JP6469535B2 - Game machine - Google Patents

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JP6469535B2
JP6469535B2 JP2015124898A JP2015124898A JP6469535B2 JP 6469535 B2 JP6469535 B2 JP 6469535B2 JP 2015124898 A JP2015124898 A JP 2015124898A JP 2015124898 A JP2015124898 A JP 2015124898A JP 6469535 B2 JP6469535 B2 JP 6469535B2
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winning
effect
special
game
state
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JP2017006369A (en
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小倉 敏男
敏男 小倉
児島 知己
知己 児島
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株式会社三共
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  The present invention relates to a gaming machine such as a pachinko gaming machine. Specifically, the present invention relates to a gaming machine that can be controlled in an advantageous state advantageous to a player.
  Conventionally, in a pachinko gaming machine, a variable winning means (variable winning opening) that can be changed between a first state in which a game medium (for example, a game ball) can win and a second state in which the game medium is difficult or impossible to win. When a predetermined number of game balls are won, the variable winning means is set to the second state. However, there are cases where a predetermined number of game balls are won (so-called over-winning) between the detection of a predetermined number of game balls and the transition to the second state. There has been a case where a specific effect (for example, character display and sound output) is executed based on the fact that game balls have been won beyond the predetermined number (see, for example, Patent Document 1).
JP 2014-193271 A
  However, according to the pachinko gaming machine of Patent Document 1, the character is simply displayed and the sound is output with the specific effect at the time of over winning, and the game effect is not interesting.
  The present invention has been devised in view of such circumstances, and an object of the present invention is to provide a gaming machine capable of improving the interest of the production for winnings exceeding a predetermined number to the variable winning means.
(1) A gaming machine (for example, a pachinko gaming machine 1) that can be controlled in an advantageous state (for example, a big hit state, a high open state) advantageous for a player,
Variable winning means (changeable between a first state (for example, an open state) in which a game medium (for example, a game ball) can be won and a second state (for example, a closed state) in which the game medium is difficult or impossible to win (for example, a closed state)). For example, special variable winning ball devices 7A and 7B, ordinary variable winning ball device 6B),
A payout means for paying out game media in response to winning in the variable winning means;
Variable winning control means (for example, control of the variable winning means from the first state to the second state when a predetermined number (for example, winning upper limit determination value = 10) of game media wins the variable winning means. , The game control microcomputer 100, step S127 of FIG. 23,
A specific effect (for example, display of the number of winning balls for over winning such as “+15”, output of over winning sound ) according to the number of winnings exceeding the predetermined number (for example, so-called over winning) in the variable winning means. Specific effect execution means to be executed (for example, CPU 120 for effect control, step S827 in FIG. 37, step S918 in FIG. 42, FIG. 38 (B)),
Predetermined information (for example, including the number of game media paid out in the current advantageous state and the total number of game media paid out in each advantageous state being repeatedly controlled when the advantageous state is repeatedly controlled (for example, Predetermined information display means (for example, the effect control CPU 120, step S825 in FIG. 37, see FIGS. 38 (A) to 38 (D)),
In relation to execution of the specific effect by the specific effect execution means, an action effect that acts on the predetermined information displayed by the predetermined information display means (for example, the number of prize balls for over winning a prize is in a big hit / continuous change) Action effect execution means (for example, effect control CPU 120, step S761B in FIG. 39, FIG. 38 (C), FIG. 38 (D)) for executing an effect such that the number of winning balls collides with the effect. Prepared,
The action effect executing means executes a plurality of types of action effects according to the number of winnings exceeding the predetermined number (for example, two or more over-effects as shown in FIGS. 38C and 38D). If there is a win, the action effect is executed in two steps, and if there is one over win, the action effect is executed once. The effect is performed when the number of winning balls for over-winning is added to the number of medium / continuous Chang middle prize balls. The action effect may be executed after adding up the number of prize balls for over winning.
According to such a configuration, the specific effect is executed in association with the winning of more than a predetermined number of game media in the variable winning means, the predetermined information is displayed in the advantageous state, and the execution of the specific effect is related to The effect of acting on the displayed predetermined information is executed. As a result, Ru can provide a predetermined number of gaming machines that can improve the interest of the effect for winning in excess to the variable winning device.
  Further, in relation to the execution of the specific effect, an effect effect according to the number of winnings exceeding the predetermined number is executed. As a result, the player can be focused on the number of winnings exceeding the predetermined number, and the number of winnings exceeding the predetermined number can be strongly appealed to the player.
(2) In the gaming machine of (1) above,
A payout means (for example, a payout control board 37) for paying out a predetermined number of game media (for example, 15 prize balls for one win) with respect to winning of the game media to the variable winning means. A ball dispensing device 97),
The specific effect execution means can indicate the number of game media paid out by the payout means for the prizes larger than the predetermined number as the specific effect (for example, the number of game media paid out can be suggested). It is not limited to the number of prize balls paid out for winning at the 1st grand prize winning opening and the 2nd big winning prize opening, and further winning at the 1st starting winning prize opening, the 2nd starting winning prize opening, and the general winning prize opening. It may be the number obtained by adding the number of prize balls paid out for the prize, or the number obtained by the player by subtracting the number of game balls put into the game area from the number of prize balls paid out for the prize. .) Is displayed.
  According to such a configuration, it is possible to improve the interest of the effect of displaying the number of game media paid out in response to winnings exceeding a predetermined number to the variable winning means.
(3) In the above gaming machine (1) or (2),
A payout means for paying out a predetermined number of game media (for example, 15 prize balls for one win) for winning a game medium to the variable winning means;
The predetermined information display means indicates the number of game media paid out by the payout means for the predetermined number of winnings in the advantageous state (for example, the number of winning prizes, the number of consecutive winning prizes). Display as information.
  According to such a configuration, an action effect that affects the number of game media paid out for a predetermined number of winnings is executed in association with the execution of the specific effect. As a result, the player can pay attention to the number of game media paid out for a predetermined number of winnings, and strongly appeal to the player that the number will increase with respect to winnings exceeding the predetermined number. Can do.
(4) In any of the above gaming machines (1) to (3),
The advantageous state is a state in which the variable winning means is controlled to the first state a predetermined number of times (for example, 16 rounds, 6 rounds),
A payout means for paying out a predetermined number of game media (for example, 15 prize balls for one win) for winning a game medium to the variable winning means;
The predetermined information display means includes a first number of game media paid out by the payout means in one advantageous state (for example, the number of winning balls in a big hit) and a period (for example, repeatedly controlled in the advantageous state) The second number of game media paid out by the payout means during the so-called continuous change period (for example, the number of consecutive winning balls) is displayed as the predetermined information (for example, FIG. (See FIG. 38D)
The action effect execution means executes an action effect that acts on both the first number and the second number (see, for example, FIGS. 38C and 38D).
  According to such a configuration, in relation to the execution of the specific effect, the first number of game media paid out in one advantageous state and the number of game media paid out in the period repeatedly controlled to the advantageous state. An effect that acts on the number of 2 is executed. As a result, the player can be made to pay attention to the first number and the second number, and it can be strongly appealed to the player that the number increases with respect to the winnings exceeding the predetermined number.
(5) In any of the above gaming machines (1) to (4),
The action effect executing means executes the action effect as the specific effect is executed by the specific effect executing means (for example, “+15” is a big hit immediately after the specific effect displaying “+15” is executed). An effect that affects the number of middle prize balls is executed).
  According to such a configuration, the action effect is executed along with the execution of the specific effect that is executed in connection with the winning of more game media than the predetermined number. As a result, it is possible to improve the interest of the production accompanying the winning of more game media than the predetermined number.
(6) In any of the above gaming machines (1) to (4),
The advantageous state is a state in which the variable winning means is controlled to the first state a predetermined number of times,
A payout means for paying out a predetermined number of game media (for example, 15 prize balls for one win) for winning a game medium to the variable winning means;
The action effect executing means collectively executes the action effect in connection with the execution of the specific effect in the predetermined control of the first state (for example, when all the rounds are over at the end of the big hit) It is also possible to execute an effect in which the number of winning balls for winning a prize affects the number of winning balls in a big hit / continuous chain. You may make it perform the production which acts on the number of middle prize balls.)
  According to such a configuration, the action effect is collectively executed in relation to the execution of the specific effect in the control to the first state a predetermined number of times. As a result, the effect of the production can be improved by the action effect that is executed collectively.
(7) In any of the above gaming machines (1) to (6),
When the variable winning means is controlled to the first state, a normal performance (for example, a big hit immediately without displaying the number of winning balls for the normal winning) A normal effect executing means (for example, an effect control CPU 120, step S825 in FIG. 37, FIG. 38A) for executing a medium / continuous-chang middle prize ball).
The action effect executing means acts on the predetermined information displayed by the predetermined information display means as a mode different from the normal effect by the normal effect execution means (for example, for execution of the normal effect) In the normal performance, the number of the winning balls for the normal winning is displayed, and the number of the winning balls is the number of winning balls in the big hit / continuous change in a manner different from the action effect related to the specific effect. ) May be performed.
  According to such a configuration, it is possible to make a player pay attention to an action effect related to a specific effect related to a prize that exceeds a predetermined number, rather than an action effect related to a normal effect related to a predetermined number or less of winnings. .
(8) In any of the above gaming machines (1) to (7),
The variable winning control means, as the advantageous state, until at least one of a predetermined period (for example, a large winning opening opening upper limit time) elapses or the predetermined number of game media wins is established. A specific game (for example, round game) that can change the variable winning means to the first state is executed a predetermined number of times (for example, 16 rounds, 6 rounds),
In the advantageous state, based on the fact that the game medium has won a special area (for example, special area = so-called V area) provided in the variable winning means, a special state (for example, a probable change state) advantageous to the player is obtained. Special state control means for controlling (for example, the game control microcomputer 100);
Based on the fact that more than the predetermined number of game media have been won in the variable winning means in the specific game, a notification effect (for example, an effect sound of a cat's cry performed from the interval period to the next round game period) (See, for example, CPU 120 for effect control, step S918 in FIG. 42),
A specific game of a specific time among the specific games (for example, the fifth round. In the normal round game, the special variable winning ball device 7A is opened, and in the specific round game, the special variable winning ball device 7B is opened). Is a promotion effect that prompts the player to win a game medium in the special area (for example, an effect that strongly encourages the player to win a special area, and “V” is displayed on the voice and image display device 5. Promotion effect for notifying "Aim for area" (see FIG. 45D)) (for example, CPU 120 for effect control, step S817 in FIG. 35, step S752 in FIG. 36),
Notification effect limiting means for limiting the execution of the notification effect of the specific game immediately before the specific time (for example, the effect control CPU 120, step S917 in FIG. 42. The promotion effect is executed in the specific round game with the number of rounds = 5. Therefore, it is limited when the number of rounds = 5).
  According to such a configuration, the predetermined number of specific games before the specific game of the specific time in which the promotion effect for promoting the winning of the game medium to the special area provided in the variable winning means is executed exceeds a predetermined number. Execution of the winning notification effect to the variable winning means is restricted. As a result, it is possible to prevent an effect that prompts the player to win a game medium in a special area provided in the variable winning means and is prevented from being obstructed by a winning notification effect exceeding a predetermined number on the variable winning means. it can.
It is a front view of the pachinko gaming machine in this embodiment. It is a block diagram which shows the various control boards etc. which were mounted in the pachinko game machine. It is explanatory drawing which shows an example etc. of the content of an effect control command. It is explanatory drawing which illustrates the random number for game counted on the main board side. It is a figure which illustrates a fluctuation pattern. It is a figure which illustrates a variation pattern classification. It is a figure which shows the structural example of a special figure display result determination table. It is a figure which shows the structural example of a big hit classification determination table. It is a figure which shows the structural example of a variation pattern classification determination table. It is a block diagram which shows the structural example of a fluctuation pattern determination table. It is a block diagram which shows the structural example of the data holding area for game control. It is a figure which shows the structural example etc. of an effect control pattern. FIG. 40 is a block diagram showing a configuration example of an effect control data holding area. It is a flowchart which shows an example of the timer interruption process for game control. It is a flowchart which shows an example of a special symbol process process. It is a flowchart which shows an example of a start winning determination process. It is a figure which shows the structural example of the determination result notification command at the time of winning. It is a flowchart which shows an example of a special symbol normal process. It is a flowchart which shows an example of a fluctuation pattern setting process. It is a flowchart which shows an example of a special symbol stop process. It is a flowchart which shows an example of a big hit release pre-processing. It is explanatory drawing which shows the example of a setting of an opening | release control pattern, and the opening setting example of a special winning opening. It is a flowchart which shows an example of a big hit release process. It is a flowchart which shows an example of a big prize opening determination process. It is a flowchart which shows an example of processing after big hit release. It is a flowchart which shows an example of a jackpot end process. It is a flowchart which shows an example of production control main processing. It is a flowchart which shows an example of a command analysis process. It is a flowchart which shows an example of a command analysis process. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a variable display start setting process. It is a flowchart which shows an example of the production process during variable display. It is a flowchart which shows an example of the waiting process per special figure. It is a flowchart which shows an example of a big hit start process. It is a flowchart which shows an example of an effect setting process during opening. It is a flowchart which shows an example of a process during a round. It is a flowchart which shows an example of a prize ball number display process. It is a display screen figure which shows the number of winning balls during the big hit, the number of consecutive winning middle winning balls, the number of over winning prize balls, and the combined effect. It is a flowchart which shows an example of a post-round process. It is a flowchart which shows an example of a process after the big hit end. It is a flowchart which shows an example of an over-winning alerting | reporting process. It is a flowchart which shows an example of an over-winning alert | report sub process. It is a flowchart which shows an example of a cumulative over winning ball number alerting | reporting process. It is explanatory drawing explaining the execution presence etc. of the over winning effect. It is a display screen figure which shows the restriction | limiting of the alert | report of the overwinning in a big hit game state. It is a timing chart which shows the restriction | limiting of the alert | report of over winning in a big hit game state. It is a flowchart which shows the other example of an over-winning alerting | reporting process. It is explanatory drawing explaining the execution presence etc. of the over winning effect. It is explanatory drawing explaining the execution presence etc. of the over winning effect. It is explanatory drawing explaining the execution presence etc. of the over winning effect. It is a figure which shows the example of production | presentation operation | movement etc. in the big hit game state.
  Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine 1 according to this embodiment, and shows an arrangement layout of main members. The pachinko gaming machine 1 is roughly divided into a gaming board 2 that constitutes a gaming board surface, and a gaming machine frame 3 that supports and fixes the gaming board 2. The game board 2 is formed with a substantially circular game area surrounded by guide rails. In this game area, a game ball as a game medium is launched from a predetermined hitting ball launching device and driven.
  At a predetermined position of the game board 2, a first special symbol display device 4A and a second special symbol display device 4B are provided. Each of the first special symbol display device 4A and the second special symbol display device 4B is composed of, for example, 7-segment or dot matrix LEDs, and a plurality of types that can be distinguished from each other in a special game as an example of a variable display game. The special symbol which is the identification information is displayed in a variable manner. For example, each of the first special symbol display device 4A and the second special symbol display device 4B variably displays a plurality of types of special symbols composed of numbers indicating "0" to "9", symbols indicating "-", and the like. To do. The special symbols displayed on the first special symbol display device 4A and the second special symbol display device 4B are limited to those composed of numbers indicating "0" to "9", symbols indicating "-", and the like. However, for example, a plurality of types of lighting patterns in which the combination of the LED to be turned on and the LED to be turned off in the 7-segment LED may be set in advance as a plurality of types of special symbols.
  A plurality of special symbols are assigned symbol numbers corresponding thereto. As an example, symbol numbers “0” to “9” are assigned to numbers indicating “0” to “9”, and symbol numbers “10” are assigned to symbols indicating “−”. Just do it. Hereinafter, the special symbol variably displayed on the first special symbol display device 4A is also referred to as "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as "second special symbol". .
  Both the first special symbol display device 4A and the second special symbol display device 4B are formed in a square shape, for example. In addition, the kind of 1st special figure and the kind of 2nd special figure may be the same, and a kind may differ. Further, each of the first special symbol display device 4A and the second special symbol display device 4B may be configured to variably display numbers indicating, for example, “00” to “99”.
  An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD and forms a display area for displaying various effect images. In the display area of the image display device 5, the first special symbol variable display by the first special symbol display device 4A and the second special symbol variable display by the second special symbol display device 4B in the special symbol game respectively correspond to the variable display. In a decorative symbol display area, which is a plurality of variable display portions, for example, three, decorative symbols that are a plurality of types of identification information that can be identified are variably displayed. This variable display of decorative designs is also included in the variable display game.
  As an example, “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged in the display area of the image display device 5. And in response to the start of one of the changes in the first special symbol in the first special symbol display device 4A and the second special symbol in the second special symbol display device 4B in the special symbol game, Variations of the decorative symbols are started in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. Thereafter, when the fixed special symbol is stopped and displayed as a variable display result in the special symbol game, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5 are displayed. Then, the finalized decorative symbol that is the variable display result of the decorative symbol is stopped and displayed.
  As described above, in the display area of the image display device 5, the special figure game using the first special figure in the first special symbol display apparatus 4A or the special figure using the second special figure in the second special symbol display apparatus 4B. In synchronization with the game, a variable display of a plurality of types of decorative symbols that can be identified is performed, and a finalized decorative symbol that is a variable display result is derived and displayed. It should be noted that, for example, to derive and display various display symbols such as special symbols and decorative symbols, the display of identification information such as decorative symbols is stopped and variable display is terminated. On the other hand, during the variable display from the start of the variable display of the decorative pattern until the fixed decorative pattern that is the variable display result is derived and displayed, the variation speed of the decorative pattern becomes “0”, The symbol may be stopped and displayed, and for example, a display state that causes slight shaking or expansion / contraction may occur. Such a display state is also called a temporary stop display, and although the display result in the variable display is not displayed deterministically, the player can recognize that the variation of the decorative pattern due to the scroll display or the update display is not progressing. It becomes. It should be noted that the temporary stop display may include displaying the decorative symbol completely stopped only for a time shorter than a predetermined time without causing slight shaking or expansion / contraction.
  The decorative symbols that are variably displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R include, for example, eight types of symbols. A corresponding symbol number is assigned to each of the decorative symbols. For example, symbol numbers “1” to “8” are attached to alphanumeric characters indicating “1” to “8”. Note that the number of decorative symbols is not limited to eight, and any number may be used as long as an appropriate number of combinations such as a jackpot combination or a combination that is lost can be configured.
  After the decorative symbol variable display is started, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are displayed until the fixed decorative symbol that is the variable display result is derived and displayed. In, for example, a scrolling display in which the symbol number flows from the top to the bottom in order from the smallest to the largest is performed, and when a decorative symbol having the largest symbol number is displayed, the symbol number is subsequently minimized. A certain decorative pattern is displayed. Alternatively, in at least one of the decorative symbol display areas 5L, 5C, and 5R, scroll display is performed from the largest symbol number to the smallest symbol symbol, and the decorative symbol having the smallest symbol number is displayed. Subsequently, a decorative symbol having the largest symbol number may be displayed.
  In the display area of the image display device 5, a start winning storage display area 5H is arranged. In the start winning memory display area 5H, a hold memory display for displaying the variable display hold number corresponding to the special game is specified. Here, the variable display suspension corresponding to the special game is that the game ball passes through the first start winning opening formed by the normal winning ball apparatus 6A and the second starting winning opening formed by the normal variable winning ball apparatus 6B. It occurs based on the start winning by doing. That is, the start condition for executing the variable display game such as the special figure game or the variable display of the decorative design is established, but the variable display game based on the start condition established earlier is being executed, and the pachinko gaming machine 1 A variable corresponding to the established start condition when the start condition for allowing the start of the variable display game is not satisfied due to being controlled to the big hit game state (one of the advantageous states advantageous to the player). The display is suspended.
  In the display area of the image display device 5, a cumulative over winning ball number display area 5A is arranged. In the cumulative over winning ball number display area 5A, an accumulated over winning ball number (described later), an image corresponding to the cumulative over winning ball number, and the like are displayed. In the display area of the image display device 5, a cumulative prize ball display area 5B may be arranged. In the accumulated prize ball display area 5B, an accumulated prize ball number (described later), an image corresponding to the accumulated prize ball number, and the like are displayed.
  In the example shown in FIG. 1, together with the start winning memory display area 5H, a first hold for displaying the number of special figure hold memories in an identifiable manner on the upper part of the first special symbol display device 4A and the second special symbol display device 4B. A display 25A and a second hold display 25B are provided. The first hold indicator 25A displays the first special figure hold memory number so that it can be specified. The second hold indicator 25B displays the second special figure hold memory number so that it can be specified. The number of first special figure hold memory is the number of memory in which the execution of the special figure game using the first special figure is suspended. The second special figure hold memory number is the number of memories in which the execution of the special figure game using the second special figure is suspended. The variable display hold memory number obtained by adding the first special figure hold memory number and the second special figure hold memory number is also referred to as a total hold memory number. The term “special figure pending storage number” simply refers to a concept that includes all of the first special figure pending memory number, the second special figure pending memory number, and the total pending memory number, and particularly refers to a part thereof. It may happen.
  Below the image display device 5, an ordinary winning ball device 6A and an ordinary variable winning ball device 6B are provided. The normal winning ball apparatus 6A forms a first starting winning opening as a starting area that is always kept in a certain open state by a predetermined ball receiving member, for example. The normal variable winning ball apparatus 6B has an electric motor having a pair of movable wing pieces that are changed into a normal open state as a vertical position and an expanded open state as a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. A tulip-shaped accessory is provided, and a second start winning opening is formed as a start area different from the first start area.
  As an example, in the normally variable winning ball apparatus 6B, the movable wing piece is in the vertical position when the solenoid 81 for the ordinary electric accessory is in the off state, so that it is difficult for the game ball to pass through the second starting winning opening. It becomes an open state. On the other hand, in the normal variable winning ball apparatus 6B, the game ball passes through the second start winning opening by the tilt control in which the movable blade piece is tilted when the solenoid 81 for the ordinary electric accessory is in the ON state. Easy to open and open. In the normal variable winning ball apparatus 6B, although the game ball can enter the second start winning opening even in the normal open state, there is a possibility that the game ball may enter more than in the expanded open state. You may comprise so that it may become low. Alternatively, the normally variable winning ball apparatus 6B may be configured so that the game ball does not enter the second starting winning opening in the normally open state, for example, by closing the second starting winning opening. As described above, the second start winning opening as the second start area changes between an expanded open state in which the game ball easily passes and a normal open state in which the game ball hardly passes or cannot pass.
  The game ball that has passed through the first start winning opening formed in the normal winning ball apparatus 6A is detected by, for example, the first start opening switch 22A shown in FIG. A game ball that has passed through the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by, for example, a second start opening switch 22B shown in FIG. Based on the detection of the game ball by the first start port switch 22A, a predetermined number of game balls are paid out as prize balls, and if the first special figure holding memory number is equal to or less than a predetermined upper limit value, the first start The condition is met. If a predetermined number of game balls are paid out as prize balls based on the detection of the game balls by the second start port switch 22B, and the second reserved memory number is equal to or less than a predetermined upper limit value, the second start condition is To establish. The number of prize balls to be paid out based on the detection of the game ball by the first start port switch 22A and the number of prize balls to be paid out based on the detection of the game ball by the second start port switch 22B. May be the same number or different numbers.
  A special variable winning ball device 7A is provided below the normal winning ball device 6A and the normal variable winning ball device 6B. A special variable winning ball device 7B is provided on the right side of the normal winning ball device 6A and the normal variable winning ball device 6B. The special variable winning ball devices 7A and 7B each include a large winning opening door that is opened and closed by solenoids 82A and 82B for the large winning opening door shown in FIG. 2, and is opened and closed by the large winning opening door. A special prize opening is formed as a specific area that changes. Hereinafter, the special prize winning devices 7A and 7B may be referred to as a first grand prize winning opening and a second big winning prize opening, respectively. The first grand prize winning opening and the second big winning prize are collectively referred to simply as a big winning prize opening.
  As an example, in the special variable winning ball apparatuses 7A and 7B, when the solenoids 82A and 82B for the big prize opening doors are in the off state, the big winning prize opening door closes the big winning prize opening, and the game ball wins a big prize. Make it impossible to pass through the mouth. On the other hand, in the special variable winning ball devices 7A and 7B, when the solenoids 82A and 82B for the big prize opening doors are in the ON state, respectively, the big winning opening door opens the big winning opening and the game balls are large. Make it easier to pass through the prize opening. As described above, the special winning opening as the specific area changes into an open state in which the game ball is easy to pass and advantageous for the player, and a closed state in which the game ball cannot pass and is disadvantageous for the player. Instead of the closed state where the game ball cannot pass through the big prize opening, or in addition to the closed state, a partially opened state where the game ball hardly passes through the big prize opening may be provided.
  The game balls that have passed through the respective special winning holes of the special variable winning ball devices 7A and 7B are detected by, for example, the count switches 23A and 23B shown in FIG. A predetermined number of game balls are paid out as prize balls based on the detection of game balls by the count switches 23A and 23B. In this way, when the game ball passes through the large winning opening which has been opened in the special variable winning ball apparatus 7A, 7B, the gaming ball passes through another winning opening such as the first starting winning opening and the second starting winning opening, for example. More prize balls will be paid out. Therefore, when the special prize winning devices 7A and 7B are in the open state, the game balls can enter the special prize winning opening, which is a first state advantageous to the player. On the other hand, if the special prize winning devices 7A and 7B are closed, it becomes impossible or difficult for the player to obtain a winning ball by passing the gaming balls through the special winning prize, which is disadvantageous for the player. The second state is reached.
  The special variable winning ball device 7B on the right side is opened in a predetermined round game (a fifth game in the present embodiment) in a big hit game state, which will be described later. The game balls that have passed through the special winning opening of the special variable winning ball apparatus 7B are detected by a special area switch 24 provided in a special area (so-called “V area”) immediately below the count switch 23B as shown in FIG. . Based on the detection of the game ball by the special area switch 24, the probability change state is controlled at the end of the big hit game state.
  A normal symbol display 20 is provided at a predetermined position of the game board 2. As an example, the normal symbol display 20 is composed of 7 segments, dot matrix LEDs, and the like, like the first special symbol display device 4A and the second special symbol display device 4B, and a plurality of types of identification information different from the special symbols. Is displayed so that it can be changed. Such variable display of normal symbols is called a general game.
  Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. The general-purpose hold indicator 25C includes, for example, four LEDs, and displays the general-purpose hold storage number as the number of effective passing balls that have passed through the passing gate 41.
  In addition to the above-described configuration, the surface of the game board 2 is provided with a windmill that changes the flow direction and speed of the game ball, and a number of obstacle nails. In addition, as a winning opening different from the first starting winning opening, the second starting winning opening, and the large winning opening, for example, a single or a plurality of general winning openings that are always kept open by a predetermined ball receiving member are provided. May be. In this case, a predetermined number of gaming balls may be paid out as winning balls based on the fact that a gaming ball that has entered one of the general winning holes is detected by a predetermined general winning ball switch. In the lowermost part of the game area, there is provided an out port through which game balls that have not entered any winning port are taken.
  Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the game area. A decorative LED may be arranged around each structure in the gaming area of the pachinko gaming machine 1. At the lower right position of the gaming machine frame 3, a hitting operation handle is provided that is operated by a player or the like to launch a game ball as a game medium toward the game area. For example, the hitting operation handle adjusts the resilience of the game ball according to the operation amount by the player or the like. The hitting operation handle only needs to be provided with a single shot switch or a touch ring for stopping the driving of the launch motor provided in the hit ball launching device.
  At a predetermined position of the gaming machine frame 3 below the gaming area, a game ball paid out as a prize ball or a game ball lent out by a predetermined ball lending machine is held so as to be supplied to a ball hitting device. A dish is provided. A lower tray is provided at the lower part of the gaming machine frame 3 so as to hold the surplus balls overflowing from the upper tray so that they can be discharged out of the pachinko gaming machine 1.
  A stick controller 31A that can be held and tilted by a player is attached to a member that forms the lower plate, for example, at a predetermined position on the front side of the upper surface of the lower plate body. The stick controller 31A includes an operation rod that is held by the player, and a trigger button is provided at a predetermined position of the operation rod. The trigger button may be configured so that a predetermined instruction operation can be performed by pushing and pulling with a predetermined operation finger in a state where the player holds the operation stick of the stick controller 31A with an operating hand. A trigger sensor that detects a predetermined instruction operation by a push-pull operation on the trigger button or the like may be built in the operation rod.
  A tilt direction sensor unit that detects a tilting operation with respect to the operating rod may be provided inside the lower pan body or the like below the stick controller 31A. For example, the tilt direction sensor unit includes two transmissive photosensors arranged in parallel to the board surface of the game board 2 on the left side of the center position of the operating rod when viewed from the player side facing the pachinko gaming machine 1; It is configured to include four transmissive photosensors in combination with two transmissive photosensors arranged perpendicularly to the board surface of the game board 2 on the right side of the center position of the operating rod when viewed from the player side. Just do it.
  The member that forms the upper plate is provided with a push button 31B that allows the player to perform a predetermined instruction operation by a pressing operation or the like, for example, at a predetermined position on the front side of the upper surface of the upper plate body. The push button 31B only needs to be configured to be able to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. The push sensor which detects the operation action performed with respect to the push button 31B should just be provided in the main body etc. of the upper plate in the installation position of the push button 31B.
  Next, the progress of the game in the pachinko gaming machine 1 will be schematically described. In the pachinko gaming machine 1, the normal symbol display 20 performs variable display of the normal symbol such that the game ball that has passed through the passing gate 41 provided in the gaming area is detected by the gate switch 21 shown in FIG. For example, the normal symbol display 20 is set based on the fact that the normal symbol start condition for starting variable display of the normal symbol, such as the end of the previous general symbol game, is satisfied after the general symbol start condition for the normal symbol start is satisfied. The usual game is started.
  In this normal game, after a normal symbol change is started, a fixed normal symbol that is a variable symbol display result is stopped and displayed when a predetermined time as the normal symbol change time has elapsed. At this time, if a specific normal symbol such as a number indicating “7” is stopped and displayed as the fixed normal symbol, the variable symbol display result of the normal symbol is “per normal symbol”. On the other hand, if a normal symbol other than the symbol per symbol such as a number or symbol other than the number indicating “7” is stopped and displayed as the fixed ordinary symbol, the variable symbol display result of the normal symbol is “ordinary loss”. Become. Corresponding to the fact that the variable symbol display result of the normal symbol is “per normal symbol”, the expansion / release control is performed in which the movable wing piece of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted, for a predetermined time. When elapses, normal opening control is performed to return to the vertical position.
  After the first start condition is satisfied, for example, when a game ball that has passed through the first start winning opening formed in the normal winning ball apparatus 6A is detected by the first start opening switch 22A shown in FIG. On the basis of the fact that the first start condition is satisfied due to, for example, the end of the previous special game or the big hit gaming state, the special game by the first special symbol display device 4A is started. In addition, the second start condition is established by the occurrence of the start winning that is detected by the second start opening switch 22B shown in FIG. 2 when the game ball passes through the second start winning opening formed in the normal variable winning ball apparatus 6B. After that, for example, based on the fact that the second start condition is satisfied due to, for example, the end of the previous special game or the big hit game state, the special game by the second special symbol display device 4B is started.
  In the special symbol game by the first special symbol display device 4A or the second special symbol display device 4B, after the variable symbol display time as the special symbol variable time has elapsed after the variable symbol special display is started, the variable symbol variable symbol is displayed. The resulting definite special symbol is derived and displayed. At this time, if a specific special symbol (big hit symbol) is stopped and displayed as a confirmed special symbol, it will be a “big hit” as a specific display result, and if a special symbol different from the big bonus symbol is stopped and displayed as a fixed special symbol, "
  After the variable display result in the special figure game becomes “big hit”, the game is controlled to the big hit gaming state as a specific gaming state in which a round advantageous to the player is executed a predetermined number of times. In the pachinko gaming machine 1 according to the present embodiment, as an example, a special symbol indicating the number “3” or “7” is a jackpot symbol, and a special symbol indicating a symbol “−” is a lost symbol. It should be noted that each symbol such as a jackpot symbol or a lost symbol in the special symbol game by the first special symbol display device 4A may be different from each symbol in the special symbol game by the second special symbol display device 4B. However, a special symbol common to both special symbol games may be a jackpot symbol or a lost symbol.
  After the jackpot symbol is stopped and displayed as a specific special symbol in the special game, and the result of the specific display is “big hit”, the special winning ball of the special variable winning ball device 7A or the special variable winning ball device 7B is displayed in the big hit gaming state. In the period until the predetermined upper limit time elapses after the door is opened or until a predetermined number of winning balls are generated, the big prize opening is opened. Thereby, a round (also referred to as “round game”) is executed in which the special variable winning ball devices 7A and 7B are in a first state that is advantageous to the player.
  A special prize-winning ball device that receives a game ball falling on the surface of the game board 2 and then closes the big prize-winning slot, with the grand prize-winning door that has opened the grand prize-winning port during the round. 7A and 7B are changed to a 2nd state unfavorable for a player, and one round is complete | finished. The round that is the opening cycle of the big prize opening can be repeatedly executed until the number of executions reaches a predetermined upper limit number. Note that even before the number of round executions reaches the upper limit number, the execution of the rounds may be terminated when a predetermined condition is satisfied.
  In the present embodiment, the big hit gaming state in which the number of round executions is “16” is also referred to as a 16R (round) big hit state, while the big hit gaming state in which the number of round executions is “6” is a 6R (round) big hit. Also called a state.
  In the present embodiment, the special prize winning ball apparatus 7B has a large winning opening door that is opened in the fifth round, and in other than the fifth round, the special winning prize ball apparatus 7A has a large winning prize opening door. When the passing of the game ball is detected by the special area switch 24 of the special area provided in the special variable winning ball apparatus 7B, after the big hit gaming state is finished, the probability changing state is controlled.
  Of the special symbols showing the numbers "3" or "7" that are jackpot symbols, the special symbols showing the number "7" are 16R jackpot symbols, and the special symbols showing the number "3" are 6R jackpot symbols . After the special symbol indicating the number “7”, which is the 16R big hit symbol, is derived as the confirmed special symbol in the special figure game, the 16R big hit state is controlled. On the other hand, after the special symbol indicating the number “3”, which is the 6R big hit symbol, is derived as the confirmed special symbol in the special figure game, the 6R big hit state is controlled.
  In the 16R big hit state based on the fact that the confirmed special symbol as the variable display result in the special figure game becomes the 16R big hit symbol, a relatively large number of “16” is set as the upper limit number of rounds in which the big winning opening is opened. Therefore, the substantial period in which the big prize opening is in an open state from the start of the big hit gaming state to the end thereof is relatively long. Therefore, in the 16R big hit state, it is easy for many game balls to pass through the big winning opening. On the other hand, in the 6R big hit state based on the fact that the fixed special symbol as the variable display result in the special figure game becomes the 6R big hit symbol, the upper limit number of rounds in which the big winning opening is opened is relatively small. Since “6” is set, the substantial period in which the big winning opening is in an open state from the start to the end of the big hit gaming state is relatively short. Therefore, in the 6R big hit state, only less game balls can pass through the big winning opening than in the 16R big hit state. Thus, in the 16R big hit state, control is performed to change the first state and the second state in the first change mode in which the game ball easily passes through the big winning opening. On the other hand, when in the 6R big hit state, control is performed to change between the first state and the second state in the second change mode in which the game ball does not easily pass through the big winning opening.
  The game balls are not limited to those that vary the ease of passing of the game balls according to the number of executions of the round in which the grand prize opening is in the first state. However, the easiness may be made different. As an example, the special winning ball apparatus 7A, 7B of the large winning opening door is a period until a predetermined upper limit time that is the first period elapses, or the first number (predetermined winning in this embodiment) By making the grand prize opening in the open state during the period until the winning ball of the upper limit judgment value) is generated, control is performed to change the big prize opening to the open state in a first change mode in which the game ball easily passes. On the other hand, the special prize winning ball devices 7A and 7B have a large winning opening door in a period until a predetermined upper limit time that becomes a second period shorter than the first period elapses, or in a second number (in the present embodiment). By changing the grand prize opening to the open state during the period until the winning ball of the predetermined prize winning upper limit judgment value) is generated, the game ball is changed to the open state in a second change mode in which it is difficult for the game ball to pass through the big prize opening. To control.
  The first big hit state that changes the big winning opening in the first change mode in all rounds executed in the big hit gaming state, and the big win in some rounds executed in the big hit gaming state You may provide the 2nd big hit state which changes a mouth with a 2nd change aspect. As an example, in the first big hit state and the second big hit state, although the upper limit number of rounds is “16”, in the first big hit state, the big winning opening is changed in the first change mode in all 16 rounds. While changing to the open state, in the second big hit state, after changing the big winning opening to the open state in the first change mode in six out of the 16 rounds, the remaining 10 winning rounds are the big winning opening May be changed to the open state in the second change mode. As described above, in the first big hit state, the control is performed to change the first state and the second state in the first change mode in which the game ball easily passes through the big winning opening, while in the second big hit state. In some cases, control may be performed to change between the first state and the second state in a second change mode in which the game ball does not easily pass through the big prize opening in a predetermined period.
  For example, a game in a game state in which a large number of game balls easily pass through the big prize opening, such as a game in a 16R big hit state, is an advantageous game that is more advantageous to the player than a predetermined game in the 6R big hit state. In the pachinko gaming machine 1 according to the present embodiment, a predetermined game and an advantageous game that is more advantageous to the player than the predetermined game are executed depending on whether the big hit game state is controlled to the 6R big hit state or the 16R big hit state. Is possible.
  In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, a special symbol game using the first special symbol in the first special symbol display device 4A and In response to the start of any one of the special symbol games using the second special symbol in the second special symbol display device 4B, the decorative symbol variable display is started. The period from the start of variable display of decorative symbols to the end of variable display due to the stop display of the fixed decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R Then, the variable display state of the decorative pattern may be a predetermined reach state.
  The reach state is a display in which variation continues for decorative symbols that are not yet stopped when the decorative symbols that are stopped and displayed in the display area of the image display device 5 constitute a part of the jackpot combination. It is a display state in which the state, or all or part of the decorative symbols change synchronously while constituting all or part of the jackpot combination. Specifically, in some of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R, the decorative symbols that constitute a predetermined jackpot combination are still displayed. In the remaining decorative symbol display areas that are not stopped and displayed, the decorative symbols are changing, or in all or part of the decorative symbol display areas 5L, 5C, and 5R of "left", "middle", and "right". This is a display state in which the decorative symbols change synchronously while constituting all or part of the jackpot combination.
  Corresponding to reaching the reach state, the variation speed of the decorative design is reduced, a character image different from the decorative design is displayed in the display area of the image display device 5, or the display mode of the background image is changed. In some cases, a presentation operation different from that before reaching the reach state may be executed by reproducing and displaying a moving image different from the decorative design or changing the variation pattern of the decorative design. Any of the rendering operations such as the display of the character image, the change of the display mode of the background image, the reproduction display of the moving image, the change of the variation mode of the decorative pattern, or the rendering operation such as a combination of some or all of these, This is called reach production display. In the reach effect, not only the display operation in the image display device 5 but also the sound output operation by the speakers 8L and 8R, the lighting operation in the light emitter such as the game effect lamp 9 and the like are the operation modes before entering the reach state. It may be included that the operation mode is different from the above.
  As an effect operation in the reach effect, a plurality of types of effect patterns having different operation modes may be prepared in advance. Each reach mode has a different possibility of being a “big hit”. That is, it is possible to vary the possibility that the variable display result will be a “big hit” depending on which of the multiple types of reach effects is executed.
  In the present embodiment, as an example, reach modes such as normal reach, super reach α, and super reach β are set in advance. Then, when the reach form of super reach such as super reach α and super reach β appears, the possibility that the variable display result will be a “big hit” is higher than when the reach form of normal reach appears.
  During the variable display of decorative designs, unlike the reach effect, the variable display status of decorative designs may be in the reach state, the variable display result may be a `` big hit '', etc. There may be a case where a variable display effect for informing the player is given in accordance with a variable display mode of decorative symbols. In the present embodiment, variable display effects such as “slip” and “pseudo-continuous” can be executed. It is only necessary to determine whether or not to execute variable display effects such as “sliding” and “pseudo-continuous” in response to a change pattern being determined on the main board 11 side. Whether or not the variable display effect of “slip” is to be executed on the side of the effect control board 12 may be determined regardless of the variation pattern determined on the side of the main board 11.
  During variable display of decorative designs, unlike reach display or variable display effects such as “sliding” or “pseudo-ream”, for example, displaying a predetermined effect image, displaying an image as a message, outputting sound, and a lamp There is a possibility that the decorative display variable display state may reach a reach state due to an effect operation different from the decorative display variable display operation such as lighting, or a reach effect by super reach may be executed. In addition, a notice effect may be executed to notify the player in advance that the variable display result may be a “big hit”. The effect operation that becomes the notice effect is the variable display state of the decorative symbol after the decorative symbol variable display is started in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. As long as it is executed prior to reaching the reach state. In addition, the notice effect that notifies that the variable display result may be a “big hit” may include one that is executed after the variable display state of the decorative symbol becomes the reach state.
  If a special symbol that will be a lost symbol is stopped and displayed as a special symbol to be confirmed in the special symbol game, the decorative symbol variable display state will not reach the reach state after the variable symbol variable display starts. The fixed decorative symbol that is a non-reach combination may be stopped and displayed. Such a decorative display variable display mode is referred to as a “non-reach” variable display mode when the variable display result is “losing”.
  When a special symbol that becomes a losing symbol is stopped and displayed as a confirmed special symbol in the special symbol game, it corresponds to the fact that the decorative symbol variable display state has reached the reach state after the decorative symbol variable display has started. Then, after the reach effect is executed, or when the reach effect is not executed, a fixed decorative pattern that becomes a predetermined reach lose combination may be stopped and displayed. Such a variable display result of the decorative design is referred to as a “reach” variable display mode when the variable display result is “lost”.
  When a special symbol that becomes a big hit symbol is stopped and displayed as a confirmed special symbol in the special symbol game, a predetermined reach effect is executed in response to the variable display state of the decorative symbol becoming the reach state. Later, or the reach effect is not executed, the fixed decorative symbol that is a predetermined jackpot combination is stopped and displayed. Here, for example, the symbol number that is variably displayed in each of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5 is the determined decorative symbol that is a jackpot combination. Among the decorative symbols 1 ”to“ 8 ”, any one of the decorative symbols having the same symbol number is displayed in the decorative symbol display areas 5L, 5C, and 5R for“ left ”,“ middle ”, and“ right ”. Any device that can be stopped and displayed on a predetermined effective line may be used.
  Depending on whether the special symbol derived as the confirmed special symbol is the 16R jackpot symbol or the 6R jackpot symbol, the decorative symbol that is stopped and displayed as a jackpot combination may be different. As an example, when a 16R jackpot symbol is derived as a confirmed special symbol, a decorative symbol that is stopped and displayed in a jackpot combination is selected for all of the decorative symbols “1” to “8”, while a 6R jackpot symbol is selected. When a symbol is derived as a confirmed special symbol, a decorative symbol to be stopped and displayed with a jackpot combination is selected for the decorative symbols whose symbol numbers are even numbers “2”, “4”, “6”, “8”. May be. In this case, any of the decorative symbols having the symbol numbers of odd numbers “1”, “3”, “5”, and “7” is stopped and displayed in the jackpot combination, thereby definitely informing that the 16R jackpot state is reached. Is done. On the other hand, when any of the decorative symbols with the symbol numbers “2”, “4”, “6”, “8” is stopped and displayed in the big hit combination, whether the 16R big hit state or the 6R big hit state is set. The player becomes unrecognizable or difficult to recognize.
  Corresponding to the fact that the confirmed special symbol in the special figure game becomes the 6R big hit symbol, the fixed decorative symbol of the big hit combination is stopped and displayed after the predetermined reach effect is executed or the reach effect is not executed. The variable display mode of the symbol is referred to as a “first big hit” variable display mode. On the other hand, after the predetermined reach effect is executed or the reach effect is not executed in response to the confirmed special symbol in the special game becoming the 16R big hit symbol, the final symbol combination of the big hit combination is stopped and displayed. The decorative display variable display mode is referred to as a “second big hit” variable display mode.
  In the present embodiment, after the jackpot gaming state based on the fact that the variable symbol display result of the special symbol or the decorative symbol is “big hit”, the special winning ball of the special variable winning ball device 7B is played in the predetermined round game. If the game ball passes through the special area, the probability variation state in which the probability variation control is performed is controlled. Probability change control is the probability that the variable display result of each special figure game or decoration symbol will be a “big hit” (probability of being controlled to the big hit gaming state) from the normal state (also referred to as the normal gaming state or the low probability low base state). It is the control which improves also. In other words, by performing probability variation control, the probability that the variable display result will be a “big hit” in the variable display of each special figure game or decorative design is higher than the normal state, and the probability of being controlled to the big hit gaming state is high. Become. The normal state is a gaming state (a gaming state in which the same control as the initial setting state of the pachinko gaming machine 1 is performed) different from the specific gaming state such as the big hit gaming state, the probability variation state, and the short-time state. The time-short state is a gaming state in which high opening control (described later) or time-short control (described later) is performed. Hereinafter, a gaming state in which at least one of the high opening control and the time-shortening control is performed is referred to as a time-shortening state.
  Further, in the present embodiment, after the big hit gaming state is finished, when the probability change state is controlled, the high time open control and the short time control are both performed. The high opening control is control for improving the frequency at which the normal winning ball device 6A is in the expanded open state more than the normal state. That is, when the high opening control is performed, the frequency that the normal winning ball apparatus 6A is in the expanded open state is higher than that in the normal state, and the possibility that the second start condition is satisfied is increased. Specifically, for example, in the high opening control, the normal symbol display unit 20 controls the normal symbol in the normal symbol game so that the variation time of the normal symbol is shorter than that in the normal state. Control that improves the probability of “per normal” than in the normal state, and tilt that performs tilt control of the movable blade in the normal variable winning ball apparatus 6B based on the fact that the variable display result is “per normal” Any one of the control for making the control time longer than that in the normal state and the control for increasing the number of tilts than in the normal state may be performed, or two or more controls may be performed. It may be performed. The time reduction control is a control for shortening the variation time of the special symbol in the special figure game as compared with the normal state. That is, by performing the time reduction control, the variation time of the special symbol in the special symbol game is shorter than in the normal state, and the time until the variable symbol display result of the special symbol or the decorative symbol is derived and displayed is shortened. When both the high opening control and the short time control are performed together, the second start condition for executing the special figure game using the second special figure in the second special symbol display device 4B is easily established. Since the time chart for the special figure game using the second special figure is shortened, the number of game balls to be reduced until the next variable display result becomes “big hit”, and then the variable display result becomes “big hit”. It is possible to save (compress, reduce) the time required to become.
  In other words, in the present embodiment, if the game ball passes through the special area of the big winning opening of the special variable winning ball apparatus 7B, after the big hit gaming state is finished, the probability variation state is controlled and the time shortening state is set. Be controlled. In other words, on the condition that the game ball passes through the special area, after the big hit gaming state is completed, the time-shortening control and the high opening control are performed together with the probability variation control.
  In the present embodiment, the probability variation state in which the probability variation control is performed is based on the condition that either a predetermined number of special figure games are executed or the variable display result is “big hit” again. End when established. However, when the variable display result becomes “big hit” again, as described above, after the big hit gaming state is completed on the condition that the game ball in the special area passes, the probability change state is controlled again.
  In the present embodiment, the short time state in which both the high opening control and the short time control are performed together ends when the probability variation control ends. That is, the high opening control and the time reduction control are terminated together with the probability variation control.
  Note that a gaming state that is both a probability change state and a short time state is also referred to as a highly accurate and high base state. A gaming state that is a probable change state and not a short-time state is also referred to as a high-probability low-base state. A gaming state that is in a short-time state and is not a probable change state is also referred to as a low-probability high-base state. A gaming state that is neither a short-time state nor a probable change state is also referred to as a low probability low base state (normal state). When the gaming state is a high probability high base state or a high probability low base state, the probability that the variable display result will be a “big hit” corresponding to each special game is higher than usual, so the low probability low base state Compared to (normal state), it becomes easier to reach a big hit gaming state. In addition, when the gaming state is a high-accuracy high-base state or a low-accuracy high-base state, the special-figure variation time in each special-figure game is shortened and the second start condition is easily established, thereby reducing the low-probability low-base. Compared to the state (normal state), it becomes easy to become a big hit gaming state. As described above, the high-accuracy base state, the high-accuracy low-base state, and the low-accuracy-base state are advantageous states advantageous for the player. In addition, although it has been described that a gaming state in which at least one of the high opening control or the short time control is performed is referred to as a short time state, the advantageous state includes a gaming state in which only the high opening control or the short time control is performed. Is also included. Further, the probability variation state (high probability high base state, high probability low base state) is also referred to as a special game state. In the present embodiment, the pachinko gaming machine 1 is assumed to be in a gaming state of either a low probability low base state or a high probability high base state.
  Further, in the present embodiment, it has been described that the high opening control and the time reduction control are finished together with the probability variation control, but the present invention is not limited to this. For example, the high opening control (the same applies to the time-shortening control) may be ended after the probability variation control ends (slowly) or before the probability variation control ends (early). For example, in the probability variation state, when one of the conditions is established first, a predetermined number of times (for example, 100 times) a special game is executed and the variable display result is “big hit” again. As for the high opening control (the same applies to the time reduction control), the special game is executed a predetermined number of times (for example, 120 times) larger than the predetermined number of times (for example, 100 times) of the probability variation control. The variable display result may be “big hit” again, and may be terminated when any of the conditions is satisfied first, or more than the predetermined number of times (for example, 100 times) of the probability variation control. Ending when one of the conditions is satisfied first, when a small number of special games (for example, 80 times) are executed and the variable display result is “big hit” again. Also good. Note that, for example, the predetermined number of times related to the probability variation control after the big hit gaming state is ended, the predetermined number of times related to the high opening control, and the predetermined number of times related to the time reduction control may be determined according to the type of the big hit symbol. . In other words, for example, after the big hit game state with a certain big hit symbol is finished, the high release control and the short time control are finished together with the probability variation control, and after the big hit game state with another big hit symbol is finished, the high open control and the short time control are finished. May be ended after (or before) the probability variation control. Note that the high opening control does not have to end together with the time-shortening control. That is, the high opening control may be ended after the time-shortening control is finished or before the time-shortening control is finished.
  Further, in the present embodiment, it has been described that the time-shortening control and the high opening control are performed together with the probability variation control after the big hit gaming state is finished, but the present invention is not limited to this. For example, after the big hit gaming state ends, one or two of the probability change control, the time reduction control, and the high opening control may be performed. For example, depending on the type of jackpot symbol or the like, it may be determined whether to perform probability change control after the jackpot gaming state ends, whether to perform high opening control, or whether to perform time reduction control.
  Although it has been described that the big hit gaming state, the high probability high base state, the high probability low base state, and the low probability high base state are advantageous states advantageous to the player, the advantageous states advantageous to the player are limited to this. Not. For example, in the present embodiment, in the case of providing the accuracy (sudden probability change), the small hit, etc., the positive accuracy, the small hit, etc. are also included in the advantageous state advantageous to the player.
  The pachinko gaming machine 1 is equipped with various control boards such as a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, and a payout control board 37 as shown in FIG. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as an information terminal board, a launch control board, and an interface board are disposed on the back surface of the game board 2 and the like in the pachinko gaming machine 1.
  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is mainly directed to a sub-side control board composed of a random number setting function used in a special game, a function of inputting a signal from a switch or the like disposed at a predetermined position, and an effect control board 12 and the like. A function of outputting and transmitting a control command as an example of command information as a control signal and a function of outputting various information to a hall management computer are provided. In addition, the main board 11 controls turning on / off of each LED constituting the first special symbol display device 4A and the second special symbol display device 4B to control variable display of the first special diagram and the second special diagram. And a function for controlling the variable display of a predetermined display symbol, such as controlling the variable symbol display of the normal symbol indicator 20 by performing on / off / coloring control of the normal symbol indicator 20. ing.
  The main board 11 includes, for example, a game control microcomputer 100, a switch circuit 110 that receives detection signals from various switches for game ball detection and transmits the detection signals to the game control microcomputer 100, and the game control microcomputer 100. A solenoid circuit 111 that transmits a solenoid drive signal to the solenoids 81, 82A, and 82B is mounted.
  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and receives the image display device 5, the speakers 8L, 8R. In addition, various circuits for controlling the production operation by the production electrical parts such as the game effect lamp 9 are mounted. That is, the effect control board 12 provides effects such as the display operation in the image display device 5, all or part of the sound output operation from the speakers 8 </ b> L and 8 </ b> R, and all or part of the on / off operation in the game effect lamp 9 and the like. A function of determining the control content for causing the electrical component to execute a predetermined performance operation is provided.
  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and outputs sound from the speakers 8L and 8R based on commands and control data from the effect control board 12. For example, a processing circuit for executing audio signal processing is mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and is turned on / off in the game effect lamp 9 and the like based on commands and control data from the effect control board 12. A lamp driver circuit and the like for driving are mounted.
  The payout control board 37 is a board that controls the payout of prize balls, and is equipped with a payout control microcomputer. The payout control board 37 drives the ball payout device 97 in response to reception of a prize ball number command in which data indicating the number of prize balls is set (transmitted as a control signal from the main board 11), and a prize ball Execute the payout. The award ball number command is a payout control from the main board 11 based on the fact that a game ball is detected by a switch of each winning port such as the first start port switch 22A, the second start port switch 22B, and the count switches 23A and 23B. It is transmitted to the substrate 37.
  As shown in FIG. 2, the main board 11 is connected to wiring for transmitting detection signals from the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switches 23A and 23B. Note that the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switches 23A and 23B are arbitrary ones that can detect a game ball as a game medium, such as a sensor. Any device having a configuration may be used. In addition, the main board 11 includes a first special symbol display device 4A, a second special symbol display device 4B, a normal symbol display device 20, a first hold display device 25A, a second hold display device 25B, and a general drawing hold display device 25C. The wiring which transmits the command signal for performing display control of these etc. is connected.
  A control signal transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15. The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted and received as an electric signal. The effect control command includes, for example, a display control command used for controlling an image display operation in the image display device 5, a voice control command used for controlling sound output from the speakers 8L and 8R, and a game effect lamp 9. And a lamp control command used for controlling the lighting operation of the decorative LED and the like.
  FIG. 3A is an explanatory diagram showing an example of the contents of the effect control command used in the present embodiment. The effect control command has, for example, a 2-byte configuration, and the first byte indicates MODE and the second byte indicates EXT. The first bit of MODE data is always “1”, and the first bit of EXT data is “0”. Note that the command shown in FIG. 3A is an example, and other commands may be used. In this example, the control command is composed of two control signals. However, the number of control signals constituting the control command may be one or a plurality of three or more.
  In the example shown in FIG. 3A, a command 8001H is a first change start command for designating start of change in a special figure game using the first special figure in the first special symbol display device 4A. “H” in “8001H” indicates that “8001” is a hexadecimal number. The same applies to other commands. Command 8002H is a second variation start command for designating the start of variation in a special symbol game using the second special symbol in second special symbol display device 4B. The command 81XXH is a decoration that is variably displayed in the “left”, “middle”, and “right” decoration symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. This is a variation pattern designation command for designating a variation pattern such as a symbol. “XX” of the EXT data in “81XXH” indicates an unspecified value, and is a value arbitrarily set according to the content of the command. For example, in the variation pattern designation command, different EXT data is set according to the variation pattern designated by the variation pattern designation command. The same applies to “XX” of EXT data in other commands.
  The command 8CXXH is a variable display result notification command for designating a variable display result such as a special symbol or a decorative symbol. In the variable display result notification command, for example, as shown in FIG. 3B, the result of determining whether the variable display result is “losing” or “big hit”, or the case where the variable display result is “big hit”. Different EXT data is set according to the result of determining whether the big hit type is a plurality of types. More specifically, the command 8C00H is a first variable display result notification command indicating a pre-determined result indicating that the variable display result is “lost”. The command 8C01H is a second variable display result notification command for notifying a pre-determined result and a big hit type determination result that the variable display result is “big hit” and the big hit type is “first big hit”. The command 8C02H is a third variable display result notification command for notifying a pre-determined result and a big hit type determination result that the variable display result is “big hit” and the big hit type is “second big hit”.
  The command 8F00H is a symbol determination designation command for designating the stop of variation of the decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5. The command 95XXH is a winning determination result designation command for designating a predetermined determination result when a starting prize such as a first starting prize or a second starting prize is generated. In the present embodiment, it is determined which of a plurality of preset numerical ranges the predetermined random number value extracted at the time of starting winning is generated, and different data depending on the determination result is designated as a determination result at the time of winning Set as command EXT data.
  The command A0XXH is a hit start designation command for designating display of an effect image indicating the start of the big hit gaming state. The command A1XXH is a large winning opening opening notification command for notifying that the big winning opening is in the open state in the big hit gaming state. The command A2XXH is a notification command after the big winning opening is opened to notify that the big winning opening is changed from the open state to the closed state in the big hit gaming state. Command A3XXH is a hit end designation command for designating display of an effect image at the end of the big hit gaming state.
  In the hit start designation command or the hit end designation command, for example, EXT data similar to that of the variable display result notification command is set, so that different EXT data may be set according to the predetermined determination result or the big hit type determination result. . Alternatively, in the hit start designation command and the hit end designation command, the correspondence relationship between the pre-determined result and the big hit type determination result and the set EXT data may be different from the correspondence relationship in the variable display result notification command. . In the big winning mouth opening notification command or the big winning mouth opening notification command, different EXT data is set corresponding to the number of rounds executed in the 6R big hit state or 16R big hit state, for example.
  The command B0XXH is a gaming state designation command that designates the current gaming state in the pachinko gaming machine 1. In the gaming state designation command, for example, different EXT data is set according to the current gaming state in the pachinko gaming machine 1. As a specific example, command B000H is the first gaming state designation command corresponding to the low probability low base state, command B001H is the second gaming state designation command corresponding to the low probability high base state, and command B002H is the high probability low. The third gaming state designation command corresponding to the base state is used, and the command B003H is the fourth gaming state designation command corresponding to the highly accurate and high base state. In the present embodiment, since the pachinko gaming machine 1 is assumed to be in a gaming state of either a low probability low base state or a high probability high base state, the second gaming state designation corresponding to the low probability high base state The third gaming state designation command corresponding to the command and the high probability low base state is not used.
  The command C1XXH is a first reserved memory number notification command for notifying the first special figure reserved memory number so that the special figure reserved memory number can be specified in the start winning memory display area 5H or the like. The command C2XXH is a second reserved memory number notification command for notifying the second special figure reserved memory number in order to display the special figure reserved memory number in the start winning memory display area 5H or the like.
  The command D0XXH is a big winning opening winning notification command for notifying that a game ball has been won in the big winning opening. The big prize opening prize notification command is transmitted from the main board 11 to the effect control board 12 when a game ball passes through the big prize opening, for example.
  The command D1XXH is a special area passage notification command for notifying that the game ball has passed through the special area of the special winning opening of the special variable winning ball apparatus 7B. The special area passing notification command is transmitted from the main board 11 to the effect control board 12 when the game ball passes through the special area of the special winning opening of the special variable winning ball apparatus 7B.
  In the present embodiment, the first reserved memory number notification command is based on the fact that the first start condition is satisfied, for example, when the first start prize is generated by the game ball passing through the first start prize opening. The notification is sent from the main board 11 to the effect control board 12 as a notification of an increase in the number of first special figure reserved memories. The second reserved memory number notification command is, for example, based on the fact that the second start condition is satisfied when the second start winning is generated by passing the game ball through the second start winning opening, The notification is sent from the main board 11 to the effect control board 12 as a notification of the increase in the number of memories.
  In addition to transmitting the first reserved memory count notification command as a notification of an increase in the first special figure reserved memory count, it may be transmitted as a notification of a decrease in the first special figure reserved memory count. Good. That is, based on the establishment of the first start condition in addition to the first start condition, the first reserved memory number notification command may be transmitted as a notification of a decrease in the first special figure reserved memory number. Good. Further, in addition to transmitting the second reserved memory count notification command as a notification of an increase in the second special figure reserved memory count, it may be transmitted as a notification of a decrease in the second special figure reserved memory count. Good. That is, based on the fact that the second start condition is satisfied in addition to the second start condition, a second reserved memory number notification command may be transmitted as a notification of a decrease in the second special figure reserved memory number. Good.
  It is to be noted that a second reserved memory number notification command is transmitted in addition to the first reserved memory number notification command based on the first start condition being satisfied, and the second reserved memory number is determined based on the second start condition being satisfied. In addition to the notification command, the first pending storage number notification command may be transmitted. That is, the first reserved memory number is used to notify the increase in the first special figure reserved memory number or the second special figure reserved memory number based on the fact that either the first start condition or the second start condition is satisfied. Both the notification command and the second pending storage number notification command may be transmitted. Similarly, the first reserved memory is used to notify the decrease of the first special figure reserved memory number or the second special figure reserved memory number based on the fact that either the first start condition or the second start condition is satisfied. Both the number notification command and the second reserved storage number notification command may be transmitted.
  In addition to the first reserved memory number notification command and the second reserved memory number notification command, or in addition to the first reserved memory number notification command and the second reserved memory number notification command, the total for notifying the total reserved memory number You may make it transmit a pending storage number notification command. That is, a total pending storage number notification command for notifying increase or decrease of the total pending storage number may be used. Note that when the total pending storage number notification command is transmitted instead of the first pending storage number notification command or the second pending storage number notification command, which of the first start condition or the second start condition is satisfied (first You may make it transmit the start opening prize designation | designated command which designates the start winning prize to which of 1 start winning opening and 2nd start winning opening). The establishment of the first start condition and the establishment of the second start condition are specified by the first change start command and the second change start command described above.
  In the present embodiment, in the starting winning determination process, it is determined in which numerical range the random value MR1 for determining the special figure display result extracted based on the occurrence of the starting winning is included. Then, a value for specifying the determination result of the random value MR1 is set in the EXT data of the determination result specifying command at the time of winning, and control for transmission to the effect control board 12 is performed. The effect control CPU 120 mounted on the effect control board 12 can recognize whether or not the variable display result is determined to be “big hit” based on the EXT data of the winning determination result designation command.
  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM 101 that stores a game control program and fixed data, and a RAM 102 that provides a game control work area. The CPU 103 is configured to execute a game control program to perform a control operation, the random number circuit 104 to update numerical data indicating a random number value independently of the CPU 103, and the I / O 105.
  As an example, in the game control microcomputer 100, a process for controlling the progress of the game in the pachinko gaming machine 1 is executed by the CPU 103 executing a program read from the ROM 101. At this time, the CPU 103 reads fixed data from the ROM 101, the CPU 103 writes various fluctuation data to the RAM 102 and temporarily stores the fluctuation data, and the CPU 103 temporarily stores the various fluctuation data. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed.
  FIG. 4 is an explanatory view illustrating random numbers counted on the main board 11 side. As shown in FIG. 4, in the present embodiment, on the side of the main board 11, a random value MR1 for determining a special figure display result, a random value MR2 for determining a jackpot type, a random value MR3 for determining a variation pattern type, Numerical data indicating the random number MR4 for determining the pattern and the random value MR5 for determining the normal display result are controlled to be countable. In addition, in order to improve a game effect, random numbers other than these may be used. Such random numbers used to control the progress of the game are also referred to as game random numbers.
  The random number circuit 104 only needs to count numerical data indicating some or all of these random number values MR1 to MR5. The CPU 103 uses a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 154 shown in FIG. Numerical data indicating a part of MR5 may be counted.
  The random number value MR1 for determining the special figure display result is a random number value used for determining whether or not to control the big hit gaming state with the variable display result of the special symbol or the like in the special figure game as “big hit”. It takes a value in the range of “0” to “65535”. The random number MR2 for determining the big hit type is a random value used for determining the big hit type as either “first big hit” or “second big hit” when the variable display result is “big hit”. For example, a value in the range of “0” to “99” is taken.
  The random value MR3 for determining the variation pattern type is a random value used to determine the variation pattern type in the variable display of the special symbol or the decorative symbol as one of a plurality of types prepared in advance, for example, “0”. A value in the range of “251” is taken. The random value MR4 for determining the variation pattern is a random value used to determine one of a plurality of types of variation patterns in the variable display of the special symbol or the decorative symbol, for example, “0” to “ It takes a value in the range of “997”. The random value MR5 for determining the general-purpose display result is used to determine whether the variable display result in the general-purpose game by the normal symbol display 20 is “per-normal” or “unusual”. For example, a value in the range of “3” to “13”.
  FIG. 5 shows a variation pattern in the present embodiment. In the present embodiment, among the cases where the variable display result is “losing”, the variable display mode of the decorative symbol is “non-reach” and “reach”, respectively, and the variable display Corresponding to the case where the result is “big hit”, a plurality of variation patterns are prepared in advance. The variation pattern corresponding to the case where the variable display result is “losing” and the decorative display variable display mode is “non-reach” is referred to as a non-reach variation pattern, and the variable display result is “losing” and the decorative pattern is A variation pattern corresponding to the case where the variable display mode is “reach” is referred to as a reach variation pattern.
  The non-reach variation pattern and the reach variation pattern are included in the loss variation pattern corresponding to the case where the variable display result is “lost”. A variation pattern corresponding to the case where the variable display result is “big hit” is referred to as a big hit variation pattern. The big hit variation pattern and the reach variation pattern include a normal reach variation pattern in which a normal reach reach effect is executed and a super reach change pattern in which a super reach reach effect such as super reach α or super reach β is executed.
  FIG. 6 shows the variation pattern type in the present embodiment. Each variation pattern shown in FIG. 5 is included in at least one variation pattern type among the plurality of variation pattern types shown in FIG. That is, each variation pattern type may be configured to include a single variation pattern or a plurality of variation patterns classified based on, for example, a mode of a rendering operation performed during variable display of decorative symbols.
  As an example, a plurality of variation patterns are classified according to the type of reach production, a variation pattern type including a variation pattern in which the decorative display variable display state does not become a reach state, and a variation pattern type including a variation pattern with normal reach And the variation pattern type including the variation pattern with super reach. Further, the fluctuation patterns with super reach may be classified into different fluctuation pattern types according to the contents of the reach effect. Or you may make it classify | categorize into a different variation pattern classification according to whether a predetermined variable display production is performed, etc. As another example, a plurality of variation patterns may be classified according to a variable display time of a decorative design. Among the plurality of variation pattern types, there may be one configured to include a common variation pattern.
  As shown in FIG. 6, one or a plurality of variation patterns are classified into each variation pattern type in accordance with the variable display mode and the variable display content. The specific classification of the variation pattern shown in FIG. 5 can be specified from the setting of the variation pattern determination table 133 as shown in FIG. In other words, in the variation pattern determination table 133, variation patterns to which determined values are assigned according to each variation pattern type are classified so as to be included in the variation pattern type.
  In addition to the game control program, the ROM 101 provided in the game control microcomputer 100 shown in FIG. 2 stores various selection data and table data used for controlling the progress of the game. . For example, the ROM 101 stores data constituting a plurality of determination tables, determination tables, setting tables, and the like prepared for the CPU 103 to perform various determinations, determinations, and settings. Further, the ROM 101 stores a plurality of types of table data constituting a plurality of command tables used for the CPU 103 to transmit control signals serving as various control commands from the main board 11, and a variation pattern as shown in FIG. Table data constituting the variation pattern table is stored.
  FIG. 7 shows a configuration example of the special figure display result determination table 130 stored in the ROM 101. The special figure display result determination table 130 is variable in a special figure game using the first special figure by the first special symbol display device 4A and a special figure game using the second special figure by the second special symbol display device 4B. Before the definite special symbol that becomes the display result is derived and displayed, it is determined whether or not the variable display result is controlled as the big hit gaming state based on the random value MR1 for determining the special figure display result. This is a table to be referred to.
  In the special figure display result determination table 130, a gaming state in which the probability variation control is not performed in the pachinko gaming machine 1 (for example, a low-accuracy low base state or a low-accuracy high-base state. A gaming state in which probability variation control is performed (for example, a highly accurate low base state or a highly accurate high base state. In this embodiment, a highly accurate low base state does not become a high accurate high base state. ), A numerical value to be compared with the random value MR1 for determining the special figure display result is assigned to the special figure display result of “big hit” or “losing”. In the special figure display result determination table 130, the table data indicating the determination values assigned to a plurality of types of special figure display results is the result of determining whether or not the special figure display result is “big hit” and the game is controlled to the big hit gaming state. Corresponding data for decision.
  In the setting example of the special figure display result determination table 130 shown in FIG. 7, in the gaming state in which the probability variation control is performed (“with probability variation control” in FIG. 7), the gaming state in which the probability variation control is not performed (“ More decision values than “no probability change control”) are assigned to the special figure display result of “big hit”. As a result, when the probability variation state is established, the probability that the special figure display result is determined to be “big hit” is higher than when the probability variation state is not established.
  In the present embodiment, whether the game is a special game using the first special symbol by the first special symbol display device 4A or a special game using the second special symbol by the second special symbol display device 4B. First, the special figure display result is determined with reference to the same table data in the special figure display result determination table 130. On the other hand, depending on whether the game is a special game using the first special symbol by the first special symbol display device 4A or a special game using the second special symbol by the second special symbol display device 4B. Thus, the special figure display result may be determined with reference to the respective table data in which the assignment of the decision value to the predetermined special figure display result is different. Thereby, in the case of the special figure game using the first special figure by the first special symbol display device 4A and the case of the special figure game using the second special figure by the second special symbol display device 4B, The determination ratio of the display result can be varied.
  FIG. 8 shows a configuration example of the jackpot type determination table 131 stored in the ROM 101. The jackpot type determination table 131 determines the jackpot type as one of a plurality of types based on the random number MR2 for determining the jackpot type when it is determined that the special figure display result is “big hit” and the game state is controlled to the jackpot game state. This is a table to be referred to. The big hit type determination table 131 is compared with the random value MR2 for determining the big hit type depending on whether the special symbol variably displayed in the special figure game is the first special figure or the second special figure. Numerical values are assigned to jackpot types such as “first jackpot” or “second jackpot”. As shown in FIG. 8, the jackpot type determination table 131 includes table data for setting the value of the jackpot type buffer provided in the game control buffer setting unit 155 to a value corresponding to the determined jackpot type. May be included.
  In the setting example of the big hit type determination table 131 shown in FIG. 8, depending on whether the fluctuation special chart is the first special figure or the second special figure, the big hit type of “first big hit” or “second big hit” The decision value assignment for is different. As a result, when the first start condition for starting the special figure game using the first special figure by the first special symbol display device 4A is established, the jackpot type is determined to be one of a plurality of types. In the case where the jackpot type is determined as one of a plurality of types based on the fact that the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B is established. The ratio of determining the big hit type as “first big hit” or “second big hit” can be made different.
  In the present embodiment, as described above, two types of table data having different determination value assignments for a plurality of types of jackpot types are prepared, and whether the game is a special game using the first special figure or the second special figure. The big hit type is determined by referring to one of the two types of table data depending on whether the game is a special figure game using the game, but the method for determining the big hit type is not limited to this. For example, whether one type of table data having the same decision value allocation for a plurality of types of jackpot types is prepared and the game is a special game using a first special figure or a special figure game using a second special figure Regardless, the jackpot type may be determined with reference to the same table data.
  FIG. 9 shows a configuration example of a variation pattern type determination table stored in the ROM 101. In the present embodiment, as the variation pattern type determination table, the jackpot variation pattern type determination table 132A shown in FIG. 9A, the loss variation pattern type determination table (normal time) 132B shown in FIG. 9B, and FIG. A loss variation pattern type determination table (during time reduction control) 132C shown in (C) is prepared in advance.
  The jackpot variation pattern type determination table 132A is based on the variation pattern type determination random number MR3 for determining the variation pattern type according to the determination result of the jackpot type when it is determined that the special figure display result is “big hit”. Thus, the table is referred to in order to determine one of a plurality of types. In the jackpot variation pattern type determination table 132A, a numerical value to be compared with the random number MR3 for determining the variation pattern type is determined depending on whether the determination result of the jackpot type is “first jackpot” or “second jackpot”. Are assigned to any one of the variation pattern types CA3-1 to CA3-3. In the jackpot variation pattern type determination table 132A, the determined value is assigned to each variation pattern type so that the ratio determined for each variation pattern type differs depending on which of the plurality of types of jackpot types is determined. There is a part. For example, when the big hit type is “first big hit” and when it is “second big hit”, the assignment of the decision values to the variation pattern type CA3-1 to variation pattern type 3-3 is different. Thereby, the ratio determined to the same variation pattern type can be varied according to the determination result as to which of the multiple types of jackpot types.
  In this embodiment, as shown in FIG. 9A, each variation pattern type is determined both when the big hit type is “first big hit” and when it is “second big hit”. However, a certain variation pattern type may be determined only when it is a specific jackpot type. That is, a variation pattern type in which a determined value is assigned to either “first big hit” or “second big hit” may be provided. As a result, when a certain jackpot type is determined, it is possible to determine a variation pattern type different from that determined for another jackpot type.
  In this embodiment, the determination ratio of the variation pattern type is varied according to the jackpot type, but the determination ratio of the variation pattern type is not limited to this. For example, the determination ratio of the variation pattern type may be varied according to the jackpot type and the game state. Further, regardless of the jackpot type, the determination ratio of the variation pattern type may be varied depending on the gaming state. Further, the variation pattern type may be determined by a common determination ratio that is not related to the big hit type or the gaming state.
  When the loss variation pattern type determination table (normal time) 132B and the loss variation pattern type determination table (during time reduction control) 132C are determined to set the special figure display result to “lost”, the variation pattern type is changed to the variation pattern. It is a table that is referred to in order to determine one of a plurality of types based on a random number MR3 for type determination. Here, in the loss variation pattern type determination table (normal time) 132B, for example, the gaming state is a low-accuracy low base state or a low-accuracy high-base state (in this embodiment, the low-accuracy high-base state is not set). Is selected as a use table. On the other hand, the loss variation pattern type determination table (during time reduction control) 132C has a high accuracy since the gaming state does not become a high accuracy low base state or a high accuracy high base state (in this embodiment, the high accuracy low base state does not occur). It is selected as a use table when it is in a high base state.
  In the loss variation pattern type determination table (normal time) 132B and the loss variation pattern type determination table (during time reduction control) 132C, the variation pattern type to which the determined value is assigned or the same variation pattern type is assigned. The number of decision values is different. Thereby, when it is a certain game state, it can determine to the variation pattern classification different from the time of another game state. Further, the variation pattern type can be determined at a determination ratio according to the gaming state.
  FIG. 10 shows a configuration example of the variation pattern determination table 133 stored in the ROM 101. The variation pattern determination table 133 is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on the variation pattern determination random value MR4 in accordance with the variation pattern type determination result. In the variation pattern determination table 133, a numerical value to be compared with the random value MR4 for variation pattern determination is assigned to a single variation pattern or a plurality of variation patterns according to the variation pattern type.
  The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM that is partially or entirely backed up by a backup power source created on a predetermined power supply board. That is, even if the power supply to the pachinko gaming machine 1 is stopped, a part or all of the contents of the RAM 102 are saved for a predetermined period. In particular, at least the data corresponding to the game state, that is, the control state of the game control means and the data indicating the number of unpaid prize balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game.
  Such a RAM 102 is provided with a game control data holding area 150 as shown in FIG. 11 as an area for holding various data used for controlling the progress of the game in the pachinko gaming machine 1. Yes. The game control data holding area 150 shown in FIG. 11 includes a first special figure hold storage unit 151A, a second special figure hold storage unit 151B, a general figure hold storage unit 151C, a game control flag setting unit 152, and a game. A control timer setting unit 153, a game control counter setting unit 154, and a game control buffer setting unit 155 are provided.
  The first special figure holding storage unit 151A stores the holding data of the special figure game that has not started yet although the game ball has passed through the first starting winning opening formed by the normal winning ball apparatus 6A and the start winning has occurred. . As an example, the first special figure hold storage unit 151A associates with the hold numbers in the order of winning in the first start winning opening, and from the random number circuit 104 or the like by the CPU 103 based on the establishment of the first start condition in the passage of the game ball The extracted random number value MR1 for determining the special figure display result, the random number value MR2 for determining the big hit type, the numerical data indicating the random number value MR3 for determining the variation pattern type, etc. as reserved data, and the stored number is a predetermined upper limit value. Remember until you reach. The hold data stored in the first special figure hold storage unit 151A in this manner indicates that the execution of the special figure game using the first special figure is being held, and a predetermined display based on the variable display result in this special figure game is provided. The stored storage information makes it possible to determine whether or not a game value is given.
  The second special figure holding storage unit 151B stores the holding data of the special figure game that has not yet started even though the game ball has passed through the second starting winning opening formed by the normal variable winning ball apparatus 6B and a start winning has occurred. To do. As an example, the second special figure holding storage unit 151B associates with the holding number in the order of winning in the second starting winning opening, and from the random number circuit 104 or the like by the CPU 103 based on the establishment of the second starting condition in the passage of the game ball The extracted random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, the numerical data indicating the random number value MR3 for determining the variation pattern type, etc. as reserved data, and the number is set to a predetermined upper limit value. Remember until you reach it. The hold data stored in the second special figure storage unit 151B in this way indicates that the execution of the special figure game using the second special figure is being held, and a predetermined display based on the variable display result in the special figure game is provided. The stored storage information makes it possible to determine whether or not a game value is given.
  The universal figure storage unit 151 </ b> C stores the general game holding information that has not yet been started by the normal symbol display 20 even though the game ball that has passed through the passing gate 41 is detected by the gate switch 21. For example, the common figure hold storage unit 151C determines the common figure display result extracted from the random number circuit 104 or the like by the CPU 103 based on the passage of the game ball in association with the hold number in the order in which the game ball has passed the passage gate 41. For example, numerical data indicating the random number MR5 is stored as pending data until the number reaches a predetermined upper limit value.
  The game control flag setting unit 152 is provided with a plurality of types of flags that can be updated in accordance with the progress of the game in the pachinko gaming machine 1. For example, the game control flag setting unit 152 stores data indicating a flag value and data indicating an on state or an off state for each of a plurality of types of flags.
  The game control timer setting unit 153 is provided with various timers used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control timer setting unit 153 stores data indicating timer values in each of a plurality of types of timers.
  The game control counter setting unit 154 is provided with a plurality of types of counters for counting the count values used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control counter setting unit 154 stores data indicating the count value in each of a plurality of types of counters. Here, the game control counter setting unit 154 may be provided with a random counter for the CPU 103 to count part or all of the game random numbers so that it can be updated by software.
  For example, in the random counter of the game control counter setting unit 154, numerical data indicating the random number values MR1 to MR5 is stored as a random count value, and each random number is randomly or irregularly set according to the execution of software by the CPU 103. The numerical data indicating the numerical value is updated. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the numerical data update operation in the random number circuit 104, or may be extracted from the random number circuit 104. The random count value may be updated by performing predetermined processing such as scramble processing or arithmetic processing on all or part of the numerical data.
  The game control buffer setting unit 155 is provided with various buffers that temporarily store data used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control buffer setting unit 155 stores data indicating buffer values in each of a plurality of types of buffers.
  The I / O 105 included in the game control microcomputer 100 shown in FIG. 2 has an input port for receiving various signals transmitted to the game control microcomputer 100, and various signals to the outside of the game control microcomputer 100. And an output port for transmission.
  As shown in FIG. 2, the effect control board 12 is provided with an effect control CPU 120 that performs a control operation according to a program, a ROM 121 that stores an effect control program, fixed data, and the like, and a work area for the effect control CPU 120. Random number which updates the numerical data which shows a random value independently of RAM122 which performs, the display control part 123 which performs the process for determining the control content of the display operation in the image display apparatus 5, and CPU120 for effect control A circuit 124 and an I / O 125 are mounted.
  As an example, in the effect control board 12, when the effect control CPU 120 executes an effect control program read from the ROM 121, a process for controlling the effect operation by the effect electric component is executed. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores the data, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed.
  The effect control CPU 120, the ROM 121, and the RAM 122 may be included in a one-chip effect control microcomputer mounted on the effect control board 12.
  In the effect control board 12, wiring for transmitting a video signal to the image display device 5, wiring for transmitting a sound effect signal as an information signal indicating sound number data to the sound control board 13, Wiring or the like for transmitting an electrical decoration signal as an information signal indicating lamp data is connected to the lamp control board 14. Furthermore, on the effect control board 12, wiring for transmitting from the controller sensor unit 35A an operation detection signal as an information signal indicating that the player's operation action on the stick controller 31A has been detected, and a game for the push button 31B. Wiring for transmitting from the push sensor 35B an operation detection signal as an information signal indicating that the user's operation action has been detected is also connected.
  In the effect control board 12, for example, the random number circuit 124 or the like counts numerical data indicating various random values used for controlling the effect operation so as to be updatable. The random number used for controlling such a production operation is also called a production random number.
  In addition to the effect control program, the ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used for controlling the effect operation. For example, the ROM 121 includes a plurality of determination tables prepared for the effect control CPU 120 to perform various determinations, determinations, and settings, table data configuring the determination tables, pattern data configuring various effect control patterns, and the like. It is remembered.
  As an example, the ROM 121 stores an effect control pattern table storing a plurality of types of effect control patterns used by the effect control CPU 120 to control effect operations performed by various effect devices. The effect control pattern is configured by data indicating the contents of control corresponding to various effect operations executed in accordance with the progress of the game in the pachinko gaming machine 1. The effect control pattern table only needs to store, for example, an effect control pattern during special figure change, a notice effect control pattern, and various effect control patterns.
  The special-control variation production control pattern corresponds to a plurality of types of variation patterns in the period from the start of the variation of the special symbol in the special-sign game until the finalized special symbol that is the special-sign display result is derived and displayed. It is composed of data indicating control contents of various effect operations such as effect display operation in variable display operation and reach effect of decoration symbols, and various effect display operations not accompanied by variable display of decoration symbols. The notice effect control pattern is composed of data indicating the control content of the effect operation that becomes the notice effect executed corresponding to the notice pattern for 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.
  FIG. 12A shows a configuration example of the effect control pattern. Each effect control pattern, such as a special control change effect control pattern and various effect control patterns, includes, for example, an effect control process timer determination value, display control data, sound control data, lamp control data, operation detection control data, and an end code. It is composed of control data for controlling various performance operations, and it is only necessary to set the contents of various performance controls, the timing of switching the performance control, and the like in time series. In addition, the effect control pattern may include, for example, movable member control data for designating the content of operation control in a movable member provided inside or outside the game area. The effect control process timer determination value is a value to be compared with a stored value (effect control process timer value) of an effect control process timer provided in a predetermined area of the effect control RAM incorporated in the effect control CPU 120, A determination value corresponding to the execution period of each effect operation is set in advance. In place of the effect control process timer determination value, for example, a predetermined effect control command is received from the main board 11, or a predetermined process is executed as a process for controlling the effect operation in the effect control CPU 120. The data indicating the switching timing of the presentation control, etc. may be set corresponding to the predetermined control content and processing content.
  The display control data includes data indicating the display mode of the effect image in the display area of the image display device 5, such as data indicating the variation mode of each decorative pattern during variable display of the decorative pattern. That is, the display control data is data that designates the display operation of the effect image in the display area of the image display device 5. The voice control data includes data indicating the voice output mode from the speakers 8L and 8R, such as data indicating the output mode of sound effects in conjunction with the variable display operation of the decorative symbol during variable display of the decorative symbol, for example. Yes. That is, the audio control data is data that designates an audio output operation from the speakers 8L and 8R. The lamp control data includes data indicating the lighting operation mode of the light emitter, such as a game effect lamp 9 and a decoration LED. That is, the lamp control data is data for designating the lighting operation of the light emitter. The operation detection control data includes, for example, data indicating a period during which an operation on the operation unit such as the stick controller 31A and the push button 31B is effectively detected, control contents of the rendering operation when the operation is effectively detected, and the like. That is, the operation detection control data is data that designates an effect operation according to an operation on the operation unit. Note that these control data do not have to be included in all the effect control patterns, but an effect control pattern including a part of the control data according to the contents of the effect operation by each effect control pattern. There may be.
  FIG. 12B is a diagram for explaining various rendering operations executed according to the contents of the rendering control pattern. The production control CPU 120 determines the control content of the production operation according to various control data included in the production control pattern. For example, when the effect control process timer value matches one of the effect control process timer determination values, the decorative design is displayed in a manner specified by the display control data associated with the effect control process timer determination value, and the character Control is performed to display effect images such as images and background images on the screen of the image display device 5. In addition, control is performed to output sound from the speakers 8L and 8R in a manner specified by the sound control data, and control is performed to flash a light emitter such as the game effect lamp 9 or a decoration LED in a manner specified by the lamp control data. Control is performed to determine the content of the effect by accepting an operation on the stick controller 31A or the push button 31B in the operation valid period specified by the operation detection control data. Note that dummy data may be set in the data corresponding to the production parts that are not to be controlled even though they correspond to the production control process timer determination values.
  The effect operation shown in FIG. 12B corresponds to the entire period from the start of the change of the decorative design to the final stop, but is not limited to this, and during the variable display of the decorative design An effect control pattern for executing the effect operation corresponding to a part of the period may be provided. Alternatively, an effect control pattern for executing an effect operation corresponding to a predetermined period other than during the variable display of decorative symbols may be provided.
  The effect control CPU 120 sets the effect control pattern based on the variation pattern indicated in the variation pattern designation command, for example, when starting variable display of decorative symbols. The effect control CPU 120 sets a corresponding effect control pattern when starting execution of a predetermined effect such as a notice effect or a big hit effect, for example. Here, when setting the effect control pattern, the pattern data constituting the corresponding effect control pattern may be read from the ROM 121 and temporarily stored in a predetermined area of the RAM 122, or the corresponding effect control pattern is configured. The storage address of the pattern data in the ROM 121 may be temporarily stored in a predetermined area of the RAM 122, and the reading position of the storage data in the ROM 121 may be designated. After that, every time the production control process timer value is updated, it is determined whether or not it matches any of the production control process timer judgment values. Control. In this way, the effect control CPU 120 advances the control of the effect device according to the contents of the process data # 1 to process data #n included in the effect control pattern. In each process data # 1 to process data #n, display control data # 1 to display control data #n associated with effect control process timer determination value # 1 to effect control process timer determination value #n, audio control Data # 1 to voice control data #n, lamp control data # 1 to lamp control data #n, operation detection control data # 1 to operation detection control data #n indicate control details of the rendering operation in the rendering device, and rendering control Production control execution data # 1 to production control execution data #n that designate execution of
  A command according to the production control pattern set in this way is output from the production control CPU 120 to the display control unit 123, the audio control board 13, and the like. In the display control unit 123 that has received a command from the effect control CPU 120, for example, a predetermined VDP or the like develops the image data indicated by the command by reading it from an image data memory such as CGROM and temporarily storing it in the VRAM. Further, in the voice control board 13 or the like that has received a command from the effect control CPU 120, for example, the voice synthesis IC reads out the voice data indicated by the command from the voice data ROM and temporarily stores it in the voice RAM or the like. Let
  In the RAM 122 mounted on the effect control board 12 shown in FIG. 2, for example, an effect control data holding area 190 as shown in FIG. 13A as an area for holding various data used for controlling the effect operation. Is provided. The effect control data holding area 190 shown in FIG. 13A includes an effect control flag setting unit 191, an effect control timer setting unit 192, an effect control counter setting unit 193, and an effect control buffer setting unit 194. Yes.
  In the effect control flag setting unit 191, a plurality of types whose states can be updated according to an effect operation state such as an effect image display state on the screen of the image display device 5, an effect control command transmitted from the main board 11, and the like. The flag is provided. For example, the effect control flag setting unit 191 stores data indicating the value of the flag and data indicating the on state or the off state for each of the plurality of types of flags.
  The effect control timer setting unit 192 is provided with a plurality of types of timers used for controlling the progress of various effect operations such as, for example, an effect image display operation on the screen of the image display device 5. For example, the production control timer setting unit 192 stores data indicating timer values in each of a plurality of types of timers.
  The effect control counter setting unit 193 is provided with a plurality of types of counters used for controlling the progress of various effect operations. For example, the production control counter setting unit 193 stores data indicating the count value in each of a plurality of types of counters.
  The effect control buffer setting unit 194 is provided with various buffers that temporarily store data used for controlling the progress of various effect operations. For example, the effect control buffer setting unit 194 stores data indicating buffer values in each of a plurality of types of buffers.
  In the present embodiment, the data constituting the first start prize command buffer 194A shown in FIG. 13B1 and the second start prize command buffer 194B shown in FIG. 13B2 is the effect control buffer setting unit 194. Is stored in a predetermined area. The first start winning command buffer 194A is provided with a storage area corresponding to the maximum value of the first special figure reserved memory number. The second start winning command buffer 194B is provided with a storage area corresponding to the maximum value of the second special figure reserved memory number.
  When there is a start winning at the first start winning opening, a plurality of commands such as a first reserved memory number notification command and a winning determination result designation command are set as one set and transmitted from the main board 11 to the effect control board 12. . When there is a start winning at the second start winning opening, a plurality of commands such as a second reserved memory number notification command and a determination result designation command at the time of winning are set as one set and transmitted from the main board 11 to the effect control board 12. . A storage area is secured in the first start winning command buffer 194A so that a set of commands transmitted in response to the occurrence of the first starting winning can be stored in association with each other. The second start winning command buffer 194B has a storage area so that a set of commands transmitted in response to the occurrence of the second starting win can be stored in association with each other.
  The effect control CPU 120 stores the command received at the start winning prize in an empty area of the first start winning command buffer 194A or the second start winning command buffer 194B in accordance with the receiving order. For example, the first reserved memory number notification command and the determination result at the time of winning are placed at the head of the free area in the storage area corresponding to the buffer numbers “1” to “4” of the first start winning command buffer 194A based on the first start winning prize. Store in the order of the specified command. On the other hand, when the second reserved memory number notification command and the winning determination result designation command based on the second starting winning are received, the storage areas corresponding to the buffer numbers “1” to “4” of the second starting winning command buffer 194B Are stored in the order of the second reserved memory number notification command and the winning determination result designation command.
  When the first start win or the second start win occurs, the command transmission is performed in the order of the reserved memory number notification command and the winning determination result designation command. Therefore, if the command is received normally, the storage number notification command and the winning prize are stored in the storage areas corresponding to the buffer numbers “1” to “4” as shown in FIG. 13 (B1) and (B2). The results are stored in the order of judgment result specification commands. In FIG. 13B1, commands are stored in the storage areas corresponding to the buffer numbers “1” and “2”. In FIG. 13B2, the commands are stored in the storage areas corresponding to the buffer numbers “1” to “3”. Command is stored.
  The commands stored in the first start prize command buffer 194A and the second start prize command buffer 194B are deleted from the one stored in the first storage area every time the decorative symbol variable display is started. And the stored contents thereafter are shifted. For example, in the storage state shown in FIG. 13 (B1), when variable display of a new decorative symbol is started in response to the start of the special figure game using the first special figure, the buffer number “1” is stored. Are deleted, and each command stored in the area corresponding to the buffer number “2” is shifted to the area corresponding to the buffer number “1”, and at the same time, the buffer numbers “3” and “4” Each command stored in the corresponding area is shifted to an area corresponding to each of the buffer numbers “2” and “3”.
  In the second start winning command buffer 194B shown in FIG. 13 (B2), for the area corresponding to the buffer number “3”, the second special figure reserved memory number notified by the second reserved memory number notification command is “ 1 ”is shown, and an example in the case of inconsistency is shown. That is, the buffer number is larger than the second special figure reserved memory number notified by the second reserved memory number notification command, and the second special figure reserved memory number notified from the main board 11 is the second special figure reserved memory number. This is inconsistent with the second special figure reserved storage number specified from the stored content of the command buffer 194B at the time of the two winning prizes. Note that each command is shifted when variable display of decorative symbols is started, so even if the buffer number becomes smaller than the special figure reserved memory number notified by the reserved memory number notification command, it is immediately inconsistent. Must not. However, the difference at the time of receiving the command can be contradictory.
  Next, the operation of the pachinko gaming machine 1 in this embodiment will be described. In the main board 11, when power supply from a predetermined power supply board is started, the game control microcomputer 100 is activated, and the CPU 103 executes a predetermined process as a game control main process. When the game control main process is started, the CPU 103 performs the necessary initial setting after setting the interrupt prohibition. In this initial setting, for example, the RAM 102 is cleared. In addition, the CTC register built in the game control microcomputer 100 is set. Thereby, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time, and the CPU 103 can periodically execute timer interrupt processing. When the initial setting is completed, an interrupt is permitted and then loop processing is started. In the game control main process, a process for returning the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop may be executed before entering the loop process.
  When the CPU 103 executing such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, it executes a game control timer interrupt process shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 14 is started, the CPU 103 first executes a predetermined switch process, thereby the gate switch 21, the first start port switch 22A, the second start port through the switch circuit 110. The state of the detection signal input from various switches such as the switch 22B and the count switches 23A and 23B is determined (step S11). Subsequently, by executing predetermined main-side error processing, abnormality diagnosis of the pachinko gaming machine 1 is performed, and if necessary, a warning can be generated according to the diagnosis result (step S12). Thereafter, by executing a predetermined information output process, for example, jackpot information, start information, probability variation information, and the like data supplied to a hall management computer installed outside the pachinko gaming machine 1 are output (steps). S13).
  Following the information output process, a game random number update process for updating at least a part of the game random numbers such as random number values MR1 to MR5 used on the main board 11 side by software is executed (step S14). Thereafter, the CPU 103 executes special symbol process processing (step S15). In the special symbol process, the value of the special symbol process flag provided in the game control flag setting unit 152 is updated according to the progress of the game in the pachinko gaming machine 1, and the first special symbol display device 4A or the second special symbol is processed. Various processes are selected and executed in order to perform control of the display operation in the display device 4B, setting of opening / closing operation of the special winning opening in the special variable winning ball devices 7A and 7B, etc. in a predetermined procedure.
  Following the special symbol process, the normal symbol process is executed (step S16). The CPU 103 controls the display operation of the normal symbol display 20 by executing the normal symbol process, thereby enabling variable display of the normal symbol, setting of the tilting operation of the movable blade piece in the normal variable winning ball apparatus 6B, and the like. To do.
  After executing the normal symbol process, the CPU 103 transmits a control command from the main board 11 to a sub-side control board such as the effect control board 12 by executing a command control process (step S17). As an example, in the command control process, in response to the setting in the command transmission table specified by the value of the transmission command buffer provided in the game control buffer setting unit 155, among the output ports included in the I / O 105, effect control After setting the control data in the output port for transmitting the effect control command to the board 12, the predetermined control data is set in the output port of the effect control INT signal and the effect control INT signal is turned on for a predetermined time. By changing to the off state, etc., it is possible to transmit the effect control command based on the setting in the command transmission table. After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.
  FIG. 15 is a flowchart showing an example of the special symbol process executed in step S15 shown in FIG. In the special symbol process shown in FIG. 15, the CPU 103 first executes a start winning determination process (step S101). FIG. 16 is a flowchart showing an example of the start winning determination process executed in step S101 of FIG.
  In the start winning determination process shown in FIG. 16, the CPU 103 first performs the first based on the detection signal from the first start opening switch 22A provided corresponding to the first start winning opening formed by the normal winning ball apparatus 6A. It is determined whether or not the start port switch 22A is on (step S201). At this time, if the first start port switch 22A is ON (step S201; YES), the first special figure holding memory number that is the holding memory number of the special figure game using the first special figure is a predetermined upper limit value. It is determined whether or not (step S202). For example, the CPU 103 only needs to be able to identify the first special figure reserved memory number by reading the first reserved memory number count value that is the stored value of the first reserved memory number counter provided in the game control counter setting unit 154. When the number of first special figure hold storage is not the upper limit value in step S202 (step S202; NO), for example, the stored value of the start port buffer provided in the game control buffer setting unit 155 is set to “1” ( Step S203).
  When the first start port switch 22A is OFF in step S201 (step S201; NO), or when the first special figure reservation storage number reaches the upper limit value in step S202 (step S202; YES), it is normal. It is determined whether or not the second start port switch 22B is on based on a detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball apparatus 6B ( Step S204). At this time, if the second start port switch 22B is on (step S204; YES), the second special figure holding memory number that is the holding memory number of the special figure game using the second special figure is a predetermined upper limit value. It is determined whether or not (step S205). The CPU 103 only needs to be able to specify the second special figure reserved memory number by reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting unit 154, for example. When the second special figure holding memory number is not the upper limit value in step S205 (step S205; NO), for example, the stored value of the start port buffer provided in the game control buffer setting unit 155 is set to “2” ( Step S206).
  After either of the processes of steps S203 and S206 is executed, the special figure hold storage number corresponding to the start port buffer value that is the stored value of the start port buffer is updated to be incremented by 1 (step S207). For example, when the starting port buffer value is “1”, the first reserved memory number count value is incremented by 1, while when the starting port buffer value is “2”, the second reserved memory number count value is incremented by one. Thus, the first reserved memory number count value increases by 1 when the game ball passes through the first start winning opening and the first start condition corresponding to the special figure game using the first special figure is satisfied. Updated to In addition, the second reserved memory number count value is increased by 1 when the game ball passes through the second start winning opening and the second start condition corresponding to the special figure game using the second special figure is satisfied. Updated to At this time, the total pending storage number is updated so as to be incremented by 1 (step S208). For example, the total reserved memory number count value, which is the stored value of the total reserved memory number counter provided in the game control counter setting unit 154, may be updated to add one.
  After executing the process of step S208, the CPU 103 determines the random number MR1 for determining the special figure display result and the jackpot type from the numerical data updated by the random counter of the random number circuit 104 or the game control counter setting unit 154. The numerical data indicating the random number value MR2 and the random value MR3 for determining the variation pattern type are extracted (step S209). The numerical data indicating each random number extracted in this way is stored by being set as hold information at the head of the empty entry in the special figure hold storage unit corresponding to the start port buffer value (step S210). For example, when the start port buffer value is “1”, numerical data indicating the random number values MR1 to MR3 is set in the first special figure reservation storage unit 151A, while when the start port buffer value is “2”, Numerical data indicating the random number values MR1 to MR3 are set in the second special figure storage unit 151B.
  The numerical data indicating the random number value MR1 for determining the special figure display result and the random number value MR2 for determining the jackpot type determine whether or not the variable display result of the special symbol or the decorative symbol is “big hit”, and further indicates the variable display result. This is used to determine the type of jackpot when “hit”. The random value MR3 for determining the variation pattern type is used to determine the variation pattern type to which the variation pattern including the variable display time of the special symbol or the decorative symbol belongs. The CPU 103 executes the process of step S209 to obtain numerical data indicating a part or all of the random values used for determining the variable display mode including the variable display result and the variable display time of the special symbol and the decorative symbol. Extract.
  Subsequent to the process of step S210, transmission setting of the pending storage number notification command is performed according to the start port buffer value (step S211). For example, when the start port buffer value is “1”, the storage address of the first reserved storage number notification command table in the ROM 101 is stored in the buffer area designated by the transmission command pointer in the transmission command buffer, etc. 12 is set to transmit the first pending storage count notification command. On the other hand, when the start port buffer value is “2”, the storage address of the second reserved storage number notification command table in the ROM 101 is stored in the buffer area of the transmission command buffer, etc. Setting for transmitting the second pending storage number notification command is performed. The reserved memory count notification command set in this way is performed from the main board 11 to the effect control board 12 by executing the command control process of step S17 shown in FIG. 14 after the special symbol process process is completed, for example. Is transmitted.
  Subsequent to the process of step S211, it is determined which of a plurality of preset numerical ranges the random value MR1 for determining the special figure display result shown in the numerical data extracted by the process of step S209 is included (step S212). In the present embodiment, a range of “8001 to 8437”, a range of “8438” to “11277”, and other ranges are preset as a plurality of numerical ranges. As an example, in the process of step S212, the minimum value and the maximum value in each numerical value range are set, and by comparing with the random value MR1 extracted by the process of step S209, which numerical value range is included. It only needs to be able to judge.
  After executing the process of step S212, the transmission setting of the winning determination result designation command is performed (step S213). FIG. 17 shows a configuration example of a winning determination result designation command for which transmission setting is performed in the process of step S213. In the winning determination result designation command shown in FIG. 17, the EXT differs depending on the determination result of which of the plurality of numerical ranges the random value MR1 for determining the special figure display result extracted by the process of step S209 is included. Data is set. More specifically, the command 9500H is a winning determination result first designation command indicating that the random value MR1 is included in the range of “8001” to “8437”. The command 9501H is a winning determination result second designation command indicating that the random value MR1 is within the range of “8438” to “11277”. Command 9502H is a winning determination result third designation command indicating that random number MR1 is included in a range other than the above.
  In the present embodiment, as shown in FIG. 7, regardless of whether or not the probability variation control is performed in the pachinko gaming machine 1, if the random value MR1 is any one of “8001” to “8437”, The special figure display result is determined as “big hit”. Therefore, the first determination command at the time of winning determination result indicates that the variable display result is determined to be “big hit” and controlled to the big hit gaming state regardless of whether or not the gaming state is in the probability changing state. To be specified on the side. If the random value MR1 is any value between “8438” and “11277”, the special figure display result is determined as “big hit” only when the probability variation control is performed in the pachinko gaming machine 1. Therefore, the determination result second designation command at the time of winning can be specified on the side of the effect control board 12 that the variable display result is determined to be “big hit” and controlled to the big hit gaming state when the gaming state is in the probability changing state. Is specified. The winning determination result third designation command designates that it is possible to specify on the side of the effect control board 12 that the variable display result is “lost” and it is determined not to control the big hit gaming state.
  After executing the process of step S213, it is determined whether the start port buffer value is “1” or “2” (step S214). At this time, if the start port buffer value is “1” (step S214; “1”), the start port buffer is cleared and the stored value is initialized to “0” (step S215), and then step S204. Proceed to the process. On the other hand, when the starting port buffer value is “2” (step S214; “2”), the starting port buffer is cleared and its stored value is initialized to “0” (step S216). The start winning determination process is terminated. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect the start winning of the game balls that are effective at the same time, the processing based on the detection of both effective start winnings can be completed reliably.
  In such a start winning determination process, after the process of step S211 is executed, the process of step S213 is executed. After these processes are executed, the command control process of step S17 shown in FIG. 14 is executed, so that the game ball passes through the first start winning opening and the second starting winning opening and the first start condition and the second When the start condition is satisfied, two commands, that is, a stored memory number notification command and a winning determination result designation command, are transmitted as a set in one timer interrupt. Note that the commands are not limited to those transmitted in one timer interrupt at a time, and commands may be sequentially transmitted one by one by the command control process in step S17 for each timer interrupt.
  After executing the start winning determination process at step S101 in FIG. And run.
  The special symbol normal process in step S110 is executed when the value of the special symbol process flag is “0”. In this special symbol normal process, the first special symbol display device 4A and the second special symbol are based on the presence / absence of reserved data stored in the first special symbol reservation storage unit 151A and the second special diagram reservation storage unit 151B. It is determined whether or not to start the special game using the display device 4B. Further, in the special symbol normal processing, whether or not to control the jackpot gaming state with the variable symbol display result of the special symbol or the decorative symbol as the “big hit” based on the numerical data indicating the random value MR1 for determining the special symbol display result, This is determined before the variable display result is derived and displayed. Furthermore, in the special symbol normal process, a fixed special symbol in the special symbol game by the first special symbol display device 4A or the second special symbol display device 4B is set corresponding to the variable display result of the special symbol in the special symbol game. . In the special symbol normal process, the value of the special symbol process flag is updated to “1” when the variable display result of the special symbol or the decorative symbol is determined in advance.
  The variation pattern setting process of step S111 is executed when the value of the special figure process flag is “1”. In this variation pattern setting process, a plurality of types of variation pattern types are used using numerical data indicating a random number value MR3 for determining the variation pattern type based on a result of prior determination as to whether or not the variable display result is “big hit”. And a process for determining a variation pattern as one of a plurality of types using numerical data indicating a random value MR4 for determining a variation pattern based on the determination result of the variation pattern type. Yes. When the variation pattern setting process is executed and the variable symbol variable display is started, the value of the special symbol process flag is updated to “2”.
  By the special symbol normal processing in step S110 and the variation pattern setting processing in step S111, a fixed special symbol, which is a variable symbol display result of the special symbol, and a variation pattern including the variable symbol display time of the special symbol and the decorative symbol are determined. That is, the special symbol normal processing and the variation pattern setting processing are performed as follows: a random number value MR1 for determining the special figure display result, a random value MR2 for determining the jackpot type, a random value MR3 for determining the variation pattern type, and a random value for determining the variation pattern. It includes processing for determining the variable display mode of special symbols and decorative symbols using MR4.
  The special symbol variation process in step S112 is executed when the value of the special symbol process flag is “2”. This special symbol variation process includes a process for setting the special symbol to be varied in the first special symbol display device 4A and the second special symbol display device 4B, and an elapsed time after the special symbol starts to vary. The process etc. which measure is included. For example, every time the special symbol change process of step S112 is executed, the special figure change time timer value, which is the stored value of the special figure change time timer provided in the game control timer setting unit 153, is subtracted or added by one. Regardless of whether the game is a special game using the first special graphic in the first special symbol display device 4A or a special game using the second special graphic in the second special symbol display device 4B. The elapsed time is measured by the timer. Further, it is also determined whether or not the measured elapsed time has reached a special figure fluctuation time corresponding to the fluctuation pattern. As described above, the special symbol variation process in step S112 is performed in the special symbol variation in the special symbol game using the first special symbol in the first special symbol display device 4A or the second special symbol display device 4B in the second special symbol display device 4B. It suffices if the process of controlling the change of the special symbol in the special figure game using the figure is controlled by a common processing routine. When the elapsed time since the start of the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to “3”.
  The special symbol stop process in step S113 is executed when the value of the special symbol process flag is “3”. In the special symbol stop process, the first special symbol display device 4A or the second special symbol display device 4B stops the change of the special symbol, and the fixed special symbol which is the variable symbol display result is stopped and displayed. A process for setting is included. Then, it is determined whether or not the jackpot flag provided in the game control flag setting unit 152 is turned on. If the jackpot flag is turned on, the value of the special figure process flag is updated to “4”. Is done. On the other hand, when the big hit flag is off, the value of the special figure process flag is updated to “0”.
  The big hit release pre-processing in step S114 is executed when the value of the special figure process flag is “4”. In the pre-hit opening pre-processing, a waiting time until the end of the execution time of the fanfare effect executed on the side of the effect control board 12 (the effect of notifying the start of the jackpot gaming state, also referred to as the effect of starting the big game) This includes a process of waiting until the time performance waiting time has elapsed, a process of starting execution of the round in the big hit gaming state, and performing a setting for opening the grand prize opening. When the setting for making the special winning opening open is performed, the value of the special figure process flag is updated to “5”.
  The big hit release processing in step S115 is executed when the value of the special figure process flag is "5". This big hit opening process is based on the process of measuring the elapsed time since the big winning opening is in the open state, the measured elapsed time, the number of game balls detected by the count switches 23A and 23B, etc. A process for determining whether or not it is time to return the winning opening from the open state to the closed state is included. Then, when returning the prize winning opening to the closed state, after performing processing for stopping the supply of solenoid drive signals to the solenoids 82A and 82B for the prize winning opening doors, the value of the special figure process flag is updated to “6”. Is done.
  The big hit release post-processing in step S116 is executed when the value of the special figure process flag is “6”. In this post-hit opening process, the process of determining whether or not the number of rounds in which the winning opening is in the open state has reached the maximum number of opening of the big winning opening, or the maximum number of opening of the big winning opening has been reached. In some cases, a process for performing a setting for transmitting an end command is included. When the number of round executions has not reached the maximum value of the number of times of winning the special winning opening, the value of the special figure process flag is updated to “5”. The value of the process flag is updated to “7”.
  The big hit end process in step S117 is executed when the value of the special figure process flag is “7”. In this jackpot end process, a waiting time until the end of the execution time of the ending effect (the effect of informing the end of the jackpot game state, also referred to as a jackpot end effect) executed on the effect control board 12 side (the jackpot end) This includes a process of waiting until a time waiting time) elapses, a process of performing various settings for starting the probability variation control and the time-saving control, and the like. When such setting is performed, the value of the special figure process flag is updated to “0”.
  FIG. 18 is a flowchart showing an example of the special symbol normal process executed in step S110 of FIG. In the special symbol normal process shown in FIG. 18, the CPU 103 first determines whether or not the second special figure holding storage number is “0” (step S231). The second special figure reserved memory number is the reserved memory number of the special figure game using the second special figure by the second special symbol display device 4B. For example, in the process of step S213, the second reserved storage number count value stored in the game control counter setting unit 154 may be read and it may be determined whether or not the read value is “0”.
  When the second special figure reservation storage number is other than “0” in step S231 (step S231; NO), the second special figure reservation storage unit 151B stores the correspondence corresponding to the reservation number “1”. As the data, numerical data indicating the random number value MR1 for determining the special figure display result, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern type are read out (step S232). The numerical data read at this time may be stored in a random number buffer for variation, for example, and temporarily stored.
  Subsequent to the processing of step S232, for example, by subtracting and updating the second reserved memory number count value, the second special figure reserved memory number is updated to be subtracted by 1 and the second special figure reserved memory is also updated. The hold data indicating the random number values MR1 to MR3 stored in the entry lower than the hold number “1” in the unit 151B is shifted higher by one entry (step S233). Further, in the process of step S233, the game control counter setting unit 154 may update the total pending storage number count value stored in the total pending storage number counter by one. At this time, the fluctuation special figure designation buffer value which is the stored value of the fluctuation special figure designation buffer is updated to “2” (step S234).
  When the second special figure reserved memory number is “0” in step S231 (step S231; YES), it is determined whether or not the first special figure reserved memory number is “0” (step S235). The first special figure reserved memory number is the reserved memory number of the special figure game using the first special figure by the first special symbol display device 4A. For example, in the process of step S235, the game control counter setting unit 154 reads the first reserved memory number count value stored in the first reserved memory number counter, and determines whether or not the read value is “0”. That's fine. Thus, the process of step S235 is executed when it is determined in step S231 that the second special figure reserved memory number is “0”, and the first special figure reserved memory number is “0”. It is determined whether or not. Thereby, execution of the special figure game using the second special figure is started in preference to the special figure game using the first special figure.
  When the number of first special figure hold storage number is other than “0” in step S235 (step S235; NO), the hold stored in correspondence with the hold number “1” in the first special figure hold storage unit 151A. As the data, numerical data indicating the random number value MR1 for determining the special figure display result, the random value MR2 for determining the jackpot type, and the random value MR3 for determining the variation pattern type are read out (step S236). The numerical data read at this time may be stored in a random number buffer for variation, for example, and temporarily stored.
  Subsequent to the processing of step S236, for example, by updating the first reserved memory number count value by subtracting 1 and updating the first special figure reserved memory number, the first special figure reserved memory is updated. The hold data indicating the random number values MR1 to MR3 stored in the entry lower than the hold number “1” in the unit 151A is shifted up by one entry (step S237). Further, in the process of step S237, the game control counter setting unit 154 may update the total pending storage number count value stored in the total pending storage number counter by one. At this time, the variable special figure designation buffer value is updated to “1” (step S238).
  After executing one of the processes in steps S234 and S238, the special table display result, which is the variable symbol display result of the special symbol, is used as a special table for determining whether to make a “big hit” or “losing”. The figure display result determination table 130 is selected and set (step S239). Subsequently, the numerical data indicating the random number value MR1 for determining the special figure display result stored in the random number buffer for fluctuation is compared with the decided values assigned to the special figure display results of “big hit” and “losing”. Then, it is determined whether the special figure display result is “big hit” or “lost” (step S240). At this time, for example, by checking the state of a probability variation flag (described later) provided in the game control flag setting unit 152 or the like, it is determined whether or not the probability variation state in which the probability variation control is performed in the pachinko gaming machine 1 is specified. Good.
  After the special figure display result is determined in step S240, it is determined whether or not the special figure display result is “big hit” (step S241). If it is determined that the game is a “hit” (step S241; YES), the jackpot flag provided in the game control flag setting unit 152 is set to the on state (step S242). At this time, the big hit type determination table 131 is selected and set as a use table for determining the big hit type as one of a plurality of types (step S243). By referring to the big hit type determination table 131 set in this way, the numerical data indicating the big hit type determining random value MR2 stored in the random number buffer for variation is each big hit of “first big hit” or “second big hit”. Depending on which of the determined values assigned to the types matches, it is determined which of the multiple types of jackpot types is to be made (step S244).
  Corresponding to the jackpot type determined in the process of step S244, for example, by setting the value of the jackpot type buffer provided in the game control buffer setting unit 155 (step S245), the determined jackpot type is stored. Let As an example, if the jackpot type is “first jackpot”, the jackpot type buffer value may be “1”, and if it is “second jackpot”, it may be “2”.
  When it is determined in step S241 that it is not “big hit” (step S241; NO), after executing the process of step S245, a result of a prior decision as to whether or not to control the big hit gaming state, A determined special symbol is determined in accordance with the determination result of the jackpot type in the gaming state (step S246). As an example, when it is determined in step S241 that the special figure display result is not “big hit”, the result is a lost symbol corresponding to the pre-determined result indicating that the special figure display result is “lost”. The special symbol indicating the symbol “-” is set as the confirmed special symbol. On the other hand, if it is determined in step S241 that the special figure display result is “big hit”, “3” or “7” that will be the big hit symbol depending on the determination result of the big hit type in step S244. One of the special symbols indicating numbers is set as the confirmed special symbol. That is, according to the determination result that the big hit type is “first big hit”, the special symbol indicating the number “3” that becomes the 6R big hit symbol is set as the confirmed special symbol. Further, according to the determination result that the big hit type is “second big hit”, the special symbol indicating the number “7” that becomes the 16R big hit symbol is set as the confirmed special symbol.
  After the confirmed special symbol is set in step S246, the special symbol process flag value is updated to “1” which is a value corresponding to the variation pattern setting process (step S247), and then the special symbol normal process is terminated. . If the number of reserved games stored in the special figure game using the first special figure is “0” in step S235 (step S235; YES), a predetermined demonstration display setting is performed (step S248), and then the special symbol is set. Normal processing ends. In this demonstration display setting, for example, whether or not an effect control command for designating a demonstration display by displaying a predetermined effect image on the image display device 5 has been transmitted from the main board 11 to the effect control board 12. Determine. At this time, if the transmission has been completed, the demonstration display setting is ended as it is. On the other hand, if it has not been transmitted, the setting for transmitting the customer waiting demonstration designation command is performed, and then the demonstration display setting is terminated.
  FIG. 19 is a flowchart showing an example of the variation pattern setting process executed in step S111 of FIG. In the variation pattern setting process shown in FIG. 19, the CPU 103 first determines whether or not the big hit flag is on (step S261). If the big hit flag is on (step S261; YES), the big hit variation pattern type determination table 132A is selected and set as a use table for determining one of a plurality of variation pattern types (step S262). ). Further, for example, by reading the big hit type buffer value stored in the game control buffer setting unit 155, it is specified whether the big hit type is “first big hit” or “second big hit” (step S263). .
  When the big hit flag is off in step S261 (step S261; NO), for example, by determining whether or not a time reduction flag (described later) provided in the game control flag setting unit 152 is on, etc. It is determined whether or not (step S264). When the time reduction control is not being performed (step S264; NO), the loss variation pattern type determination table (normal time) 132B is selected and set as a use table for determining one of a plurality of variation pattern types (step S264). S265). When time-shortening control is being performed in step S264 (step S264; YES), the loss variation pattern type determination table (during time-shortening control) 132C is selected and set in the use table for determining the variation pattern type (step S264). S266). When either one of the processes of steps S265 and S266 is executed, the total reserved memory number may be specified by reading the stored value of the total reserved memory number counter provided in the game control counter setting unit 154, for example.
  After executing any of the processes of steps S263, S265, and S266, the data is set in the usage table based on, for example, numerical data indicating the random value MR3 for determining the variation pattern type stored in the random number buffer for variation. By referring to the variation pattern type determination table, the variation pattern type is determined as one of a plurality of types (step S267).
  That is, when the big hit flag is on, the table data corresponding to the big hit type specified by the processing of step S263 is selected from the table data constituting the big hit fluctuation pattern type determination table 132A selected in step S262. Then, the variation pattern type to which the determination value corresponding to the numerical data indicating the random value MR3 for determining the variation pattern type is assigned is determined.
  When the big hit flag is off, the loss variation pattern type determination table (normal time) 132B selected in step S265 or the loss variation pattern type determination table (during time reduction control) 132C selected in step S265 Then, the table data corresponding to the total reserved memory number is selected, and the variation pattern type to which the determination value corresponding to the numerical data indicating the random value MR3 for determining the variation pattern type is assigned is determined.
  After determining the variation pattern type in step S267, the variation pattern determination table 133 is selected and set as a use table for determining one of a plurality of variation patterns (step S268). Subsequently, based on the numerical data indicating the random number MR4 for determining the variation pattern, the variation pattern is determined to be one of a plurality of types by referring to the variation pattern determination table 133 set in step S268 (step S269).
  The numerical data indicating the random number value MR4 for determining the variation pattern may be extracted from the random number circuit 104, the random counter of the game control counter setting unit 154, or the like when the process of step S269 is executed, or the first start winning prize In the first special figure reservation storage unit 151B and the second special figure reservation storage unit 151B, together with random numbers MR1 to MR3, the game balls that have passed through the mouth and the second start winning opening are detected. It may be stored as hold information.
  After the change pattern is determined in step S269, a special figure change time which is a variable symbol display time is set (step S270). Specifically, the CPU 103 may set the special figure fluctuation time corresponding to the fluctuation pattern determined in step S269 as the timer initial value of the special figure fluctuation time timer. Since the timer value of the special figure variable time timer is decremented by 1 every timer interrupt, the value set as the timer initial value is a value based on the interrupt cycle T. For example, if the interrupt period is Tms, the number of interrupts generated per second is 1000 / T (times), so the initial timer value per second is 1000 / T. For example, if the interrupt period T is 4 ms, the timer initial value for 1 second is “250”. The same applies to timer initial values of other timers on the main board 11 side (for example, special figure confirmation display time timer) and timer initial values of timers on the effect control board 12 (for example, notification time limit timer). It is.
  After executing the process of step S270, a special game using the first special symbol in the first special symbol display device 4A and a second special symbol in the second special symbol display device 4B according to the variable special symbol designation buffer value. A setting for starting the variation of the special symbol is performed so as to start any of the special game using the figure (step S271). As an example, if the variable special symbol designation buffer value is “1”, a setting for transmitting a drive signal for updating the display of the first special symbol in the first special symbol display device 4A is performed. On the other hand, if the variable special symbol designation buffer value is “2”, a setting for transmitting a drive signal for updating the display of the second special symbol in the second special symbol display device 4B is performed.
  Subsequent to the processing in step S271, settings are made to transmit various commands for starting the change of the special symbol (step S272). For example, when the variation special figure designation buffer value is “1”, the CPU 103 sends a gaming state designation command, a first variation start command, a variation pattern designation command, a variable display result from the main board 11 to the effect control board 12. In order to sequentially transmit the notification command and the first pending storage number notification command, setting data indicating the storage address in the ROM 101 of the first variation start command table prepared in advance is provided in the game control buffer setting unit 155. Store in the buffer area designated by the send command pointer in the send command buffer. On the other hand, when the variation special figure designation buffer value is “2”, the CPU 103 sends a gaming state designation command, a second variation start command, a variation pattern designation command, a variable display result from the main board 11 to the effect control board 12. In order to sequentially transmit the notification command and the second pending storage number notification command, setting data indicating the storage address in the ROM 101 of the second variation start command table prepared in advance is designated by the transmission command pointer in the transmission command buffer. Stored in the buffer area. Thereafter, the value of the special figure process flag is updated to “2” which is a value corresponding to the special symbol fluctuation process (step S273), and then the fluctuation pattern setting process is ended.
  FIG. 20 is a flowchart showing an example of the special symbol stop process executed in step 113 of FIG. In the special symbol stop process shown in FIG. 20, the CPU 103 first determines whether or not a special figure fixed display flag provided in, for example, the game control flag setting unit 152 or the like is on (step S291). Here, the special figure fixed display flag is set to the on state by the process of step S295 in response to the fixed special symbol that is the variable display result in the special figure game being derived and displayed.
  When the special figure fixed display flag is OFF in step S291 (step S291; NO), the CPU 103 performs setting for deriving and displaying the fixed special symbol (step S292). Subsequently, the CPU 103 performs setting for transmitting the symbol confirmation designation command to the effect control board 12 (step S293). Subsequently, the CPU 103 sets a special figure fixed display time which is a fixed special symbol stop display time (step S294). Specifically, the CPU 103 sets a predetermined special figure fixed display time as a timer initial value of a special figure fixed display time timer value which is a stored value of a special figure fixed display time timer provided in the game control timer setting unit 153. Should be set. In this embodiment, the time related to the fluctuation pattern is the special figure fluctuation time, and the special figure confirmation display time is a time not related to the fluctuation pattern (for example, a fixed time), but in addition to the special figure fluctuation time, The special figure confirmation display time may also be a time related to the variation pattern. For example, the total time of the special figure fluctuation time and the special figure confirmation display time is the time according to the fluctuation pattern, and the timer initial value of the special figure fluctuation time timer and the timer initial value of the special figure confirmation display time timer according to the fluctuation pattern May be set.
  Subsequent to the process of step S294, the CPU 103 sets the special figure confirmation display flag to the on state (step S295), and then ends the special symbol stop process.
  When the special figure confirmation display flag is ON in step S291 (step S291; YES), it is determined whether or not the special figure confirmation display time has elapsed (step S296). In the process of step S296, for example, it may be determined whether or not the special figure fluctuation time timer set with the timer initial value in step S294 has timed out (whether or not the special figure fluctuation time timer value has become 0). . If the special figure confirmation display time has not elapsed in step S296 (step S296; NO), the special symbol stop process is terminated to wait until the special figure confirmation display time has elapsed.
  When the special figure confirmation display time has elapsed in step S296 (step S296; YES), after clearing the special figure confirmation display flag to turn it off (step S297), it is determined whether or not the big hit flag is on. Determination is made (S298). At this time, if the big hit flag is on (step S298; YES), the big hit start production waiting time is set (step S299). Specifically, as a timer initial value of the jackpot start stage waiting time timer value which is a stored value of the jackpot start stage waiting time timer provided in the game control timer setting unit 153, a predetermined jackpot start stage waiting time is set. Should be set.
  Subsequent to the processing in step S299, the CPU 103 performs setting for transmitting a hit start designation command from the main board 11 to the effect control board 12 (step S300). For example, in the process of step S300, the setting data indicating the storage address in the ROM 101 of the hit start designation command table prepared in advance for transmitting the hit start designation command corresponding to the big hit type buffer value is transmitted in the transmission command buffer. What is necessary is just to store in the buffer area | region designated with the pointer.
  Subsequent to the processing in step S300, the CPU 103 clears the big hit flag and turns it off (step S301). Subsequently, the CPU 103 sets, for example, a big hit start flag provided in the game control flag setting unit 152 or the like to an on state (step S302). Subsequently, the CPU 103 performs settings for ending the time reduction state or the probability variation state (step S303). In the process of step S303, for example, the process of clearing the time reduction flag and the probability variation flag provided in the game control flag setting unit 152 to turn off, or the time reduction counter provided in the game control counter setting unit 154 is cleared. Thus, a process for initializing the short-time count value to “0”, a process for clearing the probability variation count counter and initializing the probability variation count value to “0”, and the like may be executed.
  In the present embodiment, the time reduction flag is set to the on state when the high opening control and the time reduction control are performed, and is cleared to be turned off when the time reduction state ends. That is, the fact that the time reduction flag is on indicates that the gaming state is a time reduction state, and high opening control and time reduction control are performed. In addition, the probability variation flag is set to an on state when the probability variation state in which the probability variation control is performed is set, and is cleared to be turned off when the probability variation state ends. That is, the fact that the probability change flag is on indicates that the gaming state is the probability change state, and probability change control is performed. Moreover, the time reduction counter is a counter for counting the remaining number of times for the special figure game in which the time reduction control or the high opening control is performed. The probability variation counter is a counter for counting the remaining number of times for the special game for which probability variation control is performed.
  Subsequent to the processing in step S303, settings are made to transmit a game state designation command from the main board 11 to the effect control board 12 (step S304). Thereby, the change (transition) of the gaming state in the pachinko gaming machine 1 can be notified to the effect control board 12 side. In this embodiment, the game state designation command is transmitted regardless of whether the game state has changed or not. However, when the game state has changed (for example, from the short-time state or the probability change state to the normal state). The game state designation command may be transmitted only when it has changed. On the side of the effect control board 12, the current gaming state is specified from the contents of the gaming state designation command transmitted from the main board 11 (including the fact that the gaming state has changed). Instead, the current gaming state may be specified by receiving the hit start designation command. In this case, the game state designation command may not be transmitted by the process of step S304 or the like.
  Next, the CPU 103 initializes the value of the number of rounds for counting the number of round games in the big hit gaming state to 1 (step S304A). After that, the value of the special symbol process flag is updated to “4”, which is a value corresponding to the big hit release pre-processing (step S305), and the special symbol stop processing is terminated.
  If the big hit flag is off in step S298 (step S298; NO), it is determined whether or not the time-short state or the probability variation state is to be ended (step S306). For example, in the process of step S306, when the time reduction flag is on, the time reduction count value which is the stored value of the time reduction counter is subtracted, for example, by 1 and updated. It is determined whether the updated time count count value matches a time reduction end determination value (for example, “0”). If the updated time reduction count value does not match the time reduction end determination value, it may be determined not to end the time reduction state, and if it matches, the time reduction state may be determined to end. In the process of step S306, when the probability variation flag is on, the probability variation count value that is the stored value of the probability variation counter is updated by subtracting, for example, one. Judgment is made as to whether or not the count value of the probability change count after the update matches a probability change end determination value (eg, “0”). It may be determined that the probability variation state is not terminated if the updated probability count count value after the update does not match the probability variation end determination value, and that the probability variation state is terminated if the probability variation end count value matches. If it is determined that the time reduction state is to be ended, the time reduction flag is cleared and turned off, and the time reduction state (time reduction control, high opening control) is ended. If it is determined that the probability variation state is to be terminated, the probability variation flag is cleared and turned off, and the probability variation state (probability variation control) is terminated. In the present embodiment, the pachinko gaming machine 1 is assumed to be in the gaming state of either the low probability low base state or the high probability high base state, so when the time reduction flag is on, the probability variation flag is on, The initial value set in the probability variation counter so that the time variation flag is off when the time reduction flag is off, the time reduction flag is on when the probability variation flag is on, and the time reduction flag is off when the probability variation flag is off. And the initial value set in the hour / times counter are set to the same value (for example, 100 times) (steps S322 and S323 of the big hit end process).
  Subsequent to the process of step S306, setting for transmitting a game state designation command from the main board 11 to the effect control board 12 is performed (step S307). Thereby, the change (transition) of the gaming state in the pachinko gaming machine 1 can be notified to the effect control board 12 side. In this embodiment, the game state designation command is transmitted regardless of whether the game state has changed or not. However, when the game state has changed (for example, from the short-time state or the probability change state to the normal state). The game state designation command may be transmitted only when it has changed. On the side of the effect control board 12, the current gaming state is specified from the contents of the gaming state designation command transmitted from the main board 11 (including the fact that the gaming state has changed), but instead the main gaming state designation command is sent. The current gaming state may be specified by counting the number of executions of variable display on the side of the effect control board 12 independently of the board 11 side. In this case, the gaming state designation command does not have to be transmitted by the processing in step S307 or the like. Thereafter, the special symbol process flag is cleared and its value is initialized to “0” (step S308), and then the special symbol stop process is terminated.
  FIG. 21 is a flowchart showing an example of the big hit release pre-processing executed in step S114 of FIG. In the big hit release pre-processing shown in FIG. 21, the CPU 103 first determines whether or not the big hit start time flag is on (step S131). Here, the big hit start time flag is set to the on state in response to the big hit flag being on in the special symbol stop process of step S113 shown in FIG.
  If the big hit start flag is not on in step S131 (step S131; NO), a big winning opening determination process (see FIG. 24) is executed (step S220), and the process proceeds to step S138. As described above, in addition to the big hit opening process in step S115, the big winning opening determination process is executed also in the post-hit opening process in step S114, thereby suitably detecting a winning (over winning) exceeding the winning upper limit determination value. be able to. For example, over-winning can be suitably detected while waiting for the next release (during step S138 (YES)). The special winning opening determination process will be described later.
  If the big hit start time flag is ON in step S131 (step S131; YES), it is determined whether or not the big hit start presentation waiting time has elapsed (step S132). In the process of step S132, for example, whether or not the jackpot start presentation waiting time timer for which the timer initial value was set in step S299 of the special symbol stop process has timed out (the jackpot start presentation waiting time timer value becomes 0). Whether or not) may be determined.
  If the big hit start presentation waiting time has not elapsed (step S132; NO), the big hit pre-opening process is terminated. If the big hit start time waiting time has elapsed (step S132; YES), the CPU 103 clears the big hit start time flag (step S134). Subsequently, the CPU 103 clears the special winning opening opening number counter (step S135). Specifically, the special winning opening opening count value is initialized to “1”. Subsequently, the CPU 103 reads out the jackpot type buffer value stored in the game control buffer setting unit 155 (step S136).
  Following the process of step S136, an opening control pattern corresponding to the jackpot type buffer value read in step S136 is set (step S137). At this time, as shown in FIG. 22A, for example, if the big hit type buffer value is “1”, the release control pattern of the release KP1 is set. On the other hand, if the jackpot type buffer value is “2”, the release control pattern of release KP2 is set.
  Following the process of step S137 or the process of step S220, the CPU 103 determines whether or not it is waiting for the next opening (step S138). That is, it is determined whether or not it is during the interval period until the next prize opening is opened as the next round. Such an interval period is indispensable for clearly dividing each round game. In the process of step S138, for example, whether or not the round start waiting time timer for which the timer initial value was set in step S366 of the big hit release post process has timed out (whether or not the round start waiting time timer value has become 0). Can be determined. If it is waiting for the next opening (step S138; YES), that is, if the interval period has not ended, the jackpot opening pre-processing is ended.
  On the other hand, if it is not waiting for next opening (step S138; NO), that is, if the interval period ends, the CPU 103 determines whether the number of rounds is 5 (step S139A), and the number of rounds is 5 Otherwise, the start of opening the first big prize opening of the special variable winning ball apparatus 7A is controlled (step S139B). If the number of rounds is 5, the opening of the second big prize opening of the special variable winning ball apparatus 7B is started. Is controlled (step S139C). For example, the CPU 103 sets an opening time for opening the grand prize opening based on the opening control pattern set in step S137 and the count value in the big prize opening number counter, and the big prize opening is opened. Set as follows. Specifically, in the processing of step S139B and step S139C, the CPU 103 sets in step S137 as the timer initial value of the opening time timer value that is the stored value of the opening time timer provided in the game control timer setting unit 153. The special winning opening opening time (upper limit time for the open state) of the opened control pattern may be set. For example, when the opening control pattern of the opening KP1 shown in FIG. 22B is set, only when the count value of the special winning opening opening number counter is “1” to “6”, the timer initial value is 29. When 5 seconds is set and the opening control pattern of the opening KP2 shown in FIG. 22B is set, for example, the count value of the special winning opening opening number counter is any of “1” to “16” In this case, 29.5 seconds may be set as the timer initial value. Further, in the processing of step S139B and step S139C, for example, the output of a solenoid drive signal for the solenoids 82A and 82B for predetermined large prize opening doors is started via a predetermined solenoid circuit, respectively. It is only necessary to set the solenoids 82A and 82B for the big prize opening doors to be in the open state.
  Subsequent to the processing of step S139B and step S139C, the CPU 103 performs setting for transmitting a large winning opening open notification command to the effect control board 12 (step S140). Subsequently, the CPU 103 updates the value of the special figure process flag to “5”, which is a value corresponding to the big hit release process (step S141), and then ends the big hit release pre-processing.
  FIG. 23 is a flowchart showing an example of the big hit release process executed in step S115 of FIG. In the big hit opening process shown in FIG. 23, the CPU 103 first determines whether or not the big winning opening opening upper limit time has elapsed (step S121). If the special winning opening opening upper limit time has not elapsed (step S121; NO), the special winning opening determination process is executed (step S220). FIG. 24 shows the big hit release pre-processing (step S114) in FIG. 21, the big hit open process in FIG. 23 (step S115), the big hit release after processing (step S116) in FIG. 25, and the big hit end process (step S117) in FIG. It is a flowchart which shows an example of the big prize opening determination process performed by.
  In the special winning opening determination process shown in FIG. 24, the CPU 103 first determines whether or not the detection signal transmitted from the count switches 23A and 23B is turned on (step S221). If the count switches 23A and 23B are not on (step S221; NO), the CPU 103 advances the process to be executed to step S225.
  When the count switches 23A and 23B are on (step S221; YES), the transmission setting of the big prize opening prize notification command for notifying the effect control board 12 of the winning of the game ball to the big prize opening is set. Performed (step S222). Subsequently, it is determined whether or not the value of the special figure process flag is “5”, which is a value corresponding to the big hit release processing (step S223). If the value of the special figure process flag is not “5” corresponding to the big hit release process (step S223; NO), the CPU 103 advances the process to be executed to step S225.
  If the value of the special figure process flag is “5” corresponding to the big hit release processing (step S223; YES), the number of winnings which is the stored value of the winning number counter provided in the game control counter setting unit 154 The count value is updated to add 1 (step S224). Then, the CPU 103 advances the process to be executed to step S225. It should be noted that the winning number count value only needs to indicate the number of game balls detected by the count switches 23A and 23B while one round game is executed.
  In step S225, the CPU 103 determines whether or not the special area switch 24 is turned on. If it is determined that the special area switch 24 is not in the on state (NO in step S225), the CPU 103 ends the big prize opening determination process.
  On the other hand, when it is determined that the special area switch 24 is in the on state (YES in step S225), the CPU 103 turns on the probability variation continuation flag indicating that the probability variation state is continued in the big hit gaming state (step S226). Then, the CPU 103 performs transmission setting of a special area passage notification command for notifying that the game ball has passed through the special area of the second big prize opening of the special variable winning ball apparatus 7B to the effect control board 12 ( Step S227). Thereafter, the CPU 103 ends the special winning opening determination process.
  Returning to FIG. Subsequent to the big winning opening determination process shown in FIG. 24, it is determined whether or not the winning number count value has reached a predetermined winning upper limit determination value (“10” in the present embodiment) (step S126). If the winning upper limit determination value has not been reached (step S126; NO), the big hit release process is terminated. Here, since the value of the special figure process flag is not updated, the big hit release process is executed again when the next timer interrupt occurs.
  On the other hand, if the big winning opening opening upper limit time has elapsed in step S121 (step S121; YES), or if it is determined in step S126 that the winning upper limit determination value has been reached (step S126; YES), this time It is determined that the round game will be finished, and the opening end control is performed to return the open winning prize opening to the closed state (step S127). At this time, a setting for stopping transmission of drive signals to the solenoids 82A and 82B may be performed.
  Following the processing of step S127, the winning number counter is cleared and the winning number count value is initialized to “0” (step 128). Then, after updating the value of the special figure process flag to “6” corresponding to the processing after the big hit release (step S129), the processing during the big hit release is ended.
  FIG. 25 is a flowchart showing an example of the big hit release post-processing executed in step S116 of FIG. In the post-hit-opening process shown in FIG. 25, the CPU 103 first executes the big winning opening determination process shown in FIG. 24 (step S220). As described above, in addition to the big hit opening process in step S115, the big winning opening determination process is also executed in the post-hit opening process in step S116, thereby suitably detecting a winning (over winning) exceeding the winning upper limit determination value. be able to.
  After executing the big prize opening determination process shown in FIG. 24, the CPU 103 updates the special prize opening number-of-openings count value to be incremented by 1 (step S364). Subsequently, it is determined whether or not the updated big winning opening opening count value has reached the maximum value (step S365).
  The “maximum value” in step S365 is to be compared with the updated winning prize opening number count value, and the initial value of the winning prize opening number count value is “1”. The “maximum value” is a number obtained by adding 1 to the upper limit number of rounds. For example, the “maximum value” is “7” in the case of the first big hit where the upper limit number of rounds is 6, and the “maximum value” is set in the case of the second big hit where the upper limit number of rounds is 16. “17”. It should be noted that instead of the updated large winning opening opening count value, it may be compared with the maximum winning opening opening count value before updating and the “maximum value”. In this case, the “maximum value” may be set as the upper limit number of rounds.
  If the winning prize opening opening count value is other than the maximum value (step S365; NO), a round start waiting time (interval time) is set (step S366). Specifically, the CPU 103 sets a predetermined round start waiting time as a timer initial value of the round start waiting time timer value which is a stored value of the round start waiting time timer provided in the game control timer setting unit 153. That's fine. Subsequently, the CPU 103 performs setting for transmitting a notification command after opening the big prize opening to the effect control board 12 (step S367). Next, the CPU 103 adds 1 to the value of the number of rounds (step S367A). After executing the process of step S367A, the value of the special figure process flag is updated to “4” which is a value corresponding to the pre-hit release process (step S368), and the post-hit release process is terminated. Thus, until it is determined by the process of step S365 that the updated big prize opening number count value is the maximum value, the process of steps S114 to S116 shown in FIG. Multiple rounds of opening the grand prize opening can be executed. Further, by setting the round start waiting time in the process of step S366, the next open waiting is performed in the process of step S114 shown in FIG. 15 until the round start waiting time elapses (step S138; YES). The next round can be started after a desired interval period.
  When the winning prize opening number count value is the maximum value in step S365 (step S365; YES), the effect waiting time at the end of the big hit is set (step S369). Specifically, as a timer initial value of the big hit end presentation waiting time timer value which is a stored value of the big hit end presentation wait time timer provided in the game control timer setting unit 153, a predetermined big hit end presentation wait time is set. Should be set. Subsequently, a setting for transmitting a hit end designation command to the effect control board 12 is performed (step S370). Thereafter, the value of the special figure process flag is updated to “7” which is a value corresponding to the big hit end process (step S371), and then the big hit release post-processing is ended. In this way, by setting the big hit end presentation waiting time in the process of step S369, according to the end of the ending effect executed on the side of the production control board 12 in the process of step S117 shown in FIG. The special symbol normal process in step S110 shown in FIG. 15 can be executed.
  FIG. 26 is a flowchart showing an example of the big hit end process executed in step S117 of FIG. In the jackpot end process shown in FIG. 26, first, the CPU 103 determines whether or not the big hit end presentation waiting time has elapsed (S321). In the process of step S321, for example, whether or not the big hit end presentation waiting time timer for which the timer initial value was set in step S369 of the big hit release post process has timed out (the big hit end presentation waiting time timer value becomes 0). Whether or not) may be determined. If the big hit end presentation waiting time has not elapsed in step S321 (step S321; NO), the big winning opening determination process shown in FIG. 24 is executed (step S220), and the big hit end process is ended. In this way, in addition to the big hit opening process in step S115, the big win opening determination process is also executed in the big hit end process in step S117, so that a winning exceeding the winning upper limit determination value (over winning) is suitably detected. Can do.
  When the big hit end production waiting time has elapsed in step S321 (step S321; YES), the CPU 103 determines whether or not the probability variation continuation flag is on (step S321A). If it is determined that the probability variation continuation flag is not in the on state (NO in step S321A), the CPU 103 ends the jackpot ending process. On the other hand, when it is determined that the probability variation continuation flag is on (YES in step S321A), the CPU 103 performs setting for starting the probability variation control (step S322). Specifically, in the process of step S322, the probability variation flag is set to the on state, and an initial value (for example, 100 times) corresponding to the upper limit value of the special figure game capable of executing the probability variation control is set in the probability variation counter. .
  Subsequent to the processing in step S322, settings for starting the time reduction control and the high opening control are performed (step S323). Specifically, in the process of step S323, the time reduction flag is set to the on state, and an initial value (for example, 100 times) corresponding to the upper limit value of the special figure game capable of executing the time reduction control or the high opening control is set to the time reduction number. Set to counter.
  Subsequent to the process of step S322, setting for transmitting a game state designation command from the main board 11 to the effect control board 12 is performed (step S324). Thereby, the gaming state after the big hit gaming state is finished in the pachinko gaming machine 1 can be notified to the side of the effect control board 12. Thereafter, the value of the special figure process flag is updated to “0” (step S325), and then the execution of the big hit end process is ended.
  When the setting for starting the high opening control is performed by the big hit end process, the process for performing the high opening control is executed in the normal symbol process in step S16 shown in FIG. For example, when the hour / hour flag is on, the ratio of the decision to make the ordinary map display result “per ordinary figure” may be higher than when the hour / hour flag is not on. As an example, the number of decision values (values to be compared with the numerical data indicating the random number MR5 for determining the usual drawing display result) assigned to “per common figure” to be referred to when the time flag is on is as follows: More than the number of decision values (values to be compared with the numerical data indicating the random value MR5 for determining the usual drawing display result) assigned to “per common figure” to be referred to when the time flag is not on. By using the display result determination table, when the time reduction flag is on, the rate at which the decision to make the general map display result “per map” is higher than when the time reduction flag is not on. Also good. Further, for example, when the hour / hour flag is on, the variable symbol display time may be shorter than when the hour / hour flag is not on. Further, when the time reduction flag is on, the tilt control time and the number of times of tilt control may be increased compared to when the time reduction flag is not on.
  Next, the operation in the effect control board 12 will be described. In the effect control board 12, when the supply of the power supply voltage is received from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. When the effect control main process shown in FIG. 27 is started, the effect control CPU 120 first executes a predetermined initialization process (step S71), clears the RAM 122, sets various initial values, and sets the effect control board 12. Set the registers of the mounted CTC. Thereafter, it is determined whether or not the timer interrupt flag is on (step S72). The timer interrupt flag is set to the on state every time a predetermined time elapses based on, for example, the CTC register setting. At this time, if the timer interrupt flag is off (step S72; NO), the process of step S72 is repeatedly executed and the process waits.
  On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 is generated separately from the timer interrupt that occurs every time a predetermined time elapses. This interruption is generated when, for example, an effect control INT signal from the main board 11 is turned on. When an interruption due to the turn-on of the effect control INT signal occurs, the effect control CPU 120 automatically sets the interrupt prohibition, but if a CPU that does not automatically enter the interrupt disable state is used, the interrupt is interrupted. It is desirable to issue a prohibition order. The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt when the effect control INT signal is turned on. In this command reception interrupt process, a control signal that becomes an effect control command from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. Capture. The effect control command captured at this time is stored, for example, in an effect control command reception buffer provided in the effect control buffer setting unit 194. As an example, when the effect control command has a 2-byte configuration, the first byte and the second byte are sequentially received and stored in the effect control command reception buffer. Thereafter, the effect control CPU 120 ends the command reception interrupt processing after setting the interrupt permission.
  If the timer interrupt flag is on in step S72 (step S72; YES), the timer interrupt flag is cleared and turned off (step S73), and command analysis processing is executed (step S74). In the command analysis process executed in step S74, for example, after reading various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the effect control command reception buffer, the reading is performed. Settings and control corresponding to the issued effect control command are performed.
  After executing the command analysis process in step S74, an effect control process is executed (step S75). In the effect control process of step S75, for example, an effect image display operation in the display area of the image display device 5, an audio output operation from the speakers 8L and 8R, a lighting operation in the light emitter such as the game effect lamp 9 and the decoration LED, and the effect The control content of the rendering operation using various rendering devices, such as the driving operation in the model, is determined, determined, set, etc. according to the rendering control command transmitted from the main board 11.
  Following the effect control process in step S75, effect random number update processing is executed (step S76), and the effect random numbers counted by the random counter of the effect control counter setting unit 193 are used as various random values used for effect control. The numerical data indicating is updated by software. Thereafter, the process returns to step S72.
  28 and 29 are flowcharts showing an example of the command analysis process executed in step S74 of FIG. In the command analysis processing shown in FIG. 28, the effect control CPU 120 first receives a command received from the main board 11 transmitted via the relay board 15 by confirming the storage contents of the effect control command reception buffer. It is determined whether or not there is (step S501). If there is no received command (step S501; NO), the command analysis process is terminated.
  If there is a received command (step S501; YES), the production control CPU 120 determines whether or not the received command is a big prize winning notification command, for example, by checking the MODE data of the received command. (Step S502). When it is a big prize opening prize notification command (step S502; YES), the effect control CPU 120 counts the number of big prize winning prizes which is a stored value of the big prize opening number counter provided in the production control counter setting unit 193. The value is updated so that 1 is added (step S504). The grand prize winning number count value indicates the number of times that a game ball has won a big winning opening from the time a round is executed until the next round is executed. Then, the effect control CPU 120 sets a special winning opening prize flag provided in the effect control flag setting unit 191 (step S504A). The grand prize winning prize flag is a flag that is set every time a game ball wins a prize winning opening.
  Subsequent to step S504A, the effect control CPU 120 determines whether or not it is an overwinning (step S505). For example, the updated winning prize count count value after the update is a predetermined over-winning determination value (a value larger by one than the winning upper limit determination value used in step S123 of the big hit opening process shown in FIG. 23). In the embodiment, since the winning upper limit determination value is “10”, it may be determined whether or not the over winning determination value is “11”). If it is not over winning (step S505; NO), the command analysis process is terminated.
  If it is over winning (step S505; YES), the effect control CPU 120 adds 1 to the accumulated over winning ball count value which is the stored value of the accumulated over winning ball counter provided in the effect control counter setting unit 193. (Step S506), an over-winning flag is set (step S507), and the command analysis process is terminated. The cumulative over-winning ball count value indicates the cumulative number of over-winning balls from the time when the first big hit (first win) round is executed until the low probability low base state is reached after the big win ends. That's fine. In other words, any number may be used as long as it indicates the cumulative number of balls that have been over-winned during the retreat. The over-winning flag is a flag that is set every time a game ball wins a prize winning limit exceeding a winning upper limit determination value.
  When the received command is not a big prize opening notification command in step S502 (step S502; NO), the effect control CPU 120 determines whether or not the received command is a big winning opening notification command (step S508). ). If it is a command for notifying a prize winning opening (step S508; YES), the flag for opening a prize winning opening is set (step S509), the prize winning count counter is cleared, and the prize winning count count value is set to " The command analysis processing is terminated.
  When the received command is not a notification command during opening of the big winning opening in step S508 (step S508; NO), the effect control CPU 120 determines whether or not the received command is a notification command after opening of the big winning opening (step S508). S511). If it is a notification command after opening the big prize opening (step S511; YES), a flag after opening the big prize opening is set (step S512), and the command analysis process is terminated.
  When the received command is not a notification command after opening the big winning opening in step S511 (step S511; NO), as shown in FIG. 29, the effect control CPU 120 determines whether or not the received command is a hit start designation command. Determination is made (step S515). If it is a hit start designation command (step S515; YES), a hit start designation command reception flag is set (step S516), and the command analysis process is terminated.
  When the received command is not a hit start designation command in step S515 (step S515; NO), the effect control CPU 120 determines whether or not the received command is a hit end designation command (step S517). When it is a hit end designation command (step S517; YES), a hit end designation command reception flag is set (step S518), and the command analysis processing is ended.
  When the received command is not a hit / end designation command in step S517 (step S517; NO), the effect control CPU 120 determines whether or not the received command is a gaming state designation command (step S519). If it is a gaming state designation command (step S519; YES), the on state / off state of the high-accuracy flag and high base flag are switched based on the contents of the received gaming state designation command (step S520). The high-accuracy flag is provided, for example, in the production control flag setting unit 191 and is turned on in response to the probability variation state, and is used for switching the on / off state of the probability variation flag on the main board 11 side. Correspondingly, the on state and the off state are switched. The high base flag is provided, for example, in the production control flag setting unit 191 and is turned on in response to the time reduction state, and is used to switch the time reduction flag on the main board 11 side between the on state and the off state. Correspondingly, the on state and the off state are switched. Specifically, when the gaming state designation command designates the highly accurate high base state, the effect control CPU 120 turns on both the high probability flag and the high base flag. When the gaming state designation command is to designate the high probability low base state, the high probability flag is turned on and the high base flag is turned off. When the gaming state designation command is to designate the low probability high base state, the high probability flag is turned off and the high base flag is turned on. When the gaming state designation command designates the low probability low base state, both the high probability flag and the high base flag are turned off. In the present embodiment, since the pachinko gaming machine 1 is in a gaming state of either a low probability low base state or a high probability high base state, the received gaming state designation command designates the low probability low base state. Either a gaming state designation command or a gaming state designation command that designates a highly accurate base state.
  Subsequent to step S520, the effect control CPU 120 determines whether or not both the high-accuracy flag and the high base flag are turned off (step S521). That is, it is determined whether both the high-accuracy flag and the high base flag are in the off state. If both are not in the off state (step S521; NO), that is, if at least one is in the on state, the command analysis processing is terminated. If both are in the off state (step S521; YES), the cumulative over winning ball number counter is cleared and the cumulative over winning ball number count value is initialized to “0” (step S522). In step S522A, the value of the number of times that the big hit gaming state has been continued (so-called continuous number of times) is initialized to 0 (step S522A), and the command analysis processing is terminated.
  When it is determined in step S519 that the received command is not a gaming state designation command (step S519; NO), the effect control CPU 120 determines whether or not the received command is a special area passage notification command ( Step S531). When it is determined that the received command is a special area passage notification command (YES in step S531), the effect control CPU 120 confirms that the game ball has passed through the special area of the second big prize opening of the special variable winning ball apparatus 7B. The special region passage flag shown is set (step S532), and the command analysis processing is terminated. When it is determined that the received command is not a special area passage notification command (NO in step S531), the effect control CPU 120 performs settings according to other received commands (step S523), and ends the command analysis processing.
  FIG. 30 is a flowchart showing an example of the effect control process executed in step S75 of FIG. In the effect control process shown in FIG. 30, the effect control CPU 120 first executes an over-winning notification process (step S150), and executes a cumulative over-winning ball number notification process (step S151). Then, according to the value of the production process flag provided in the production control flag setting unit, any one of the processes in steps S170 to S177 is selected and executed.
  In the over-winning notification process in step S150, the notification time limit is set when there is a winning (the tenth winning) with a grand prize winning number count value of 10. Then, when there is a prize (the eleventh prize) in which the number of times of winning prizes is 11, the over-winning is notified if the notification time limit has elapsed, and the notification time limit must have elapsed. Will not report over winning.
  In the cumulative over-winning ball number notification process in step S151, the cumulative over-winning ball number is notified in the jackpot start process (step S174) to the post-hit end process (step S177).
  The variable display start waiting process in step S170 is executed when the value of the effect process flag is “0”. For example, in the variable display start waiting process, the image display device 5 is based on whether or not a predetermined effect control command (for example, a variation pattern designation command, a first variation start command, or a second variation start command) is received. The process of determining whether or not to start the variable display of the decorative pattern at is performed. After performing the above processing, the value of the production process flag is updated to “1”.
  The variable display start setting process in step S171 is executed when the value of the effect process flag is “1”. For example, in the variable display start setting process, in response to the start of the special figure game, in order to perform variable display of decorative symbols on the image display device 5 and other various effects operations, the variable display start setting process is performed. Processing for determining an effect control pattern or the like is performed. After performing the above processing, the value of the effect process flag is updated to “2”.
  The effect processing during variable display in step S172 is executed when the value of the effect process flag is “2”. For example, in the variable display effect process, a process of executing various effects such as variable display of decorative symbols is performed based on the effect control pattern determined in the variable display start setting process in step S171. After performing the above processing, the value of the effect process flag is updated to “3”.
  The special figure waiting process in step S173 is executed when the value of the effect process flag is “3”. For example, in the special symbol waiting process, a process of stopping the confirmed decorative symbol is performed. When it is a big hit, processing for setting a fanfare effect is performed, and the value of the effect process flag is updated to “4”. When the game is lost, a process for controlling the game state is performed, and the value of the effect process flag is updated to “0”.
  The big hit starting process in step S174 is executed when the value of the effect process flag is “4”. For example, in the big hit starting process, a process of executing a fanfare effect or a process of setting an effect during opening that is executed when the big prize opening is in an open state is performed. After performing the above processing, the value of the effect process flag is updated to “5”.
  The in-round processing in step S175 is executed when the value of the effect process flag is “5”. For example, in the round process, a process for executing an effect during opening and a process for setting an effect during closing that is executed when the special winning opening is in a closed state are performed. After performing the above processing, the value of the effect process flag is updated to “6”.
  The post-round processing in step S176 is executed when the value of the effect process flag is “6”. For example, in the post-round processing, processing for executing an effect during closing or processing for setting an effect during opening is performed when it is not the final round, and the value of the effect process flag is updated to “5”. When it is the final round, processing for setting the ending effect is performed, and the value of the effect process flag is updated to “7”.
  The post-hit processing after step S177 is executed when the value of the effect process flag is “7”. For example, in the post-hit end process, a process for executing an ending effect and a process for controlling the gaming state are performed, and the value of the effect process flag is updated to “0”.
  FIG. 31 is a flowchart showing an example of the variable display start setting process executed in step S171 of FIG. In the variable display start setting process shown in FIG. 31, the effect control CPU 120 first determines the final stop symbol (determined ornament symbol) by reading the EXT data in the display result designation command ( Step S701). Subsequently, the effect control CPU 120 sets an effect control pattern based on the variation pattern (step S702). That is, the effect control CPU 120 sets the effect control pattern corresponding to the variation pattern designated by the variation pattern designation command transmitted from the main board 11 as the usage pattern. Subsequently, the effect control CPU 120 executes a pending digest process (step S703). Subsequently, the effect control CPU 120 uses the decorative symbol variation time timer value corresponding to the variation pattern as an initial value of the decorative symbol variation time timer value, which is a stored value of the decorative symbol variation time timer provided in the rendering control timer setting unit 192. Is set (step S704), the value of the effect process flag is updated to “2” corresponding to the effect process during variable display (step S172) (step S705), and the variable display start setting process ends.
  FIG. 32 is a flowchart showing an example of the variable display effect processing executed in step S172 of FIG. In the variable display effect process shown in FIG. 32, the effect control CPU 120 first subtracts 1 from the decorative symbol variation time timer value (step S710), and determines whether or not the decorative symbol variation time timer value has become zero. (Step S711). That is, it is determined whether or not the decorative symbol variation time timer has timed out (whether or not the decorative symbol variation time has elapsed). When the decorative symbol variation time timer value is not 0 (step S711; NO), execution of variable display is controlled according to the effect control pattern set as the use pattern in the variable display start setting process (step S712). Then, the variable display effect process is terminated. When the decorative symbol variation time timer value becomes 0 (step S711; YES), the value of the effect process flag is updated to “3” corresponding to the special symbol waiting process (step S173) (step S713) and variable. The in-display effect process is terminated.
  FIG. 33 is a flowchart showing an example of the special chart waiting process executed in step S173 of FIG. In the special symbol waiting process shown in FIG. 33, the effect control CPU 120 first determines whether or not the symbol confirmation designation command reception flag is set (step S720). When the symbol confirmation designation command reception flag is not set (step S720; NO), the special symbol waiting process is terminated.
  When the symbol confirmation designation command reception flag is set (step S720; YES), the effect control CPU 120 clears the symbol confirmation designation command reception flag (step S721), and stops and displays the fixed decoration symbol (step S722). ). Subsequently, the effect control CPU 120 determines whether or not the confirmed decorative symbol is a jackpot symbol (step S723). When the confirmed decorative symbol is not a big hit symbol (step S723: NO), the value of the effect process flag is updated to “0” corresponding to the variable display start waiting processing (step S170) (step S726), and the special symbol waiting processing is performed. Exit.
  When the confirmed decorative symbol is a big hit symbol (step S723: YES), the production control CPU 120 determines whether or not the hit start designation command reception flag is set (step S730). That is, the effect control CPU 120 determines whether or not a hit start designation command has been received. When the hit start designation command reception flag is not set (step S730; NO), the special hit processing is terminated.
  When the winning start designation command reception flag is set (step S730; YES), the effect control CPU 120 clears the winning start designation command reception flag (step S731). Subsequently, the effect control CPU 120 sets a fanfare effect (step S733), adds 1 to the value of the number of consecutive changes (step S733A), and corresponds the value of the effect process flag to the jackpot start process (step S174). 4 ″ (step S734), and the waiting process per special figure is completed.
  FIG. 34 is a flowchart showing an example of the big hit start process executed in step S174 of FIG. In the big hit starting process shown in FIG. 34, the effect control CPU 120 first determines whether or not the big winning opening open flag is set (step S741). That is, the effect control CPU 120 determines whether or not a special winning opening open notification command has been received. When the big prize opening opening flag is not set (step S741; NO), the execution of the fanfare effect set in the special symbol waiting process is controlled (step S742), and the big hit starting process is terminated.
  When the big prize opening open flag is set (step S741; YES), the production control CPU 120 clears the big prize opening open flag (step S743) and counts the number of round games in the big hit gaming state. The number of rounds to be initialized is initialized to 1 (step S743A), the during-release effect setting process shown in FIG. 35 is executed (step S744), and the value of the effect process flag corresponds to the in-round process (step S175). It is updated to “5” (step S745), and the big hit start process is terminated.
  FIG. 35 is a flowchart showing an example of the during-release effect setting process executed in step S744 of FIG. In the opening effect setting process shown in FIG. 35, first, the effect control CPU 120 determines whether or not the number of consecutive chants is 10 (step S801). In the present embodiment, when the number of consecutive chants reaches 10, the premium effect is executed as an opening effect in the big hit gaming state, so whether or not the big hit gaming state in which the premium effect is executed is determined. This is for determination.
  When it is determined that the number of consecutive chunks is 10 (YES in step S801), the effect control CPU 120 determines whether the number of rounds is 2, 3, or 6 (step S802). In the present embodiment, the premium effect is executed in 2 to 6 rounds. In 4 rounds of these, in addition to the premium effect, the announcement effect is executed as the opening effect, and in the fifth round, the promotion effect is executed in addition to the premium effect as the opening effect. For this reason, in step S802, it is determined whether there are 2 rounds, 3 rounds, and 6 rounds in which only the premium effect is executed.
  In the present embodiment, the probability variation state continues by passing the game ball through the special area of the second big prize opening of the special variable winning ball apparatus 7B in the fifth round of the big hit gaming state. A round game that allows a game ball to pass through this special area is also called a specific round game, and other round games are also called normal round games. For this reason, since the probability variation state does not continue unless the game ball passes through the special area, it is necessary to strongly inform the player that the game ball passes through the special area. Therefore, a promotion effect and a notification effect are executed.
  The promotion effect is an effect (see FIG. 45D described later) that prompts the game ball to pass to the special area when the specific round game is started. The notice effect is an effect of notifying a specific round game that is started later in a normal round game period before the specific round game (see FIG. 45C described later).
  When it is determined that the number of rounds is either 2, 3 or 6 (YES in step S802), the effect control CPU 120 sets a premium effect for each round as an effect during opening (step S803) and is open. The effect setting process ends.
  When it is determined that the number of rounds is neither 2, 3, or 6 (NO in step S802), the effect control CPU 120 determines whether or not the number of rounds is 4 (step S804). When it is determined that the number of rounds is 4 (YES in step S804), the effect control CPU 120 sets the announcement effect in addition to the premium effect as the effect during release (step S805), and the effect during release. The setting process ends. In the opening effect in this case, the notification effect as shown in FIG. 45C is executed as a small window display at the lower right portion of the screen, and the premium effect is executed at other than the lower right portion. In this way, the premium effect and the notification effect are executed so that the player can individually recognize them.
  When it is determined that the number of rounds is not 4 (NO in step S804), the effect control CPU 120 determines whether or not the number of rounds is 5 (step S806). When it is determined that the number of rounds is 5 (YES in step S806), the effect control CPU 120 sets the promotion effect as the opening effect so as to execute the promotion effect (step S807). The setting process ends. In the opening effect in this case, the promotion effect as shown in FIG. 45 (D) is executed as a small window display at the lower right part of the screen, and the premium effect is executed at other than the lower right part. In this way, the premium effect and the promotion effect are executed so that the player can individually recognize them.
  When it is determined that the number of rounds is not 5 (NO in step S806), the effect control CPU 120 sets a normal effect for each round as an effect during opening (step S818), and ends the effect setting process during opening. This normal effect is an effect indicating that a big hit gaming state is different from the premium effect, the promotion effect, and the notification effect.
  When it is determined that the number of consecutive chunks is not 10 (NO in step S801), that is, in the big hit gaming state in which the premium effect is not executed, the effect control CPU 120 determines whether or not the number of rounds is four. (Step S814). When it is determined that the number of rounds is 4 (YES in step S814), the effect control CPU 120 sets the announcement effect as the effect during opening (step S815), and ends the effect setting process during opening. . The announcement effect is executed until the next round is started.
  When it is determined that the number of rounds is not 4 (NO in step S814), the effect control CPU 120 determines whether or not the number of rounds is 5 (step S816). When it is determined that the number of rounds is 5 (YES in step S816), the effect control CPU 120 sets the promotion effect as an effect during opening (step S817), and ends the effect setting process during opening. .
  When it is determined that the number of rounds is not 5 (NO in step S816), the effect control CPU 120 executes the process of step S818 described above, and ends the opening effect setting process.
  FIG. 36 is a flowchart showing an example of in-round processing executed in step S175 of FIG. In the in-round processing shown in FIG. 36, the effect control CPU 120 first determines whether or not the flag for opening the special winning opening is set (step S751). That is, the effect control CPU 120 determines whether or not a notification command after opening the special winning opening is received. When the flag after opening the big prize opening is not set (step S751; NO), the execution of the opening effect set in the opening effect setting process of the big hit start process is controlled (step S752). Then, the effect control CPU 120 executes prize ball number display processing shown in FIG. 37 described later (step S752A).
  Next, the effect control CPU 120 determines whether or not the special region passage flag is set (step S756). If it is determined that it is not set (NO in step S756), the effect control CPU 120 ends the in-round processing.
  On the other hand, when it is determined that the special area passing flag is set (YES in step S756), the effect control CPU 120 clears the special area passing flag (step S757), and the second large of the special variable winning ball apparatus 7B. The execution of a special area passing effect (see FIGS. 45 (E) and 45 (F) described later) for notifying the player that the game ball has passed through the special area of the winning opening is controlled (step S758). The special area passing effect is executed until the start of the next round game. When the premium effect is being executed in the big hit game state of the tenth series, the special area passing effect as shown in FIGS. 45 (E) and 45 (F) is executed as a small window display at the lower right portion of the screen. Execute premium productions other than the lower right. In this way, the premium effect and the special area passing effect are executed so that the player can individually recognize them. After step S758 and when it is determined that the special region passage flag is not set (NO in step S756), the effect control CPU 120 ends the round process.
  When the flag after opening the big prize opening is set (step S751; YES), the effect control CPU 120 clears the flag after opening the big prize opening (step S753), and sets the closing effect (step S754). The value of the effect process flag is updated to “6” corresponding to the post-round processing (step S176) (step S755), and the in-round processing is ended.
  FIG. 37 is a flowchart showing an example of the winning ball number display process. With reference to FIG. 37, first, the effect control CPU 120 determines whether or not the big prize winning prize flag of the effect control flag setting unit 191 is set (step S821). If it is determined that it is not set (NO in step S821), the effect control CPU 120 returns the process to be executed to the caller of this process.
  When it is determined that the big prize winning flag is set (YES in step S821), the effect control CPU 120 resets the big winning prize winning flag (step S822). Next, the effect control CPU 120 determines whether or not the over-winning flag is set (step S823).
  If the over-winning flag is not set (NO in step S823), that is, if it is determined that the game ball is below the winning upper limit determination value, the effect control CPU 120 determines that the number of big wins and the big win are two. If it has continued more than once, the number of winning balls (15 in this case) for the winning of one game ball into the big winning opening is added to the number of consecutive consecutive middle winning balls, respectively (step S824).
  Next, the effect control CPU 120 causes the image display device 5 to display the number of big hit winning balls and the number of consecutive winning balls in a row (step S825). Thereafter, the effect control CPU 120 returns the process to be executed to the caller of this process.
  FIG. 38 is a display screen diagram showing the number of big hits, the number of consecutive wins, the number of over winning prizes, and the combined effect. Referring to FIG. 38 (A), when winning a game ball below the winning upper limit determination value, in addition to the effect by the character having the big hit, the case where the big hit is continuously (so-called continuous change) Is displayed in the image display device 5 with the number of consecutive winning middle prize balls (in the figure “12015pt”) and the parenthesis middle winning prize number (in the figure “(2355 pt)”). The number of winning balls in a big hit is displayed without parentheses.
  Returning to FIG. 37, if the over-winning flag is set (YES in step S823), that is, it is determined that the game ball exceeding the winning upper limit determination value is won, the effect control CPU 120 determines that the over-winning flag is over. Is cleared (step S826). Next, the effect control CPU 120 causes the image display device 5 to display the number of winning balls for the over winning (step S827). Thereafter, the effect control CPU 120 returns the process to be executed to the caller of this process.
  Referring to FIG. 38 (B), when winning a game ball exceeding the winning upper limit judgment value, in addition to the number of consecutive middle-ranked balls and the number of hit-medium-ranked balls, such as performance by the character who is hit the jackpot, over-winning Is displayed on the image display device 5 (the number of winning balls in the form of “+15” in this case).
  At this time, the number of consecutive winning middle prize balls and the number of big winning middle prize balls are displayed in a state where the number of winning balls for over winning is not added up. Also, here, as shown in FIGS. 38A and 38B, the right character is displayed in a shifted position so that it does not cover other information such as the number of winning balls for over winning. By doing so, other information was not hidden.
  However, as long as other information is not hidden, the method is not limited to this method. For example, the priority of the display layer of the effect such as the display of the character is set to other information such as the number of winning balls for over winning. By lowering the priority of the display layer, other information may be displayed in front of an effect such as a character display so that the other information is not hidden.
  FIG. 39 is a flowchart showing an example of the post-round processing executed in step S176 of FIG. In the round post-process shown in FIG. 39, the effect control CPU 120 first determines whether or not the hit end designation command reception flag is set (step S760). That is, the effect control CPU 120 determines whether or not a hit end designation command has been received. When the winning end designation command reception flag is not set (step S760; NO), the effect control CPU 120 determines whether or not the special winning opening open flag is set (step S761). That is, the effect control CPU 120 determines whether or not a special winning opening open notification command has been received. When the big prize opening opening flag is not set (step S761; NO), the execution of the closing effect set in the round process is controlled (step S762), and the above-mentioned prize ball number display process is executed (step S762). In step S762A), the post-round processing is terminated.
  When the big prize opening open flag is set (step S761; YES), that is, immediately before the big prize opening changes from the closed state to the opened state, the effect control CPU 120 counts the number of times of winning the big prize opening. It is determined whether or not there is an overwinning by determining whether or not the winning upper limit determination value is exceeded (step S761A).
  When it is determined that there is an over winning (YES in step S761A), the effect control CPU 120 performs a combined effect in which the number of winning balls for the over winning is collided with the number of winning balls in the big hit and the number of consecutive winning balls in a row. This is executed by the image display device 5 (step S761B).
  Referring to FIGS. 38 (C) and (D), the two winning ball numbers displayed for the over-winnings displayed in the lower right (indicated by “+15”) are sequentially displayed in the consecutive Chang middle winning ball number and the big win. A total effect is performed which collides with the display of the number of medium prize balls and is added. Thus, when there are two over winnings, the combined effect is executed twice. When there is one over winning, the combined effect is executed once. That is, the total effect is executed for the number of times corresponding to the number of over winning prizes.
  In addition, you may make it vary the execution aspect of the total effect of each time. For example, the collision method may be different each time, the color of the arrow may be different each time, or the production sound may be different each time. Moreover, you may make it vary the execution aspect of a total effect according to the kind of jackpot. For example, in the case of a big hit gaming state with a relatively high degree of advantage for a player such as a 16-round probability variable big hit, a combined effect is executed, and a comparative degree of advantage for a player such as a two-round normal big hit (non-probable big hit) In the case of a low jackpot gaming state, the combined effect may not be executed (or the combined effect is executed in the same execution manner as a winning that is not over-winning). In addition, in the big hit game state with a relatively high degree of advantage, the lamp is emitted in a flashy color such as rainbow, and in the big hit game state with a relatively low degree of advantage, the lamp is emitted in a modest color such as white. It may be.
  In addition, the combined effect may be executed from the closed state of the grand prize opening until the start of the next open period, or from the closed period of the grand prize opening to the next It may be executed across the open state period (or during the ending effect period).
  Returning to FIG. 39, the effect control CPU 120 adds the number of prize balls corresponding to the number of over winning prizes to the number of winning prizes in the middle and the number of consecutive prizes in the consecutive chute (step S761C).
  When it is determined that there is no over winning (NO in step S761A), and after step S761C, the effect control CPU 120 clears the big winning opening open flag (step S763), and adds 1 to the number of rounds. (Step S763A), the in-opening effect setting process shown in FIG. 35 is executed (Step S764), and the value of the effect process flag is updated to “5” corresponding to the in-round process (Step S175) (Step S765). End post-round processing.
  On the other hand, when the winning end designation command reception flag is set (step S760; YES), the effect control CPU 120 clears the winning end designation command reception flag (step S766) and sets an ending effect (step S767). ). Subsequently, the effect control CPU 120 sets a predetermined ending effect time as an initial value of the ending effect time timer value that is a stored value of the ending effect time timer provided in the effect control timer setting unit 192 (step S768). Then, the value of the effect process flag is updated to “7” corresponding to the post-hit end post-processing (step S177) (step S769), and the round post-processing is ended.
  FIG. 40 is a flowchart illustrating an example of the big hit end post-processing executed in step S177 of FIG. In the post-hit end processing shown in FIG. 40, the effect control CPU 120 first decrements the ending effect time timer value by 1 (step S770), and determines whether or not the ending effect time timer value has become 0 (step S771). ). That is, it is determined whether or not the ending effect time timer has timed out (whether or not the ending effect time has elapsed).
  When the ending effect time timer value is not 0 (step S771; NO), the effect control CPU 120 controls the execution of the ending effect set in the mid-round processing (step S772), and displays the above-mentioned prize ball number display. The process is executed (step S772A), and the process after the big hit is completed.
  When the ending effect time timer value becomes 0 (step S771; YES), the effect control CPU 120 executes the processes of steps S771A to S771C having the same contents as steps S761A to S761C in FIG. The value of the process flag is updated to “0” corresponding to the variable display start waiting process (step S170) (step S773), and the process after the big hit is completed.
  FIG. 41 is a flowchart showing an example of an over-winning notification process executed in step S150 of FIG. In the over-winning notification process shown in FIG. 41, the effect control CPU 120 first determines whether or not the notification time limit timer value, which is the timer value of the notification time limit timer provided in the effect control timer setting unit 192, is zero. Determination is made (step S900). That is, it is determined whether the notification time limit timer has timed out (whether the notification time limit has elapsed). When the notification time limit timer value is not 0 (step S900; NO), the effect control CPU 120 subtracts 1 from the notification time limit timer value (step S901).
  After executing the process of step S901 or when the notification time limit timer value is 0 (step S900; YES), the effect control CPU 120 determines whether or not the grand prize winning number count value is 10. (Step S902a). When the grand prize winning number count value is 10 (step S902a; YES), the production control CPU 120 sets a predetermined notification time limit (for example, about 0.4 seconds) in the notification time limit timer ( Step S903), the over-winning notification process is terminated.
  When the grand prize winning number count value is not 10 (step S902a; NO), the effect control CPU 120 determines whether or not the grand prize winning number count value is 11 (step S904a). When the grand prize winning number count value is not 11 (step S904a; NO), the over-winning notification process is terminated. When the grand prize winning number count value is 11 (step S904a; YES), the production control CPU 120 determines whether or not the notification time limit timer value is 0 (step S905). That is, it is determined whether the notification time limit timer has timed out (whether the notification time limit has elapsed).
  When the notification time limit timer value is 0 (step S905; YES), the effect control CPU 120 executes an over-winning notification sub-process shown in FIG. 42 described later (step S906) and ends the over-winning notification processing. . On the other hand, when the notification time limit timer value is not 0 (step S905; NO), the effect control CPU 120 ends the over-winning notification process without executing the process of step S906.
  Note that the over-winning notification in step S906 may be performed by, for example, performing an over-winning effect by sound output from the speakers 8L and 8R. Further, the over-winning notification in step S906 may be performed by performing an over-winning effect by light emission of the game effect lamp 9, display by the image display device 5, or the like. That is, the over-winning notification in step S906 may be any information that notifies the player of over-winning using at least one effecting means among a plurality of effecting means such as voice, light emission, and display.
  The predetermined notification time limit set in step S903 is a time corresponding to the over-winning notification time (over-winning effect execution time). For example, the notification time limit may be a time equal to or longer than the over-win notification time. Here, the notification limit time is set to be longer than the notification time of over winning, as exemplified by the notification limit time of about 0.4 seconds and the over-winning notification time of about 0.3 seconds.
  The over-winning notification time (over-winning effect execution time) may be controlled similarly to the notification time limit. That is, for example, a predetermined over-winning effect execution time (for example, about 0.3 seconds) is added to an over-winning effect execution time timer value that is a timer value of an over-winning effect execution time timer provided in the effect control timer setting unit 192. And over-winning is notified (over-winning effect is executed) until the over-winning effect execution time timer times out.
  As described above, in the over-winning notification process shown in FIG. 41, when the notification time limit is set at the time of the tenth winning and there is an eleventh winning (first overwinning), the 11 If the first prize is a prize after the notification time limit elapses, an over-winning is notified. On the other hand, if the eleventh prize is a prize before the notification time limit elapses, the over-winning is not notified. ing. In other words, when the eleventh winning is made within the notification time limit after the tenth winning, the overwinning is not notified for the eleventh winning.
  FIG. 42 is a flowchart showing an example of the over-winning notification sub-process executed in step S906 of FIG. In the over-winning notification sub-process shown in FIG. 42, first, the effect control CPU 120 determines whether or not the number of consecutive chants is 10 for the reason shown in step S801 in FIG. 35 (step S911).
  When it is determined that the number of consecutive chunks is 10 (YES in step S911), the effect control CPU 120 determines whether the number of rounds is any one of the second to sixth times in which the premium effect is executed ( Step S912).
  When it is determined that the number of rounds is any one of 2 to 6 (YES in step S912), the effect control CPU 120 restricts the over-winning notification so as not to disturb the premium effect, so that the over-winning is performed at a volume of 0. (Step S913), and the over-winning notification sub-process is terminated. Note that until the premium effect is finished, over-winning notification may be limited even during a period in which the premium effect is not executed (here, the first round). Specifically, when the number of rounds is any one of 1 to 6, an over-winning may be notified at volume 0.
  When it is determined that the number of rounds is not any of 2 to 6 (NO in step S912), the effect control CPU 120 notifies the over winning in a mode different from normal (for example, dog cry) and normal volume (step S919), the over-winning notification sub-process is terminated. In step S919, an over-winning may be notified in the same manner as usual (cat cry).
  When it is determined that the number of consecutive chunks is not 10 (NO in step S911), that is, in the big hit gaming state where the premium effect is not executed, the effect control CPU 120 is the fourth time when the notification effect is executed. It is determined whether or not there is (step S914). When it is determined that the number of rounds is 4 (YES in step S914), the effect control CPU 120 notifies the over winning at the volume 0 in order to limit the notification of the over winning so as not to disturb the notification effect (step S915), the over-winning notification sub-process is terminated.
  When it is determined that the number of rounds is not 4 (NO in step S914), the effect control CPU 120 determines that the number of rounds is the fifth time that the promotion effect is executed (in the special area of the second big prize opening of the special variable winning ball apparatus 7B) It is determined whether or not it is a round in which a game ball is passed (step S916). If it is determined that the number of rounds is 5 (YES in step S916), the effect control CPU 120 notifies the over winning at a volume of 0 in order to limit notification of an over winning so as not to inhibit the promotion effect (step S917), the over-winning notification sub-process is terminated.
  If it is determined that the number of rounds is not 5 (NO in step S916), the effect control CPU 120 notifies over-winning at a normal volume (step S918), and ends the over-winning notification sub-process.
  FIG. 43 is a flowchart showing an example of the cumulative over winning ball number notification process executed in step S151 of FIG. In the cumulative over winning ball number notification process shown in FIG. 43, the effect control CPU 120 first determines whether or not the value of the effect process flag is 4 or more (step S920). In other words, the effect control CPU 120 sets the current effect process flag value to “4” corresponding to the jackpot start process (step S174), “5” corresponding to the mid-round process (step S175), and “post-round process (step S175). It is determined whether or not “6” corresponding to step S176) and “7” corresponding to post-hit end processing (step S177) correspond to any of the effect process flag values not 4 or more (step S920; NO), the cumulative over winning ball number notifying process is terminated.
  If the value of the effect process flag is 4 or more (step S920; YES), the effect control CPU 120 reads the cumulative over-winning ball count value (step S921). In other words, the effect control CPU 120 reads the cumulative number of balls that have won over the consecutive games. Subsequent to the processing in step S921, the effect control CPU 120 notifies the cumulative over winning ball number according to the cumulative over winning ball count value read in step S921 (step S922), and the cumulative over winning ball number notification processing. Exit.
  It should be noted that the notification of the cumulative over-winning number of balls in step S922 may be performed as long as the player can recognize the cumulative over-winning number of balls. For example, in a predetermined display area of the image display device 5 (specifically, the cumulative over winning ball number display area 5A), a number (cumulative over winning ball number) corresponding to the cumulative over winning ball number count value read in step S921. ) Or an image corresponding to the cumulative over-winning ball count value read in step S921 may be displayed.
  FIG. 44 is an explanatory diagram for explaining whether or not an over-winning effect is executed. FIG. 44 (A) shows a state of the big winning opening (open state, closed state) in the big hit gaming state as a certain scene. The same applies to FIGS. 48 (A), 49 (A), and 50 (A). In FIG. 44A, time flows from the left side to the right side. The same applies to FIGS. 44 (B) to 44 (E), FIGS. 48 (A) to 48 (E), FIGS. 49 (A) to 49 (C), and FIGS. 50 (A) to 50 (C). It is.
  The upper part of FIG. 44 (B) represents the ON state (detection of game balls) / OFF (non-detection of game balls) of the count switches 23A and 23B in the scene of FIG. 44 (A). That is, the upper part of FIG. 44 (B) represents a state of winning a game ball to the big winning opening in the scene of FIG. 44 (A). The numbers given to the respective ON states represent the grand prize winning count count value (which number is the winning number in the round). The same applies to the upper stage of FIGS. 44 (C) to 44 (E) and the upper stage of FIGS. 48 (B) to 48 (E).
  The lower part of FIG. 44 (B) shows the presence / absence of over-winning notification in the scene of FIG. 44 (A), that is, the presence / absence of over-winning effect execution. The same applies to the lower stage of FIGS. 44 (C) to 44 (E) and the lower stage of FIGS. 48 (B) to 48 (E).
  In FIG. 44 (B), the period indicated by the arrow above the tenth winning prize represents the notification time limit as shown in FIG. 44 (F). The same applies to FIGS. 44 (C) to 44 (E) and FIGS. 48 (B) to 48 (E).
  According to the over winning notification process shown in FIG. 41, the timer initial value of the notification time limit timer is set at the time of the tenth winning (step S903 in FIG. 41), and the eleventh time after the notification time limit timer times out. If there is a winning of (i.e., if there is an eleventh winning after elapse of the notification time limit based on the tenth winning), the lower part of FIG. As indicated by a solid line with a, an over-winning effect based on the eleventh winning is executed (step S905 (YES) in FIG. 41, step S906).
  Further, according to the over winning notification process shown in FIG. 41, the timer initial value of the notification time limit timer is set at the time of the tenth winning (step S903 in FIG. 41), and before the notification time limit timer times out. When there is an eleventh prize (that is, when there is an eleventh prize before the notification time limit based on the tenth prize is reached), FIG. As indicated by the broken line with the symbol b in the lower row, the over winning effect based on the eleventh winning is not executed (step S905 (NO) in FIG. 41).
  Note that, according to the flowchart shown in FIG. 41, a winning after the eleventh winning (first over winning) (twelfth winning (second over winning), thirteenth winning (3 If there is an over-winning effect), the over-winning effects based on the 11th and subsequent prizes are not always executed (step S904a (NO)), but the over-winning effects based on the 11th and subsequent prizes are not always executed. May be executed. As an example, in step S904a, it may be determined whether or not the grand prize winning number count value is 11 or more. In other words, whether or not the over winning effect based on the 12th, 13th, etc. winnings is executed is the same as the 11th winning, before the elapse of the notification time limit based on the time of the 10th winning. It may be determined depending on whether it is or after the passage.
  As another example, whether or not the over winning effect based on the 12th, 13th winning, etc. is executed, whether or not the over winning effect based on the winning immediately before each winning is executed. May be determined in consideration of
  For example, for each of the eleventh and subsequent prizes, when an over-winning effect based on the winning immediately before each winning is executed, the over-winning effect of the winning is based on the winning immediately before the winning. Whether to execute or not may be determined. For example, when an over-winning effect based on the eleventh prize is executed, a notification time limit is set based on the eleventh winning time, and after the twelfth prize has passed the notification time limit. If the 12th prize is a prize before the notification time limit has elapsed, an over prize production based on the 12th prize is performed. It may not be executed. Also, for example, when an over-winning effect based on the 12th prize is executed, a notification time limit is set based on the time of the 12th prize, and the 13th prize has passed the notification time limit. If it is a later prize, an over prize effect based on the thirteenth prize is executed, and if the thirteenth prize is a prize before the notification time limit has elapsed, an over prize effect based on the thirteenth prize is achieved. May not be executed.
  On the other hand, for each of the eleventh and subsequent prizes, if the over-winning effect based on the prize immediately before each prize is not executed, the prize-winning over-winning is based on the prize immediately before the prize. Whether or not the performance is performed may be determined. For example, in the case where the over winning effect based on the eleventh winning is not executed as indicated by the broken line with the symbol c attached to the lower part of FIG. 44 (D), the twelfth winning is the eleventh. If the winning is before the elapse of the notification time limit based on the winning, the over winning effect based on the twelfth winning as shown by the broken line with the symbol d in the lower part of FIG. May not be executed.
  In addition, for each of the eleventh and subsequent prizes, if an over-winning effect based on the prize immediately before each of the prizes is not executed, the prize is over based on the prizes two or more before the prize. Whether or not a winning effect is performed may be determined. For example, in the case where the over winning effect based on the eleventh winning is not executed as indicated by the broken line with the symbol e attached to the lower part of FIG. 44 (E), the tenth winning is the tenth. If the award is made after the notification time limit has elapsed with reference to the prize, the over-winning effect based on the twelfth prize as shown by the solid line with the symbol f in the lower part of FIG. May be executed.
  As described above, in the example of FIG. 44D and the example of FIG. 44E, the tenth, eleventh, and twelfth prize winning timings are the same. In the case of the example of FIG. 44D, since the notification limit time is based on the eleventh winning, the execution of the over winning effect based on the twelfth winning is restricted. On the other hand, in the case of the example of FIG. 44E, since the notification limit time is based on the tenth winning, the execution of the over winning effect based on the twelfth winning is not limited.
  In the flowchart shown in FIG. 41, a prize that does not correspond to an over prize (specifically, a tenth prize) and a prize that corresponds to an over prize (specifically, an eleventh prize). In the relationship, the notification time limit is set and whether or not the over winning effect is executed is determined, but in the relationship between winnings corresponding to the over winning, the notification time limit is set and whether or not the over winning effect is executed. You may decide. In the example of FIG. 44D as well, in the relationship between winnings corresponding to over winning (11th winning, 12th winning), a notification time limit is set and whether or not an over winning effect is executed. Has been decided.
  FIG. 45 is a display screen diagram showing restriction on over-winning notification in the big hit gaming state. Referring to FIG. 45, the jackpot gaming state shown here is a jackpot gaming state in which the number of consecutive chunks is not ten, that is, the premium effect is not executed.
  FIG. 45A is a display screen diagram showing the first round of the big hit gaming state. On this screen, it is notified that the number of rounds is the first round, and an effect indicating that the big hit gaming state has been started is executed. When an over winning is generated in this round, step S918 in FIG. 42 is executed, so that the over winning is notified by a cat's cry at a normal volume.
  FIG. 45B is a display screen diagram showing the second round of the big hit gaming state. This screen informs that the number of rounds is the second round. Even in this round, when an overwinning occurs, step S918 in FIG. 42 is executed, so that the overwinning is notified by a cat's cry at a normal volume.
  FIG. 45C is a display screen diagram showing the fourth round in the big hit gaming state. On this screen, it is notified that the number of rounds is the fourth round, and a notification effect is executed. In this round, when an over-winning has occurred, step S915 in FIG. 42 is executed to notify the over-winning with a volume of 0. That is, virtually no over winning sound is output. Thus, the notification effect is not hindered by the over-winning notification.
  FIG. 45 (D) is a first display screen diagram showing the fifth round of the big hit gaming state. On this screen, it is notified that the number of rounds is the fifth round, and a promotion effect is executed. When an over winning is generated in the round before this round, step S915 in FIG. 42 is executed to notify the over winning at the volume 0. That is, virtually no over winning sound is output. Thus, the promotion effect is not hindered by the over-winning notification.
  FIG. 45 (E) is a second display screen diagram showing the fifth round of the big hit gaming state. On this screen, it is notified that the number of rounds is the fifth round, and the first part of the special area passing effect is executed. FIG. 45 (F) is a third display screen diagram showing the fifth round of the big hit gaming state. On this screen, it is notified that the number of rounds is the fifth round, and the remaining part of the special area passing effect is executed. When an over winning is generated in this round, the over winning is notified at the volume 0 by executing step S918 in FIG. That is, virtually no over winning sound is output. In this way, the special region passing effect is not hindered by the over-winning notification.
  FIG. 45G is a display screen diagram illustrating the sixth round of the big hit gaming state. When the big hit gaming state ends in 6 rounds, it is the final round. This screen informs that the number of rounds is the sixth round. Even in this round, when an overwinning occurs, step S918 in FIG. 42 is executed, so that the overwinning is notified by a cat's cry at a normal volume.
  FIG. 45 (H) is a display screen diagram showing the 16th round which is the final round of the big hit gaming state. On this screen, it is notified that the number of rounds is the 16th round, and an effect indicating that the big hit gaming state is ended is executed. When an over winning is generated in this round, step S918 in FIG. 42 is executed, so that the over winning is notified by a cat's cry at a normal volume.
  Further, in the big hit gaming state in which the premium effect is executed, over winning is notified at the volume 0 during the period in which the premium effect is executed (from the second round to the sixth round). That is, virtually no over winning sound is output. Thus, the premium effect is not hindered by the over-winning notification.
  FIG. 46 is a timing chart showing restrictions on over-winning notification in the big hit gaming state. Referring to FIG. 46, FIG. 46 (A) shows a timing chart in the big hit gaming state where the number of consecutive chants is not 10, that is, the premium effect is not executed.
  Normally, when over-winning occurs, over-winning notification is executed, for example, as shown by 3 rounds and 6 rounds. However, even if an overwinning occurs, in order not to disturb the notification effect and the promotion effect, the four rounds before the round in which the game ball passes through the special area of the special winning ball device 7B of the special winning ball device 7B. The over-winning notification is not executed, and in order not to disturb the special area passing effect, the 5-round over winning notification, which is a round in which the game ball passes through the special area, is not executed.
  FIG. 46B shows a timing chart in the jackpot gaming state where the number of consecutive chants is 10, that is, the premium effect is executed. In a round that is not a period in which the premium effect is executed, when an over winning is generated, for example, as shown in the seventh round, an over winning notification is executed. However, during the period in which the premium effect is executed, even if an over-winning occurs, the over-winning notification is not executed in order not to disturb the premium effect.
  FIG. 47 is a flowchart showing another example of the over-winning notification process executed in step S150 of FIG. The flowchart of FIG. 47 is common to the flowchart of FIG. 41 in steps S900, S901, S903, S905, and S906. In step S902a of the flowchart of FIG. 41, it is determined whether or not the big winning opening number of times count value is 10, whereas in step S902b of the flowchart of FIG. It is different in judging. Further, in step S904a in the flowchart of FIG. 41, it is determined whether or not the grand prize winning number count value is 11, whereas in step S904b in the flowchart in FIG. It is different in determining whether or not.
  As described above, in the over winning notification process shown in FIG. 47, the notification time limit is set at the time of the eleventh winning (the first over winning), and the twelfth winning (the second over winning) is set. ), If the 12th prize is a prize after the notification time limit has passed, an over-winning will be reported, while the 12th prize is a prize before the notification time limit has passed. If there is an over winning, it is not notified. In other words, when there is a twelfth prize within the notification time limit after the eleventh prize, an over-winning is not reported for the twelfth prize.
  That is, the over-winning notification process shown in FIG. 41 includes a winning that does not correspond to the over winning (specifically, the tenth winning) and a winning that corresponds to the over winning (specifically, the eleventh winning). )), A notification time limit is set to determine whether or not to perform an over-winning effect. However, the over-winning notification process shown in FIG. , Eleventh prize, twelfth prize), a notification time limit is set to determine whether or not the over-winning effect is executed.
  FIG. 48 is an explanatory diagram for explaining whether or not an over-winning effect is executed. According to the over-winning notification process shown in FIG. 47, the timer initial value of the notification time limit timer is set at the eleventh winning (step S903 in FIG. 47), and the 12th time after the notification time limit timer has timed out. If there is a winning of 12 (that is, if there is a 12th winning after the notification time limit based on the eleventh winning), the lower part of FIG. As indicated by the solid line with b, an over winning effect based on the 12th winning is executed (step S905 (YES) in FIG. 47, step S906). Note that the solid line with the symbol a in FIG. 48B represents the over winning effect based on the eleventh winning.
  In addition, according to the over-winning notification process shown in FIG. 47, the timer initial value of the notification time limit timer is set at the eleventh winning (step S903 in FIG. 47), and before the notification time limit timer times out. When there is a twelfth prize (that is, when there is a twelfth prize before the notification time limit based on the eleventh prize has passed), FIG. As indicated by the broken line with the symbol d in the lower row, the over winning effect based on the twelfth winning is not executed (step S905 (NO) in FIG. 47). Note that the solid line with the symbol c in FIG. 48C represents the over winning effect based on the eleventh winning.
  Note that, according to the flowchart shown in FIG. 47, winning after the 12th winning (2nd over winning) (13th winning (3rd winning), 14th winning (4) If there is an over-winning prize), the over-winning effects based on the 12th and subsequent prizes are not always executed (step S904b (NO)), but the over-winning effects based on the 12th and subsequent prizes are not always executed. May be executed. As an example, in step S904b, it may be determined whether or not the grand prize winning number count value is 12 or more. That is, whether or not the over winning effect based on the 13th, 14th, etc. is executed is the same as the 12th winning, before the elapse of the notification time limit based on the 11th winning. It may be determined depending on whether it is or after the passage.
  As another example, whether or not an over-winning effect based on the 13th, 14th, etc. winning is executed, whether or not an over-winning effect based on the winning immediately before each winning is executed. May be determined in consideration of
  For example, for each of the 12th and subsequent winning prizes, when an over winning effect based on the winning immediately before each winning is executed, the over winning effect of the winning is based on the winning immediately before the winning. Whether to execute or not may be determined. For example, when an over-winning effect based on the 12th prize is executed, a notification time limit is set based on the time of the 12th prize, and the 13th prize is set after the notification time limit has elapsed. If the 13th prize is a prize before the notification time limit has elapsed, an over prize production based on the 13th prize is performed. It may not be executed. Also, for example, when an over-winning effect based on the 13th prize is executed, a notification time limit is set based on the time of the 13th prize, and the 14th prize has passed the notification time limit. If it is a later prize, an over-winning effect based on the 14th prize is executed, and if the 14th prize is a prize before the notification time limit has elapsed, an over-winning effect based on the 14th prize is awarded. May not be executed.
  On the other hand, for each of the 12th and subsequent prizes, if an over-winning effect based on the winning immediately before each winning is not executed, the winning of the winning is over based on the winning immediately before the winning. Whether or not the performance is performed may be determined. For example, in the case where the over winning effect based on the 12th winning is not executed as indicated by the broken line with the symbol f attached to the lower part of FIG. 48D, the 13th winning is the 12th. If the winning is before the elapse of the notification time limit based on the winning of the winning, an over winning effect based on the thirteenth winning as shown by the broken line with the symbol g in the lower part of FIG. May not be executed. Note that the solid line with the symbol e in FIG. 48D represents the over winning effect based on the eleventh winning.
  In addition, for each of the 12th and subsequent prizes, if the over-winning effect based on the winning immediately before each winning is not executed, the winnings are overrun based on the winnings two or more before the winning. Whether or not a winning effect is performed may be determined. For example, in the case where the over winning effect based on the 12th winning is not executed as shown by the broken line with the symbol i attached to the lower part of FIG. 48E, the 13th winning is the 11th. If it is a prize after the elapse of the notification time limit based on the prize, the over-winning effect based on the thirteenth prize as shown by the solid line with the symbol j in the lower part of FIG. May be executed. Note that the solid line with the symbol h in FIG. 48E represents an over winning effect based on the eleventh winning.
  As described above, in the example of FIG. 48D and the example of FIG. 48E, the tenth, eleventh, and twelfth winning timings are the same. In the case of the example in FIG. 48D, since the notification limit time is based on the 12th prize, execution of the over winning effect based on the 13th prize is restricted. On the other hand, in the case of the example of FIG. 48E, since the notification limit time is based on the eleventh winning, the execution of the over winning effect based on the thirteenth winning is not limited.
  The over winning effect has been described as long as it uses at least one effect means among a plurality of effect means such as voice, light emission, and display. However, an over winning effect using two or more effect means is executed. In that case, a notification time limit may be set for each production means. It should be noted that over-winning effect using two effect means is an over-state in which notification by one effect means (for example, voice) and notification by another effect means (for example, light emission) are superimposed. In addition to the winning effect, an over-winning effect in which notification is performed by another one effecting unit (for example, light emission) after notification by one certain effecting unit (for example, sound) is included. The same applies to the over winning effect using three or more effect means.
  FIG. 49 is an explanatory diagram for explaining whether or not an over-winning effect is executed. Specifically, FIG. 49 shows an aspect in which an over winning effect using two effect means (notification by one effect means (sound) and notification by another effect means (light emission) are superimposed. It is explanatory drawing explaining the execution presence etc. of over winning effect).
  The upper part of FIG. 49 (B) represents the state of winning a game ball to the big winning opening in the scene of FIG. 49 (A). The same applies to the upper stage of FIG. 49C and the upper stages of FIGS. 50B to 50C. The middle part of FIG. 49B shows whether or not an over winning effect is performed by voice in the scene of FIG. The same applies to the middle stage of FIG. 49C and the middle stages of FIGS. 50B to 50C. The lower part of FIG. 49B indicates whether or not an over winning effect is performed by light emission in the scene of FIG. The same applies to the lower stage of FIG. 49C and the lower stages of FIGS. 50B to 50C.
  In FIG. 49B, the period indicated by a long arrow at the top of the eleventh winning prize represents the notification time limit related to the rendering means (voice) as shown in FIG. The same applies to FIG. 49C, FIG. 50B, and FIG. Although the description is omitted for the sake of convenience, the same applies to the periods of FIGS. 44 (F) and 48 (F). In FIG. 49B, the period indicated by a short arrow at the top of the eleventh winning prize represents the notification time limit related to the rendering means (light emission) as shown in FIG. The same applies to FIG. 49C, FIG. 50B, and FIG.
  A solid line with a middle symbol a1 in FIG. 49B represents an over winning effect by voice based on the eleventh winning. The solid line with the lower sign b1 in FIG. 49B represents the over winning effect by light emission based on the eleventh winning. At the time of the eleventh winning, a notification time limit for sound and a notification time limit for light emission are set. Specifically, a timer initial value of a voice notification time limit timer (a value corresponding to a long arrow period in FIG. 49D) and a timer initial value of a light emission time limit timer (FIG. 49D). )) Corresponding to the short arrow period). Here, as shown in the upper part of FIG. 49 (B), when there is a twelfth winning after both the notification time limit timer for light emission and the notification time limit timer for voice time out, FIG. 49 (B) As shown by the solid line with the symbol a2 in the middle row, an over winning effect is executed by voice based on the twelfth prize, and the symbol b2 is added to the lower row in FIG. As shown in, an over winning effect by light emission based on the 12th winning is executed.
  The solid line with the reference sign c1 in the middle part of FIG. 49 (C) represents the over-winning effect by voice based on the eleventh prize, like the solid line with the reference sign a1 in FIG. 49 (B). The solid line with the lower sign d1 in FIG. 49 (C) represents the over winning effect by the light emission based on the eleventh prize, like the solid line with the sign b1 in FIG. 49 (B). At the time of the eleventh winning, as in the case of FIG. 49B, the initial value of the voice notification time limit timer (the value corresponding to the long arrow period in FIG. 49D) and the light emission The timer initial value of the notification time limit timer (a value corresponding to the short arrow period in FIG. 49D) is set. Here, as shown in the upper part of FIG. 49 (C), after the notification limit time timer for light emission times out and when the twelfth prize is received before the notification limit time timer for voice times out. In FIG. 49 (C), the symbol “d2” is attached to the lower part, and the over winning effect by the light emission based on the twelfth prize is executed, but in the middle part of FIG. 49 (C). As indicated by the broken line with reference numeral c2, the over winning effect by the voice based on the 12th winning is not executed. Although not shown, if there is a twelfth prize before both the voice notification time limit timer and the light emission time limit timer time out, the light emission based on the twelfth prize is given. Neither the over winning effect by nor the over winning effect by voice based on the twelfth winning is performed.
  FIG. 50 is an explanatory diagram for explaining whether or not an over-winning effect is executed. Specifically, FIG. 50 illustrates an aspect in which an over winning effect using two effect means (notification by one effect means (voice) is performed and then notification by another effect means (light emission) is performed. It is explanatory drawing explaining the execution presence etc. of over winning effect).
  A solid line with a middle symbol a1 in FIG. 50B represents an over winning effect by voice based on the eleventh winning. The solid line with the lower sign b1 in FIG. 49B represents the over winning effect by light emission based on the eleventh winning. At the time of the eleventh winning, as in the case of FIG. 49, the timer initial value of the voice notification time limit timer (the value corresponding to the long arrow period in FIG. 50D) and the light emission notification time limit. The timer initial value of the timer (value corresponding to the short arrow period in FIG. 50D) is set. Here, as shown in the upper part of FIG. 50 (B), when there is a twelfth prize after both the notification time limit timer for light emission and the notification time limit timer for voice time out, FIG. 50 (B) As shown by the solid line with the symbol a2 in the middle row, an over winning effect is executed by voice based on the twelfth prize, and the solid line with the symbol b2 in the lower row of FIG. As shown in, an over winning effect by light emission based on the 12th winning is executed.
  The solid line with the reference sign c1 in the middle of FIG. 50C represents the over winning effect by voice based on the eleventh winning, similar to the solid line with reference sign a1 in FIG. The solid line with the lower sign d1 in FIG. 50 (C) represents the over winning effect by the light emission based on the eleventh prize, like the solid line with the sign b1 in FIG. 50 (B). At the time of the eleventh winning, as in the case of FIG. 49, the timer initial value of the voice notification time limit timer (the value corresponding to the long arrow period in FIG. 50D) and the light emission notification time limit. The timer initial value of the timer (value corresponding to the short arrow period in FIG. 50D) is set. Here, as shown in the upper part of FIG. 50 (C), when the twelfth prize is received after the notification time limit timer for light emission times out and before the notification time limit timer for voice times out. As shown by the solid line with the symbol d2 in the lower part of FIG. 50 (C), the over winning effect by light emission based on the twelfth prize is executed, but in the middle part of FIG. 50 (C). As indicated by the broken line with reference numeral c2, the over winning effect by the voice based on the 12th winning is not executed. Although not shown, if there is a twelfth prize before both the voice notification time limit timer and the light emission time limit timer time out, the light emission based on the twelfth prize is given. Neither the over winning effect by nor the over winning effect by voice based on the twelfth winning is performed.
  FIG. 51 is a diagram illustrating an example of an effect operation during the big hit gaming state. FIG. 51 (A) shows an example of the effect operation in a scene during the big hit gaming state. The scene of (a) of FIG. 51A is a display example of the 10th round of the first hit (first big hit). (B) of FIG. 51 (A) is a display example of the fifth round of the second consecutive row (second big hit that continues from the first time) continuing from the scene of (a). FIG. 51B shows another display example in the cumulative over winning ball number display area 5A.
  In the cumulative over-winning ball number display area 5A of FIG. 51 (A), an image corresponding to the cumulative over-winning ball number, one star (large) indicating the cumulative over-winning ball number, and a cumulative One star (small) indicating the number of over winning balls is displayed. That is, the player is informed that the cumulative number of over-winning balls until reaching the scene is six. In addition, in the cumulative over-winning ball number display area 5A of FIG. 51A (B), as an image corresponding to the cumulative over-winning ball number, one crown indicating the cumulative over-winning ball number and a cumulative over-winning ball number are displayed. Three stars (small) indicating one winning ball are displayed. That is, the player is informed that the cumulative number of over-winning balls until reaching the scene is thirteen.
  In addition, instead of the display mode as shown in FIG. 51 (A), the cumulative over-winning number of balls may be displayed in the display mode as shown in FIG. 51 (B). That is, the number of accumulated over winning balls may be notified by each unit number of images (crown, star (large), star (small), etc.) and a numerical value corresponding to each image. Note that FIG. 51B shows the same number (13) of cumulative over winning balls as (b) in FIG.
  Further, depending on the cumulative number of over-winning balls, the display mode as shown in FIG. 51 (A) or the display mode as shown in FIG. 51 (B) may be changed. For example, when the number is less than a predetermined number (for example, 30), the display mode shown in FIG. 51A may be used, and when the number is more than the predetermined number, the display mode shown in FIG. 51B may be used. Further, depending on the number of consecutive resorts, the display mode as shown in FIG. 51 (A) or the display mode as shown in FIG. 51 (B) may be changed. For example, when the number is less than a predetermined series (for example, five series), the display mode is as shown in FIG. 51 (A). When the number is more than the predetermined series, the display is as shown in FIG. 51 (B). It is good also as an aspect.
  Note that the cumulative over-winning number of balls may be notified simply by a numerical value. For example, in the case of (a) in FIG. 51 (A), “6 (pieces)” is displayed in the cumulative over-winning ball number display area 5A, and in the case of (b) in FIG. “13 (pieces)” may be displayed in the ball number display area 5A.
  In the cumulative over-winning ball number notification process (step S151) shown in FIG. 43, even if the cumulative over-winning ball number (cumulative over-winning ball number count value) is “0”, the cumulative over-winning ball number count value is set. The corresponding number is displayed, but may not be displayed when the cumulative over winning ball number is “0” but may be displayed when it is “1” or more. In the cumulative over-winning ball number notification process shown in FIG. 43, the number or the like corresponding to the cumulative over-winning ball number count value is displayed even if the cumulative over-winning ball number does not change (increase). When the number of over-winning balls does not change, it may be displayed for a predetermined time when it is changed without being displayed. In addition, in accordance with the player's operation (for example, operation with the stick controller 31A or the push button 31B), the presence / absence of the number according to the cumulative over winning ball count value may be switched.
  In addition, as described above, the notification of the cumulative over-winning number of balls is not limited to display, as long as the player can recognize the cumulative over-winning number of balls. For example, a number corresponding to the cumulative over winning ball count value may be output by voice. Specifically, the number corresponding to the cumulative over-winning ball count value may be output from the speakers 8L and 8R in response to the player's operation (for example, operation with the stick controller 31A or the push button 31B). When the cumulative over winning ball count value increases, a number corresponding to the cumulative over winning ball count value may be output from the speakers 8L and 8R.
  In addition, as shown in FIG. 51A, the cumulative prize ball number display area 5B may display the cumulative prize ball number. The cumulative number of winning balls is the cumulative number of winning balls from the time of the first big hit (first win) round to the low probability low base state after the big hit (the number of winning balls due to over winning) Including). For example, in the command analysis process (step S74) shown in FIG. 28 and FIG. 29, when a big prize winning notification command is received (step S502; YES), the cumulative prize provided in the effect control counter setting unit 193 is displayed. The accumulated prize ball number display count value, which is the stored value of the ball number display counter, is updated to add 15, and when both the high-accuracy flag and the high base flag are turned off (step S521; YES), accumulation is performed. The prize ball number display counter is cleared and the cumulative prize ball number display count value is initialized to “0”. Further, for example, in the cumulative over-winning ball number notification process (or the process executed when the cumulative over-winning ball number notification process is executed) in step S151, the cumulative prize ball number display count value is read and the cumulative prize ball is read. What is necessary is just to display the number etc. according to the number display count value in the accumulated prize ball number display area 5B.
  The cumulative number of winning balls in (a) of FIG. 51A is, for example, the cumulative number of winning balls at the time of the tenth winning in the tenth round per first (15 × 10C × 10R + 15 + 6C = 1590). Represents. The cumulative number of winning balls in (b) of FIG. 51 (A) is, for example, the cumulative number of winning balls (15 × 10C × (16 + 4) R + 15) at the beginning of the fifth round of the second consecutive resort (before the first winning prize). Pieces + 13C = 3195 pieces). Further, in FIG. 51A, the cumulative number of winning balls is notified simply by a numerical value (1590 or 3195), but an image or the like corresponding to the cumulative number of winning balls may be displayed.
  In the present embodiment, whether the first big hit or the second big hit is controlled after the big hit gaming state is finished, a predetermined number of times (for example, 100 times or the like) is controlled to a highly accurate base state. A big hit (a big hit controlled to a low-accuracy high-base state, a high-accuracy low-base state, a low-accuracy-low base state, etc.) that is not controlled a predetermined number of times after completion of the state may be provided. Further, after the end of the big hit gaming state, a big hit may be provided that is controlled to a high probability state (or high base state) until the next big hit. Even in the case of the big win as described above, the over-winning effect described above or the over-winning effect as described above is executed as in the case of the big win that is controlled to the high-precision high-base state a predetermined number of times after the big hit gaming state ends. Restrictions may apply.
  Also, in this embodiment, the first jackpot and the second jackpot are provided to open the grand prize opening once in each round game, but the big prize opening is opened at least twice in all or some round games. You may make it provide the jackpot which makes a state. (1) As an example, a round may be provided in which the first person performs short-term opening several times and then becomes a closed state. For example, short-term (for example, 0.1 second) opening → closing (for example, 2 seconds) → short-term (for example, 0.1 seconds) → closing (for example, 2 seconds) → short-term (for example, 0.1 seconds) ) Open → Close (such as 2 seconds) → Short-term (such as 0.1 second) Open → Long-term closure (such as 23.1 seconds) (2) As another example, a round in which the short-term opening is executed a plurality of times at the beginning and a long-term opening state is set after that may be provided. For example, short-term (for example, 0.1 second) opening → closing (for example, 2 seconds) → short-term (for example, 0.1 seconds) → closing (for example, 2 seconds) → short-term (for example, 0.1 seconds) ) Opening → Closing (for example, 2 seconds) → Opening for a short period (for example, 0.1 second) → Closing (for example, 2 seconds) → Opening for a long period (for example, 21.1 seconds) Good. (3) As another example, a round may be provided in which the first one is in the long-term open state, and thereafter the short-term open is performed a plurality of times. For example, long-term (eg, 21.1 seconds) open → close (eg, 2 seconds) → short-term (eg, 0.1 seconds) → close (eg, 2 seconds) → short-term (eg, 0.1 seconds) Opening → Closing (for example, 2 seconds) → Opening for a short period (for example, 0.1 seconds) → Closing (for example, 2 seconds) → Opening for a short period (for example, 0.1 seconds) Good. (4) As another example, a short-term opening may be performed a plurality of times at the beginning and the end, and a round that may be in a long-term opening state may be provided for others. For example, short-term (for example, 0.1 second) opening → closing (for example, 2 seconds) → short-term (for example, 0.1 seconds) opening → closing (for example, 2 seconds) → long-term (for example, 21.1 seconds) Opening → Closing (for example, 2 seconds) → Opening for a short period (for example, 0.1 seconds) → Closing (for example, 2 seconds) → Opening for a short period (for example, 0.1 seconds) Good.
  In addition, said (1)-(4) illustrated the aspect which makes a grand prize opening state open more than twice in a round game, Comprising: The aspect which makes a grand prize opening state open more than once in a round game Is not limited to the above (1) to (4). For example, in the above examples (1) to (4), the short-term opening time is set to the same time (for example, 0.1 seconds), but a plurality of short-term opening times (for example, 0.1 seconds, 0.2 seconds, etc.) may be provided. In the examples (1) to (4), the closing time during the short opening time is the same time (for example, 2.0 seconds), but the same applies to the closing time. Also, the number of times of opening may be different from the above (1) to (4).
  And in the case of a round game in which the grand prize opening is opened two or more times, as described above, as in the case of the round game in which the big prize opening is opened once, The above-described limitation of over-winning effects may be applied.
  Further, in the present embodiment, when the big hit symbol is derived and displayed, it is controlled to the big hit gaming state, and the special variable winning ball device 7A or the special variable winning ball device 7B is opened. That is, the derivation display of the big hit symbol is an advantageous condition for leading an advantageous state (big hit gaming state) advantageous to the player. Further, in the present embodiment, an example in which the bonus game state is controlled when the bonus game symbol is derived and displayed and the special variable winning ball devices 7A and 7B are in the open state has been described. The ball devices 7A and 7B may be opened. For example, the special variable winning ball devices 7A and 7B may be opened by providing the accuracy (sudden probability change) that is controlled when the accuracy symbol is derived and displayed. In addition, the special variable winning ball devices 7A and 7B may be opened by providing a small hit that is controlled when the small hit symbol is derived and displayed. Further, in the case of a winning hit or a small win, as in the case of the big hit gaming state, the execution of the over winning effect described above or the limitation of the over winning effect described above may be applied.
  In the present embodiment, as an over-winning effect, all over-winning effects are not executed (for example, the over-winning effect based on the eleventh winning is not executed in FIG. 44C). Although an example in which a part of the winning effect is not executed (for example, in FIG. 49C or FIG. 50C, the over winning effect (sound) based on the twelfth winning is not executed) has been described. As a limitation of the effect, an over-winning effect may be executed while suppressing the level of output (sound is reduced, light is weak, image is reduced, etc.).
[Summary]
Next, main effects obtained by the embodiment described above will be described.
(1-1) A gaming machine (for example, pachinko gaming machine 1) that can be controlled in an advantageous state (for example, a big hit state, a high open state) advantageous to a player,
Variable winning means (changeable between a first state (for example, an open state) in which a game medium (for example, a game ball) can be won and a second state (for example, a closed state) in which the game medium is difficult or impossible to win (for example, a closed state)). For example, special variable winning ball devices 7A and 7B, ordinary variable winning ball device 6B),
Variable winning control means (for example, control of the variable winning means from the first state to the second state when a predetermined number (for example, winning upper limit determination value = 10) of game media wins the variable winning means. , The game control microcomputer 100, step S127 of FIG. 23,
In connection with the fact that more than the predetermined number of game media have won in the variable winning means (for example, so-called over winning), a specific effect (for example, “+15”) for displaying the number of winning balls for over winning, over winning sound Specific effect executing means (for example, the CPU 120 for effect control, step S827 in FIG. 37, step S918 in FIG. 42, and FIG. 38B),
Predetermined information display means (for example, the effect control CPU 120, step S825 in FIG. 37, FIG. 38 (A) to FIG. 38 (D)), and
In relation to execution of the specific effect by the specific effect execution means, an action effect that acts on the predetermined information displayed by the predetermined information display means (for example, the number of prize balls for over winning a prize is in a big hit / continuous change) Action effect execution means (for example, effect control CPU 120, step S761B in FIG. 39, FIG. 38 (C), FIG. 38 (D)) for executing an effect such that the number of winning balls collides with the effect. Prepare.
  According to such a configuration, the specific effect is executed in association with the winning of more than a predetermined number of game media in the variable winning means, the predetermined information is displayed in the advantageous state, and the execution of the specific effect is related to The effect of acting on the displayed predetermined information is executed. As a result, it is possible to provide a gaming machine capable of improving the interest of the production for winnings exceeding a predetermined number to the variable winning means.
(1-2) In the gaming machine of (1-1) above,
The action effect execution means executes the action effect according to the number of winnings exceeding the predetermined number (for example, as shown in FIGS. 38 (C) and 38 (D), two or more over winnings are made). If there is, the action effect is executed in two times, and if there is one over win, the action effect is executed once. When the number of winning balls for the over-winning is added to the number of consecutive wins, the effect is performed. The action effect may be executed after adding the number of winning balls for winning.
  According to such a configuration, an action effect corresponding to the number of winnings exceeding a predetermined number is executed in association with the execution of the specific effect. As a result, the player can be focused on the number of winnings exceeding the predetermined number, and the number of winnings exceeding the predetermined number can be strongly appealed to the player.
(1-3) In the gaming machine of (1-1) or (1-2) above,
A payout means (for example, a payout control board 37) for paying out a predetermined number of game media (for example, 15 prize balls for one win) with respect to winning of the game media to the variable winning means. A ball dispensing device 97),
The specific effect execution means can indicate the number of game media paid out by the payout means for the winnings larger than the predetermined number as the specific effect (for example, the number of game media paid out for winning). It is not limited to the number of prize balls to be paid for winning in the 1st grand prize opening and the 2nd big prize opening, and the 1st starting prize opening, the 2nd starting prize opening and the general prize winning in the big hit. It may be the number obtained by adding the number of payout balls for winning a prize, or by the number of players earned by subtracting the number of game balls thrown into the game area from the number of payout balls for winning. There may be an effect that displays).
  According to such a configuration, it is possible to improve the interest of the effect of displaying the number of game media paid out in response to winnings exceeding a predetermined number to the variable winning means.
(1-4) In any one of the above gaming machines (1-1) to (1-3),
A payout means for paying out a predetermined number of game media (for example, 15 prize balls for one win) for winning a game medium to the variable winning means;
The predetermined information display means indicates the number of game media paid out by the payout means for the predetermined number of winnings in the advantageous state (for example, the number of winning prizes, the number of consecutive winning prizes). Display as information.
  According to such a configuration, an action effect that affects the number of game media paid out for a predetermined number of winnings is executed in association with the execution of the specific effect. As a result, the player can pay attention to the number of game media paid out for a predetermined number of winnings, and strongly appeal to the player that the number will increase with respect to winnings exceeding the predetermined number. Can do.
(1-5) In any of the above gaming machines (1-1) to (1-4),
The advantageous state is a state in which the variable winning means is controlled to the first state a predetermined number of times (for example, 16 rounds, 6 rounds),
A payout means for paying out a predetermined number of game media (for example, 15 prize balls for one win) for winning a game medium to the variable winning means;
The predetermined information display means includes a first number of game media paid out by the payout means in one advantageous state (for example, the number of winning balls in a big hit) and a period (for example, repeatedly controlled in the advantageous state) The second number of game media paid out by the payout means during the so-called continuous change period (for example, the number of consecutive winning balls) is displayed as the predetermined information (for example, FIG. (See FIG. 38D)
The action effect execution means executes an action effect that acts on both the first number and the second number (see, for example, FIGS. 38C and 38D).
  According to such a configuration, in relation to the execution of the specific effect, the first number of game media paid out in one advantageous state and the number of game media paid out in the period repeatedly controlled to the advantageous state. An effect that acts on the number of 2 is executed. As a result, the player can be made to pay attention to the first number and the second number, and it can be strongly appealed to the player that the number increases with respect to the winnings exceeding the predetermined number.
(1-6) In any one of the above gaming machines (1-1) to (1-5),
The action effect executing means executes the action effect as the specific effect is executed by the specific effect executing means (for example, “+15” is a big hit immediately after the specific effect displaying “+15” is executed). An effect that affects the number of middle prize balls is executed).
  According to such a configuration, the action effect is executed along with the execution of the specific effect that is executed in connection with the winning of more game media than the predetermined number. As a result, it is possible to improve the interest of the production accompanying the winning of more game media than the predetermined number.
(1-7) In any one of the above gaming machines (1-1) to (1-6),
When the variable winning means is controlled to the first state, a normal performance (for example, a big hit immediately without displaying the number of winning balls for the normal winning) A normal effect executing means (for example, an effect control CPU 120, step S825 in FIG. 37, FIG. 38A) for executing a medium / continuous-chang middle prize ball).
The action effect executing means acts on the predetermined information displayed by the predetermined information display means as a mode different from the normal effect by the normal effect execution means (for example, for execution of the normal effect) In the normal performance, the number of the winning balls for the normal winning is displayed, and the number of the winning balls is the number of winning balls in the big hit / continuous change in a manner different from the action effect related to the specific effect. ) May be performed.
  According to such a configuration, it is possible to make a player pay attention to an action effect related to a specific effect related to a prize that exceeds a predetermined number, rather than an action effect related to a normal effect related to a predetermined number or less of winnings. .
(1-8) In any one of the above gaming machines (1-1) to (1-7)
The variable winning control means, as the advantageous state, until at least one of a predetermined period (for example, a large winning opening opening upper limit time) elapses or the predetermined number of game media wins is established. A specific game (for example, round game) that can change the variable winning means to the first state is executed a predetermined number of times (for example, 16 rounds, 6 rounds),
In the advantageous state, based on the fact that the game medium has won a special area (for example, special area = so-called V area) provided in the variable winning means, a special state (for example, a probable change state) advantageous to the player is obtained. Special state control means for controlling (for example, the game control microcomputer 100);
Based on the fact that more than the predetermined number of game media have been won in the variable winning means in the specific game, a notification effect (for example, an effect sound of a cat's cry performed from the interval period to the next round game period) (See, for example, CPU 120 for effect control, step S918 in FIG. 42),
A specific game of a specific time among the specific games (for example, the fifth round. In the normal round game, the special variable winning ball device 7A is opened, and in the specific round game, the special variable winning ball device 7B is opened). Is a promotion effect that prompts the player to win a game medium in the special area (for example, an effect that strongly encourages the player to win a special area, and “V” is displayed on the voice and image display device 5. Promotion effect for notifying "Aim for area" (see FIG. 45D)) (for example, CPU 120 for effect control, step S817 in FIG. 35, step S752 in FIG. 36),
Notification effect limiting means for limiting the execution of the notification effect of the specific game immediately before the specific time (for example, the effect control CPU 120, step S917 in FIG. 42. The promotion effect is executed in the specific round game with the number of rounds = 5. Therefore, it is limited when the number of rounds = 5).
  According to such a configuration, the predetermined number of specific games before the specific game of the specific time in which the promotion effect for promoting the winning of the game medium to the special area provided in the variable winning means is executed exceeds a predetermined number. Execution of the winning notification effect to the variable winning means is restricted. As a result, it is possible to prevent an effect that prompts the player to win a game medium in a special area provided in the variable winning means and is prevented from being obstructed by a winning notification effect exceeding a predetermined number on the variable winning means. it can.
  (2-0) Conventionally, in a pachinko gaming machine, variable winning means that can be changed between a first state in which a game medium (for example, a game ball) is easy to win and a second state in which the game medium is difficult or impossible to win ( When a predetermined upper limit number of game balls wins in the variable winning opening), the variable winning means is set to the second state. However, there are cases where a predetermined number of game balls are won (so-called over-winning) between the detection of a predetermined upper limit number of game balls and the transition to the second state. There has been a notification effect that sounds a sound based on the fact that a game ball is won in excess of the predetermined upper limit (see, for example, Japanese Patent Laid-Open No. 2013-212368).
  Conventionally, a pachinko game in which an effect that is not executed in other big hit states is executed in the big hit state when an additional condition is satisfied in addition to the normal big hit state such as when the big hit state continues for a predetermined number of times There is a machine.
  However, in a pachinko gaming machine such as JP 2013-212368, a so-called over-winning notification effect prevents an effect that is not executed in an advantageous state (a big hit state) that does not require additional conditions to be established. There was a problem. In order to solve such a problem, as shown in the embodiment described above, the gaming machine is configured as follows.
(2-1-1) A gaming machine (for example, a pachinko gaming machine 1) that can be controlled in an advantageous state (for example, a big hit state) advantageous to a player,
Variable winning means that can change between a first state (for example, an open state) in which a game medium (for example, a game ball) is easy to win and a second state (for example, a closed state) in which the game medium is difficult or impossible to win (for example, a closed state). For example, special variable winning ball devices 7A, 7B)
As the advantageous state, at least one of the elapse of a predetermined period (for example, a big winning opening opening upper limit time) or a predetermined upper limit number (for example, a winning upper limit determination value = 10) of the game media wins. Variable winning control means (for example, game) that executes a specific game (for example, round game) that can change the variable winning means to the first state until it is established a predetermined number of times (for example, 16 rounds, 6 rounds). A control microcomputer 100);
In the advantageous state, special state control means (for example, a game) for controlling to a special state (for example, probability variation state) advantageous to the player based on the fact that the game medium has won a special area provided in the variable winning means. A control microcomputer 100);
A notification effect (for example, from the interval period to the next round game period) based on the fact that game media exceeding the predetermined upper limit in the specific game has won the specific area (for example, so-called over-winning). A notification effect executing means (for example, the effect control CPU 120, step S918 in FIG. 42) for executing the output of the effect sound of the cat cry performed (see FIG. 45) is provided.
(2-1-2) In addition to the configuration of (2-1-1) described above, the gaming machine further includes
Based on the establishment of the first condition (for example, a big hit display result), the first condition is controlled to a first advantageous state (for example, a big hit state in which a premium effect is not executed) of the plurality of types of advantageous states, and the first condition And the second condition (for example, a big hit state continuously for a predetermined number of times, and a big hit at a specific reach during the probability variation state), the second advantage of the plurality of types of the advantageous states. Advantageous state control means for controlling to a state (for example, a big hit state in which a premium effect is executed);
Predetermined effect execution means (for example, CPU 120 for effect control) for executing a predetermined effect (for example, premium effect) that is not executed in the first advantageous state during a predetermined period of the second advantageous state (for example, a period of 2 to 6 rounds). Step S803 in FIG. 35, Step S752 in FIG. 36),
In the predetermined period, notification effect restriction means for restricting execution of the notification effect (for example, the effect control CPU 120, step S913 in FIG. 42. The premium effect is a round game in which the number of consecutive chunks = 10 and the number of rounds = 2-6. Since it is executed, it is limited at this time.)
  According to such a configuration, a predetermined effect that is not executed in the first advantageous state controlled by the establishment of the first condition is executed, and in the second gaming state that is controlled by the establishment of the second condition in addition to the first condition. In the predetermined period, execution of the notification effect of the winning to the variable winning means exceeding the predetermined upper limit number is restricted. As a result, it is possible to prevent an effect that is not executed in the first advantageous state that does not require the establishment of an additional condition from being obstructed by a winning notification effect exceeding a predetermined upper limit number to the variable winning means. A gaming machine can be provided.
  In particular, the predetermined effect such as the premium effect has many effects such as moving emotional images, and it is possible to prevent the atmosphere of the premium effect from being spoiled by the cat's cry of the notification effect.
(2-2) In the gaming machine (2-1-2) described above,
The notification effect restricting unit releases the restriction on the execution of the notification effect after the predetermined period has elapsed (for example, the process does not proceed to the process of restricting the over-winning notification in step S913 in FIG. 42).
  According to such a configuration, the notification effect can be executed after the elapse of a predetermined period in which it is necessary to prevent the predetermined effect from being hindered by the notification effect. As a result, it is possible to minimize a decrease in interest due to the fact that the notification effect is not executed.
(2-3) In the gaming machine of (2-1-2) or (2-2) described above,
A specific game of a specific time among the specific games (for example, the fifth round. In the normal round game, the special variable winning ball device 7A is opened, and in the specific round game, the special variable winning ball device 7B is opened). Promotion effect executing means (for example, the effect control CPU 120, step S817, step S807 in FIG. 35, step S752 in FIG. 36) for executing a promotion effect that prompts the player to win a game medium in the special area when is started. In addition,
In the second advantageous state, the variable winning control means executes the specific game for the specific time in the predetermined period,
The promotion effect execution means executes the promotion effect in a mode different from the other periods in the predetermined period (for example, step S807 in FIG. 35, step S752 in FIG. 36. The promotion effect as shown in FIG. 45 (D) is executed as the window display, and the premium effect is executed except for the lower right portion.
  According to such a configuration, in the predetermined period in which the predetermined effect is executed, the promotion effect is executed in a manner different from other periods. As a result, the promotion effect can be executed in a manner that does not reduce the interest of the predetermined effect.
  (3-0) In a round game in a big hit state in recent years, a special state advantageous to the player (for example, for example, based on the fact that the game medium has won a special region (for example, V region) provided in the variable winning means. There is a pachinko machine controlled by a probability variation state. In such a pachinko gaming machine, the probability variation state is not controlled unless a game medium is won in the special area. For this reason, it is necessary to make it easy to understand the effect of notifying the player that the game medium has won the special area.
  However, in the pachinko gaming machine as disclosed in Japanese Patent Laid-Open No. 2013-212368 shown in the above (2-0), a so-called over-winning notification effect is notified to the player that the game medium has been won in the special area. There was a problem that the performance to be disturbed. In order to solve such a problem, as shown in the embodiment described above, the gaming machine is configured as follows.
(3-1) In addition to the above-described configurations (2-1-1) to (2-3), the gaming machine further includes:
In the specific game at a specific time among the specific games (for example, in the normal round game, the special variable winning ball device 7A is opened, and in the specific round game, the special variable winning ball device 7B is opened). A special effect (for example, a special area passing effect for notifying the player that a special area has been won. See FIGS. 45E and 45F) is executed. Special effect execution means (for example, CPU 120 for effect control, step S758 in FIG. 36);
Notification effect limiting means for limiting the execution of the notification effect of the specific game at the specific time (for example, the effect control CPU 120, step S917 in FIG. 42. The special area passing effect is executed in a specific round game with the number of rounds = 5. Therefore, it is limited when the number of rounds = 5).
  According to such a configuration, a predetermined upper limit number of specific games at a specific time in which a special effect executed based on the winning of a game medium in a special area provided in the variable winning means is exceeded. Execution of the winning notification effect to the variable winning means is restricted. As a result, the effect of notifying the player that the game medium has won the special area provided in the variable winning means is hindered by the winning notification effect exceeding the predetermined upper limit number to the variable winning means. A gaming machine that can be prevented can be provided.
(3-2) In the gaming machine of (3-1) described above,
The special effect execution means executes the special effect until the next specific game is started (for example, step S758 in FIG. 36. The V winning notification effect is executed across the interval period).
  According to such a configuration, the special effect is executed even during a period in which the variable winning means between the specific game and the specific game is in the second state. As a result, it is possible to prevent a decrease in interest during such a period.
(3-3) In the gaming machine of (3-1) or (3-2) described above,
The variable winning means includes first variable winning means (for example, special variable winning ball apparatus 7A) and second variable winning means (for example, special variable winning ball apparatus 7B),
The variable winning control means changes the second variable winning means to the first state in the specific game of the specific time (for example, step S139C in FIG. 21), while the first in the specific game other than the specific game. The variable winning means is changed to the first state (for example, step S139B in FIG. 21),
The notification effect execution means may have a different aspect depending on whether the first variable winning means or the second variable winning means has won a game medium exceeding the predetermined upper limit in the specific area. Are executed (for example, step S917 and step S918 in FIG. 42).
  According to such a configuration, the mode of the notification effect varies depending on which of the first variable winning means and the second variable winning means is won. As a result, the interest of the notification effect can be improved.
(3-4) In the gaming machine of (3-1) or (3-2) described above,
The variable winning means includes a first variable winning means and a second variable winning means,
The variable winning control means changes the second variable winning means to the first state in the specific game of the specific time (for example, step S139C in FIG. 21), while the first in the specific game other than the specific game. The variable winning means is changed to the first state (for example, step S139B in FIG. 21),
Unlike the embodiment described above, the notification effect restricting means prohibits the execution of the notification effect of the specific game at the specific time (for example, by not performing the process of step S917 in FIG. 42, the notification effect is reduced). It may not be executed.)
  According to such a configuration, the effect of notifying the winning to the second variable winning means in the specific game of the specific time is not executed. As a result, it is possible to completely prevent the special effect from being disturbed by the notification effect.
  (4-0) In a round game in the big hit state in recent years, a special state advantageous to the player (for example, for example, based on the fact that the game medium has won a special region (for example, the V region) provided in the variable winning means. There is a pachinko machine controlled in a probability variation state (also called a probability variation state). In such a pachinko gaming machine, the probability variation state is not controlled unless a game medium is won in the special area. For this reason, in a round game in which a game medium can be won in the special area or in a previous round game, it is necessary to make it easy to understand an effect that prompts the player to win the game medium in the special area.
  However, in the pachinko gaming machine as disclosed in Japanese Patent Laid-Open No. 2013-212368 shown in the above (2-0), an effect that prompts the player to win a game medium in a special area by a so-called over-winning notification effect. There was a problem that was disturbed. In order to solve such a problem, as shown in the embodiment described above, the gaming machine is configured as follows.
(4-1) In addition to the configurations (2-1-1) to (2-3) and (3-1) to (3-4) described above, the gaming machine further includes:
A specific game of a specific time among the specific games (for example, the fifth round. In the normal round game, the special variable winning ball device 7A is opened, and in the specific round game, the special variable winning ball device 7B is opened). Is a promotion effect that prompts the player to win a game medium in the special area (for example, an effect that strongly encourages the player to win a special area, and “V” is displayed on the voice and image display device 5. Promotion effect for notifying "Aim for area" (see FIG. 45D)) (for example, CPU 120 for effect control, step S817 in FIG. 35, step S752 in FIG. 36),
Notification effect limiting means for limiting the execution of the notification effect of the specific game immediately before the specific time (for example, the effect control CPU 120, step S917 in FIG. 42. The promotion effect is executed in the specific round game with the number of rounds = 5. Therefore, it is limited when the number of rounds = 5).
  According to such a configuration, the predetermined upper limit number of the specific game one time before the specific game of the specific time in which the promotion effect that promotes the winning of the game medium to the special area provided in the variable winning means is executed. Execution of the notification effect of winning a prize to the variable winning means exceeding the limit is restricted. As a result, the effect of prompting the player to win the game medium in the special area provided in the variable winning means is prevented from being obstructed by the winning notification effect exceeding the predetermined upper limit number on the variable winning means. It is possible to provide a gaming machine that can be used.
(4-2) In the gaming machine of the above (4-1),
In the specific game period before the specific time (for example, immediately before or several rounds before), a notice effect (for example, annunciation of the specific game of the specific time started later) An effect of notifying the player that the next round game is a specific round game, and informing the player that “Aim at the V region in the next round” by displaying on the voice and the image display device 5. 45 (C).) Is further provided with notification effect execution means (for example, effect control CPU 120, step S815 in FIG. 35, step S752 in FIG. 36).
  According to such a configuration, the specific game of the specific time is notified before the specific time when the game medium should be won in the special area provided in the variable winning means. As a result, it is possible to prevent the player from losing the prize for the game medium in the special area.
(4-3) In the gaming machine (4-2) described above,
The notification effect limiting means further restricts the execution of the notification effect of the specific game in which the notification effect is executed (for example, step S915 in FIG. 42. The notification effect is executed in a specific round game with the number of rounds = 4). Therefore, it is limited when the number of rounds = 4).
  According to such a configuration, it is possible to prevent the notification effect from being hindered by the notification effect.
(4-4) In any of the above gaming machines (4-1) to (4-3),
Unlike the above-described embodiment, during the period in which the notification effect is executed (for example, 2.0 seconds may be used), the variable winning means between the specific game and the specific game is in the second state. It is good also as being longer than the closed period (for example, interval period. For example, 1.5 second).
  According to such a structure, the fall of the interest of a closing period can be prevented by the alerting | reporting effect which can be performed immediately after it becomes a closing period.
(4-5) In any of the above gaming machines (4-1) to (4-4),
Unlike the embodiment described above, the notification effect restricting means prohibits the execution of the notification effect (for example, the notification effect is not executed by eliminating the processing of step S917 and step S915 in FIG. 42). You may do it.
  According to such a configuration, it is possible to completely prevent the promotion effect from being disturbed by the notification effect.
(4-6) In any of the above gaming machines (4-1) to (4-5),
The notification effect restricting means has a predetermined period (for example, FIG. 41) between the predetermined upper-limit number-th prize (for example, tenth prize) and a prize after the prize (for example, eleventh or later prize). The time limit corresponding to the notification time limit timer value set as the timer initial value in step S903 is 0.4 seconds. For example, as shown in step S905 of FIG. 41, the notification time limit timer value is When the eleventh prize is received before the time-out, the execution of the notification effect is limited (for example, not all is executed. Some is executed. The output is executed with a reduced degree of output).
  According to such a configuration, it is possible to prevent the notification effect from becoming complicated due to the fact that the winnings exceeding the predetermined upper limit number are continued in the specific period and the interest is reduced.
(4-7) In any one of the above gaming machines (4-1) to (4-6),
The notification effect limiting means sets a plurality of winnings after the predetermined upper limit number of winnings (for example, a plurality of winnings after the eleventh) as a timer initial value in a specific period (for example, step S903 in FIG. 47). (For example, as shown in step S905 of FIG. 47, the twelfth time before the notification time limit timer value times out). When there is a prize, the execution of the notification effect is restricted (for example, not all are executed. Some are executed. The output is executed with a reduced degree of output).
  According to such a configuration, it is possible to prevent the notification effect from becoming complicated due to the fact that the winnings exceeding the predetermined upper limit number are continued in the specific period and the interest is reduced.
  (5-1) Advantageous conditions (for example, big hit gaming state, accuracy, small hits, etc.) advantageous to the player when the advantageous conditions (for example, derivation display of big hit symbols, winning symbols, small winning symbols, etc.) are established A first state in which a game medium (for example, a game ball) is easy to win (for example, an open state) and a second state in which the game medium is difficult to win (for example, a closed state). ) Variable prize winning means (for example, special variable winning ball devices 7A, 7B, etc.), and in the advantageous state, the variable prize winning means is set to a predetermined period (for example, 29.5 shown in FIG. 22B). Second), or the game medium wins the upper limit winning number (the number corresponding to the winning upper limit determination value shown in step S126 of the big hit release process in FIG. 23, for example, 10). Before one is established Open games that can be changed to the first state (for example, round games in the big hit game state, control that becomes open state in the odds or small hits, etc.) predetermined times (for example, six times in the case of the first big hit, Variable winning control means to be executed (for example, processing in step S139 of the big hit release pre-processing in FIG. 21 or processing in steps S365 and S368 of the big hit release post-processing in FIG. 25, etc.) In one open game (for example, all or part of the round game), a specific effect (for example, over-winning or the like) is obtained based on the fact that the game medium has won the variable winning means (for example, over-winning or the like) exceeding the upper limit winning number. , Specific effect execution means (for example, FIG. 41) capable of executing an over-winning effect for notifying over-winning, which is executed in step S906 of FIG. And the specific effect execution means after the winning of the upper limit winning number (for example, the tenth winning corresponding to the winning upper limit determination value) and the winning of the upper winning number (For example, the eleventh prize, the twelfth prize, the thirteenth prize, etc.) and the notification limit time timer value set as the timer initial value in step S903 in FIG. When there was an eleventh prize before the notification time limit timer value timed out (for example, as shown in step S905 of FIG. 41) when it continued within a corresponding period (for example, about 0.4 seconds, etc.) ), The execution of the specific effect is restricted (for example, not all are executed, some are executed, and the output is executed with a reduced degree of output, etc.). According to such a configuration, a decrease in interest can be prevented.
  (5-2) Advantageous conditions that are advantageous to the player when the advantageous conditions (for example, the derivation display of the big hit symbol, the winning symbol, the small winning symbol, etc.) are established (for example, the big hit gaming state, the positive accuracy, the small hit, etc.) A first state in which a game medium (for example, a game ball) is easy to win (for example, an open state) and a second state in which the game medium is difficult to win (for example, a closed state). ) Variable prize winning means (for example, special variable winning ball devices 7A, 7B, etc.), and in the advantageous state, the variable prize winning means is set to a predetermined period (for example, 29.5 shown in FIG. 22B). Second), or the game medium wins the upper limit winning number (the number corresponding to the winning upper limit determination value shown in step S126 of the big hit release process in FIG. 23, for example, 10). Before one is established Open games that can be changed to the first state (for example, round games in the big hit game state, control that becomes open state in the odds or small hits, etc.) predetermined times (for example, six times in the case of the first big hit, Variable winning control means to be executed (for example, processing in step S139 of the big hit release pre-processing in FIG. 21 or processing in steps S365 and S368 of the big hit release post-processing in FIG. 25, etc.) In one open game (for example, all or part of the round game), a specific effect (for example, over-winning or the like) is obtained based on the fact that the game medium has won the variable winning means (for example, over-winning or the like) exceeding the upper limit winning number. 47, specific effect execution means (for example, FIG. 47) capable of executing an over-winning effect for notifying over-winning, etc., executed in step S906 of FIG. The specific effect executing means includes a plurality of winnings (for example, the eleventh winning, the twelfth winning, the thirteenth winning, etc.). (Winning etc.) continues within a specific period (for example, a period corresponding to the notification time limit timer value set as the timer initial value in step S903 in FIG. 47 (for example, about 0.4 seconds)) (for example, 47, when the twelfth prize is received before the notification time limit timer value times out as shown in step S905 in FIG. 47, the execution of the specific effect is restricted (for example, not all are executed). Etc.), etc.).
According to such a configuration, a decrease in interest can be prevented.
(5-3) In the pachinko gaming machine 1 according to the above embodiment, the specific effect may be a sound effect as shown in FIGS. 44 and 48, for example.
  According to such a configuration, the processing burden can be reduced because the effect is sound. For example, the processing load can be reduced as compared with the presentation effect.
  (5-4) The pachinko gaming machine 1 according to the embodiment described above displays (for example, the number of accumulated prize balls, etc.) related to the magnitude of the game value acquired by the player based on winning the variable winning means (for example, It further includes earned value display means (means for displaying the cumulative prize ball number as shown in FIG. 51A) for executing the display on the cumulative prize ball number display area 5B.
According to such a configuration, satisfaction can be enhanced.
In the above embodiment, as the cumulative number of winning balls, the cumulative number of winning balls from when the first big hit round is executed until the low probability low base state is reached after the big hit is completed is displayed. That is, as shown in FIG. 51 (A), the cumulative number of prize balls in the retreat is displayed as the cumulative number of prize balls. Instead of or in addition to the above, the cumulative number of winning balls for each jackpot may be displayed, or the number of winning balls for each round may be displayed.
  The acquired value display means described above, for example, in the command analysis processing (step S74) shown in FIG. 28 and FIG. 29, when receiving the big prize winning notification command (step S502; YES), the effect control counter The cumulative prize ball number display counter value stored in the cumulative prize ball number display counter provided in the setting unit 193 is updated to be incremented by 15, and both the high probability flag and the high base flag are turned off. Sometimes (step S521; YES), the accumulated prize ball number display counter is cleared and the accumulated prize ball number display count value is initialized to “0”, for example, the accumulated over-winning ball number notification process (step S151) Or a process executed when the cumulative over-winning ball number notification process is executed), the cumulative prize ball display count value is read and the cumulative prize ball number Processing for displaying the Suto corresponding to shown the count value in the accumulated prize ball number display area 5B, and the like. In FIG. 51A, the cumulative prize ball number is simply notified by a numerical value, but an image or the like corresponding to the cumulative prize ball number may be displayed.
  (5-5) In the pachinko gaming machine 1 according to the above embodiment, the specific period (for example, about 0.4 seconds as shown in step S903 of FIG. 47) is the execution period of the specific effect (for example, FIG. 47). As shown in step S906, it is a period of about 0.3 seconds) or more.
According to such a configuration, it is possible to prevent a reduction in effect.
In the above embodiment, in FIG. 47 (example in the relationship between winnings corresponding to over winning), the specific period (notification time limit) is set to about 0.4 seconds, and the execution period of the specific effect (execution of the over winning effect) Time) is 0.3 seconds, but each period is not limited to that shown in FIG. Specifically, if the specific period in the mode of FIG. 47 (the notification limit time in the relationship between winnings corresponding to over winnings) is a period longer than the execution period of the specific effect, each period is illustrated in FIG. It may be a period other than the period. Further, in FIG. 41 (an example of the relationship between a winning that does not correspond to an over-winning and a winning that corresponds to an over-winning) and FIG. 47 (an example of the relationship between winnings that correspond to an over-winning), a specific period (notifying time limit) ) Are common (same) times, but may be different times. However, it is possible to prevent the processing from becoming complicated by using a common time.
  In the above embodiment, the specific period in the mode of FIG. 41 (notification limit time in the relationship between the winning that does not correspond to the over winning and the winning that corresponds to the over winning) is also the specific period in the mode of FIG. Similar to the notification time limit in the relationship between the corresponding winnings), the period of time is equal to or longer than the execution period of the specific effect (execution time of the over-winning effect), but the specific period in the aspect of FIG. It may be.
  (5-6) In the above embodiment, as the cumulative number of winning balls, the number of winning balls that are not over-winning (for example, the first to tenth winnings) and the over winning (for example, the eleventh- The total number of winning balls including the number of winning balls due to over-winning can be easily grasped, but it is calculated to grasp the number of winning balls due to over-winning. Cost. Accordingly, the number of winning balls due to over winning may be displayed in order to easily grasp the number of winning balls due to over winning.
  That is, in the pachinko gaming machine 1 according to the above embodiment, the acquired value display means is based on the fact that the game medium has won the variable winning means (for example, over winning etc.) exceeding the upper limit winning number. You may perform the display regarding the magnitude | size of the acquired game value (For example, the cumulative number of winning balls by over winning etc.). According to such a configuration, satisfaction can be enhanced.
  (5-7) The pachinko gaming machine 1 according to the embodiment described above displays (for example, cumulative over-winning) regarding the number of game media that have won the variable winning means beyond the upper limit number of winnings (for example, cumulative over-winning number of balls). Special winning value display means for executing (such as display on the winning ball number display area 5A) (accumulated over winning ball number notification processing in step S151 shown in FIG. 43) is further included. According to such a configuration, satisfaction can be enhanced.
[Modification]
Next, a modification of the above-described embodiment will be described.
(1) In the gaming machine of any one of (1-1) to (1-5), (1-7) and (1-8),
The advantageous state is a state in which the variable winning means is controlled to the first state a predetermined number of times,
A payout means for paying out a predetermined number of game media (for example, 15 prize balls for one win) for winning a game medium to the variable winning means;
The action effect execution means may collectively execute the action effect in relation to the execution of the specific effect in the predetermined number of times of control to the first state (for example, at the end of a big hit You may be able to execute an effect in which the number of winning balls for over-winning for all rounds affects the number of winning balls in the big hit / continuous Chang. You may make it perform the effect which acts on the number of winning balls in a big hit / ream.
  According to such a configuration, the action effect is collectively executed in relation to the execution of the specific effect in the control to the first state a predetermined number of times. As a result, the effect of the production can be improved by the action effect that is executed collectively.
  Specifically, the total number of winning balls for all over-round wins is displayed separately from the number of hits in the big hit / repeated chain, and at the end of the big hit (for example, during the ending production) An effect of adding the total number of winning balls for over-winning to the number of consecutive winning middle prize balls is executed, and the summed jackpot / continuous winning middle number of winning balls is displayed.
  (2) In the above-described embodiment, as shown in FIG. 38, a combined effect is executed such that the number of winning balls for the over winning prize collides with the number of winning balls in the big hit / continuous-chang game. I did it.
  However, the present invention is not limited to this, and a combined effect may be executed such that the number of winning balls for the over winning is added to the number of hits in the big hit / continuous change in accordance with the output of the over winning sound.
  (3) In the above-described embodiment, as shown in Step S913, Step S915, and Step S917 of FIG. 42, the over-winning notification (notification effect) is performed by executing the over-winning notification at the volume 0. I tried to limit it. However, the method is not limited to this, and other methods may be used as long as the notification effect is limited. (A) For example, these processes (step S913, step S915, step S917) may not be executed. (B) In these processes, the volume may be lowered than usual. (C) In these processes, the sound output period of the notification effect may be made shorter than usual. (D) You may make it perform the ducking process which lowers the volume of a notification effect, or makes it 0 only when the sound of a promotion effect, a notification effect, a specific area passage effect, and a premium effect is output. (E) A short notification effect different from normal may be executed.
  (4) In the above-described embodiment, the two special variable winning ball devices 7A and 7B are provided, and one of the special variable winning ball devices 7B is provided with a special region (so-called V region). However, the present invention is not limited to this, and one special variable winning ball apparatus may be provided, and the special variable winning ball apparatus may be provided with a special area. Also, a plurality of special variable winning ball devices may be provided, and the special variable winning ball devices opened depending on the type of the big hit gaming state may be different, and a special area may be provided in all or some of the special variable winning ball devices. .
  (5) In the embodiment described above, the special variable winning ball devices 7A and 7B are of a type that opens and closes the big winning opening. However, a variable prize that can be changed between a first state (for example, an open state) where a game medium (for example, a game ball) is easy to win and a second state (for example, a closed state) where the game medium is difficult or impossible to win. If it is a means, it is not limited to this type, and the prize winning opening is always open, and the path for guiding the game medium to the prize winning opening is easy to guide the game medium and difficult to guide the game medium. Alternatively, it may be a type that can be changed to a state in which a game medium cannot be guided.
  (6) As described in (4-4) above, when the length of the notification effect is longer than the interval period, the notification effect is executed until the next round game. Thereby, although the fall of the interest of the interval period can be prevented by the notification effect, the effect in the next round may be hindered. For this reason, when there is a possibility that effects such as an unfavorable promotion effect, a notification effect, a special area pass effect, and a premium effect may be obstructed, the meaning of restricting the execution of the notification effect becomes stronger.
  However, even if the length of the notification effect is shorter than the interval period, there is a possibility that the effect in the next round is hindered by the notification effect, so it is meaningful to limit the execution of the notification effect.
  (7) In the above-described embodiment, the over-winning notification effect is executed by sound. However, the present invention is not limited to this, and the notification effect may be executed by other means together with the sound or instead of the sound. For example, the other means may be a display means capable of displaying video such as the image display device 5, a light emitting means capable of emitting light such as an LED lamp, or movable. It may be a means such as a movable movable object, or may be a means for vibrating the hitting operation handle.
  For example, when the notification effect is executed with a video image, it may become cumbersome to overlap with the effect image such as the promotion effect, the notification effect, the special region passing effect, and the premium effect, but the execution of the notification effect is restricted. By doing so, it can be prevented from becoming so complicated.
  (8) The aspect in which the effects such as the promotion effect, the notification effect, the special region pass effect, and the premium effect are inhibited by the notification effect is not limited to the case where the period of the notification effect overlaps the period of the effect that is inhibited. Even if they do not overlap, if the notification effect is executed immediately before or immediately after the effect that is inhibited, the impression of the player who is inhibited will be worse, or the reverberation of the effect that will be inhibited will be inhibited. I'll be relaxed. For this reason, even if it is a case where the period of the notification effect does not overlap with the period of the effect to be inhibited, it is preferable to restrict the execution of the notification effect.
  (9) As described in (3-3) above, with respect to over winning to the first big winning opening of the special variable winning ball apparatus 7A, the normal volume is used as shown in step S918 in FIG. An over-winning notification is made, and over-winning to the second big winning opening of the special variable winning ball apparatus 7B is notified at the volume 0 as shown in step S917 of FIG. .
  However, the present invention is not limited to this, and any other mode may be used as long as the mode of the notification effect is different between the over winning of the first grand prize opening and the over winning of the second grand prize opening. For example, the over-winning notification effect of the first grand prize opening is notified with a sound of normal volume and a predetermined lamp is emitted, and the over-winning notification effect of the second big winning opening is notified with a sound of volume 0. And a predetermined lamp may be caused to emit light in the same manner as the first big prize opening. Further, the over-winning notification effect of the first grand prize opening is notified with a sound of a normal volume, and the over-winning notification effect of the second large winning opening is not a sound notification but a predetermined lamp is emitted. It may be. Further, the over-winning notification effect of the first grand prize opening may be notified by a cat's cry, and the over-winning notification effect of the second big prize opening may be notified by a dog's cry.
  (10) In the above-described embodiment, the second advantageous state in which the premium effect shown in (2-1-2) is executed is a predetermined number of times in addition to the first condition that a jackpot display result is obtained. The control is based on the fact that the second condition such as consecutive big hit states (for example, ten consecutive changes) is established.
  However, the second condition may be another condition. For example, the second condition may be a condition that a specific reach (premium reach) is a big hit during the probability change state, or among a plurality of big hit gaming states. The condition may be a jackpot gaming state with the lowest probability of winning, or may be a condition of a jackpot gaming state having the largest number of available winning balls among a plurality of jackpot gaming states.
  (11) In the above-described embodiment, only whether or not a predetermined effect (for example, a premium effect) is executed in the first advantageous state and the second advantageous state shown in (2-1-2) described above. Are the big hit gaming states of the same kind (same open pattern). However, the present invention is not limited to this, and the first advantageous state and the second advantageous state are not only different in whether or not the predetermined effect is executed, but different types (different open patterns, for example, 6R big hit and 16R big hit) It may be a big hit gaming state.
  (12) In the above-described embodiment, as shown in step S805 and step S807 of FIG. 35, when the premium effect is being executed, the notice effect and the promotion effect are respectively displayed in the lower right portion of the screen. By being executed as a display, the notification effect and the promotion effect are executed in a manner different from that in other periods.
  Also, as shown in step S758 of FIG. 36, when the premium effect is being executed, the special region passing effect is executed as a small window display at the lower right portion of the screen. However, it was made to be executed in a manner different from other periods.
  However, if the announcement effect, the promotion effect, and the special area passing effect are executed in a manner different from other periods, these effects are not limited to being executed as a small window display in the lower right portion of the screen. Other embodiments may be possible. For example, an aspect in which these effects are executed on another part of the screen may be used. Moreover, you may be made to perform not the small window display but the aspect which these effects superimpose on a part of premium effect, ie, the aspect which sees a premium effect transparently as a background of these effects. Further, when the sub display unit is provided in addition to the main display unit, these effects may be executed by the sub display unit. In any case, it is preferable to execute the notice effect, the promotion effect, and the special area passing effect in a manner that does not lower the interest of the predetermined effect such as the premium effect.
  (13) In the above embodiment, the number of winning balls of the big winning opening is “15” and the count number (the number corresponding to the winning upper limit determination value) is “10”. However, the number may be other numbers.
  (14) In the above embodiment, the special variable winning ball device 7A is provided at the center of the left and right sides of the game area, and the special variable winning ball device 7B is provided on the right side of the game area. Devices 7A and 7B may be provided. Note that the special variable winning ball devices 7A and 7B may be arranged in a form in which over winning is likely to occur regardless of the position in the game area. For example, special variable winning ball devices 7A and 7B having a horizontal width (length in the left-right direction) of the maximum size (for example, 135 mm) may be arranged. In addition, the special variable winning ball devices 7A and 7B may not have a winning opening door unless the over-winning is unlikely to occur. For example, the special variable winning ball devices 7A and 7B may have a movable wing piece, or may have a movable bottom member on which a game ball flows down.
  (15) In the above embodiment, the jackpot type (first jackpot, second jackpot) is determined based on the value of the random number MR2 for determining the jackpot type, but the condition for determining the jackpot type is this. It is not limited to. For example, a specific area may be provided in the vicinity of or inside the big prize opening, and the type of jackpot may be determined based on a game ball entering (passing) the specific area. . For example, when the probability variation big hit and the normal big hit are provided, the probability variation big hit may be determined based on the game ball entering the specific area.
  (16) In the above embodiment, the big hit gaming state is controlled based on the fact that the big hit symbol is displayed on the first special symbol display device 4A and the second special symbol display device 4B. The aspect to control is not limited to this. For example, a specific area is provided in the vicinity of the second start prize opening or inside the second start prize opening, and the game state is controlled based on the fact that a game ball enters (passes) the specific area. It may be.
  (17) In the above-described embodiment, a mode in which a plurality of types of special symbols such as numbers or symbols of 0 to 9 are variably displayed and a display result is derived and displayed is shown, but the variable display is not limited to such a mode. For example, the special symbol to be variably displayed may be different from the special symbol derived and displayed as the variable display result. In other words, special symbols that are not included in the fluctuating multiple types of special symbols may be derived and displayed as variable display results, and among the fluctuating multiple types of special symbols, those that are not specially derived and displayed as variable display results May be included. In addition, it is not always necessary to variably display a plurality of types of special symbols, and a mode in which variable display is executed using only one type of special symbols may be used. As variable display using one type of special symbol, for example, the one type of special symbol may be blinked (turning on / off alternately may be repeated). That is, the repeated display of lighting and extinguishing may be variable display. And even in this case, the one type of special symbol may be derived and displayed last (lit), or a symbol different from the one type of symbol may be derived and displayed last. It may be. The same applies to variable display of other symbols (for example, normal symbols, decorative symbols, etc.).
  (18) In the above, “ratio” is not limited to A: B = 70%: 30% or A: B = 30%: 70%, but A: B = 100%: 0% (That is, a concept including an allocation in which one is 100% and the other is 0%). Further, when A is higher in proportion than B, it is a concept including a case where A is 100% and B is less than 100%, and a case where B is 0% and A is larger than 0%. is there.
  (19) In the above embodiment, in order to notify the effect control board 12 of the change pattern indicating the change mode such as the change time, the type of reach effect, and the presence / absence of the pseudo-ream, one change pattern when starting the change. Although an example in which the designation command is transmitted has been shown, the variation pattern may be notified to the effect control board 12 by two or more commands. Specifically, in the case of notifying by two commands, the game control microcomputer 560 uses the first command to indicate whether there is a pseudo-ream, a slip effect, etc. before reaching (so-called if not reach). A command indicating the variation time and variation mode before the second stop) is transmitted, and the second command has reached the reach such as the type of reach and presence / absence of re-lottery effect (if the reach is not reach, so-called first) You may make it transmit the command which shows the fluctuation | variation time and fluctuation | variation aspect (after 2 stop). In this case, the effect control board 12 may perform the effect control in the change display based on the change time derived from the combination of the two commands. The game control microcomputer 560 notifies the change time by each of the two commands, and the effect control board 12 selects the specific change mode executed at each timing. Also good. When sending two commands, two commands may be sent within the same timer interrupt. After sending the first command, a certain period of time has passed (for example, the next timer interrupt). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be appropriately changed. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern designation command can be reduced.
  (20) A game score for use in a game is given and given by using the number which is the game value of a size specified from the record information of a game recording medium such as a prepaid card or a membership card. The present invention can also be applied to a gaming machine in which a player plays a game by driving a game ball enclosed in the gaming machine using a gaming score or a gaming score given by winning a game.
  (21) In the above, the game machine using a game medium is taken as an example, but the game machine according to the present invention is not limited to a game machine that pays out a predetermined number of game media, and a game such as a game ball The present invention can also be applied to an enclosed game machine that encloses a medium and gives a score when a prize giving condition is satisfied.
  (22) The program and data for realizing the present invention are not limited to a form distributed and provided by a detachable recording medium to the computer device or the like included in the pachinko gaming machine 1, You may take the form distributed by pre-installing in storage devices, such as a computer apparatus. Furthermore, the program and data for realizing the present invention are distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit. It doesn't matter.
  The game execution mode is not only executed by attaching a detachable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.
  It should be understood that the embodiment disclosed this time is illustrative in all respects and not restrictive. 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.
  1 pachinko machine, 2 game board, 3 gaming machine frame, 4A first special symbol display device, 4B second special symbol display device, 5 image display device, 5A cumulative over winning ball number display area, 5B cumulative number of winning balls Display area, 5H Start winning memory display area, 6A Normal winning ball device, 6B Normal variable winning ball device, 7A, 7B Special variable winning ball device, 8 Speaker, 9 Lamp, 11 Main board, 12 Production control board, 13 Voice control Board, 14 Lamp control board, 15 Relay board, 20 Normal symbol display, 21 Gate switch, 22A First start port switch, 22B Second start port switch, 23A, 23B Count switch, 24 Special area switch, 100 For game control Microcomputer, 101 ROM, 102 RAM, 103 CPU, 104 Random number circuit, 105 I / O, 120 effect control CPU, 121 ROM, 122 RAM, 123 display control unit, 124 random number circuit, 125 I / O.

Claims (1)

  1. A gaming machine that can be controlled to an advantageous state advantageous to a player,
    Variable winning means capable of changing between a first state in which a game medium can be won and a second state in which the game medium is difficult or impossible to win;
    Variable winning control means for controlling the variable winning means from the first state to the second state when a predetermined number of game media have won the variable winning means;
    A payout means for paying out game media in response to winning in the variable winning means;
    A specific effect executing means for executing a specific effect according to the number of winnings exceeding the predetermined number in the variable winning means;
    When repeatedly controlled to the advantageous state, predetermined information including the number of game media paid out in the current advantageous state and the total number of game media paid out in each advantageous state being repeatedly controlled is displayed. Predetermined information display means,
    In connection with the execution of the specific effect by the specific effect execution means, an action effect execution means for executing an action effect acting on the predetermined information displayed by the predetermined information display means,
    The action effect execution means executes a plurality of types of action effects according to the number of winnings exceeding the predetermined number.
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JP6502404B2 (en) * 2017-02-21 2019-04-17 株式会社ニューギン Gaming machine
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JP6568125B2 (en) * 2017-02-21 2019-08-28 株式会社ニューギン Game machine
JP6568124B2 (en) * 2017-02-21 2019-08-28 株式会社ニューギン Game machine
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JP2013180041A (en) * 2012-03-01 2013-09-12 Okumura Yu-Ki Co Ltd Pachinko game machine
JP2015062665A (en) * 2013-08-28 2015-04-09 株式会社高尾 Pinball game machine
JP6108622B2 (en) * 2013-10-22 2017-04-05 株式会社平和 Game machine
JP6014934B2 (en) * 2013-11-19 2016-10-26 株式会社大都技研 Amusement stand
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