As the present embodiment, a gaming machine that pays out game media to the player's hand in response to the occurrence of a win has been described, but the game media is enclosed and the game media is You may employ | adopt the enclosure type game machine which adds a game point (score), without paying out at hand. The enclosed game machine has a circulation path for circulating a plurality of balls, which are examples of game media, in the game machine, and is provided with a storage unit for storing game points. The game points are added to the storage unit, the game points are subtracted from the storage unit according to the ball launching operation, and the game points are added to the storage unit according to the occurrence of the winning.
  (24) In the above-described embodiment, for example, a case where a plurality of special symbols and effect symbols of “1” to “9” are variably displayed and the display result is derived and displayed is shown. It is not limited to the embodiment. For example, the symbol that is variably displayed and the symbol that is derived and displayed are not necessarily the same, and a symbol that is different from the symbol that is variably displayed may be derived and displayed. Further, it is not always necessary to display a plurality of types of symbols in a variable manner, and the variable display may be executed using only one type of symbols. In this case, for example, the variable display may be performed by alternately turning on and blinking the one type of symbol display. Even in this case, one type of symbol used for the variation display may be derived and displayed last, or a symbol different from the one type of symbol may be derived and displayed last. It may be a thing.
  (25) In the above-described embodiment, the “ratio (ratio, probability)” has been described using a specific value exceeding 0% as a specific example. However, the “ratio (ratio, probability)” may be 0%. For example, when the occurrence ratio of a predetermined game state 1 in a predetermined game period is compared with the occurrence ratio of another game state 2, and “one occurrence ratio is higher than the other occurrence ratio” This includes the case where the percentage of occurrence of one game state is 0%.
  (26) In the above-described embodiment, after the variation display result when the display result of the variation display is determined to be the probability variation jackpot is derived and displayed, after the jackpot gaming state is finished, the probability display state is unconditionally changed. An example of controlled probability state control is shown. However, the present invention is not limited to this, and the probability variation determination device that is controlled to the probability variation state when the detection means detects that the game ball has passed through a specific area provided in the special winning opening in the special variable winning ball device 20. Type probabilistic state control may be performed.
  (27) It should be understood that the embodiment disclosed herein is illustrative and non-restrictive in every respect. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
  DESCRIPTION OF SYMBOLS 1 Pachinko machine, 9 production | presentation display apparatus, 91 1st area | region, 92 2nd area | region, 100 microcomputer for production control, 560 microcomputer for game control.

Claims (1)

  1. A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player,
    A period display means for displaying a period display;
    A predetermined effect execution means capable of executing a predetermined effect when the period display becomes a predetermined mode;
    In the display area of the period display, comprising a specific display means capable of displaying a specific display other than the period display ,
    Depending on the execution contents of the special effect that can be executed before the period display is displayed, the ratio in which the period display is displayed after the execution of the special effect is different.
    Depending on whether to be controlled to the advantageous state, the ratio of determining the display timing of the period display among a plurality of display timings is different,
    Depending on whether or not the advantageous state is controlled, the aspect of the display area is determined as any one of a plurality of aspects, and the aspect of numerical information displayed as the period display is a plurality of aspects. A gaming machine in which the proportion of which mode is determined is different .
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