JP6487892B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP6487892B2
JP6487892B2 JP2016222670A JP2016222670A JP6487892B2 JP 6487892 B2 JP6487892 B2 JP 6487892B2 JP 2016222670 A JP2016222670 A JP 2016222670A JP 2016222670 A JP2016222670 A JP 2016222670A JP 6487892 B2 JP6487892 B2 JP 6487892B2
Authority
JP
Japan
Prior art keywords
effect
display
symbol
special symbol
big hit
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
JP2016222670A
Other languages
Japanese (ja)
Other versions
JP2018079030A (en
Inventor
小倉 敏男
敏男 小倉
Original Assignee
株式会社三共
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社三共 filed Critical 株式会社三共
Priority to JP2016222670A priority Critical patent/JP6487892B2/en
Publication of JP2018079030A publication Critical patent/JP2018079030A/en
Application granted granted Critical
Publication of JP6487892B2 publication Critical patent/JP6487892B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Description

  The present invention relates to a gaming machine such as a pachinko machine or a slot machine.

  As a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize area such as a prize opening provided in the game area, a predetermined number of prize balls are paid out to the player. There is something to be done. Further, a variable display device capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, and when the display result of the variable display of the identification information becomes a specific display result in the variable display device, the game state (game There is a machine configured to give a predetermined game value to a player by changing the state of the machine (specifically, the state where the gaming machine is controlled) (so-called pachinko machine).

  In addition, after setting a predetermined number of bets for one game on a predetermined game medium, the player starts variable display of identification information by the variable display device by operating the start lever, and the player By operating the stop button provided corresponding to the display device, the variable display of the identification information is stopped within the range of the maximum delay time determined in advance from the operation timing, and the variable display of all the variable display devices is displayed. In accordance with the display result derived when the game is stopped, a winning occurs, a predetermined game medium determined in advance according to the winning is paid out, and when a specific winning occurs, a player is given a predetermined gaming value as a gaming state. There is one that is configured to be in a state to be given to (so-called slot machine).

  The game value is the right that the state of the variable winning ball apparatus provided in the gaming area of the gaming machine becomes advantageous for a player who is easy to win, and the right for becoming advantageous for a player. In other words, or a condition for winning a prize ball is easily established.

  In a pachinko machine, a specific display mode determined in advance is derived and displayed as a display result of variable display of special symbols (identification information) that is started in the variable display device based on the winning of a game ball at the start winning opening. If this happens, a “big hit” will occur. The derived display is to finally stop and display a symbol (final stop symbol). When the big hit occurs, for example, the big winning opening is opened a predetermined number of times, and the game shifts to a big hit gaming state where the hit ball is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. And the number of times of opening the special winning opening is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the big winning opening is closed when the opening time elapses. Hereinafter, the opening period of each special winning opening may be referred to as a round. A game in a round may be referred to as a round game.

  In the variable display device, the symbols other than the symbol that becomes the final stop symbol (for example, the middle symbol in the left, middle, and right symbols) continue for a predetermined period of time and stop and shake in a state that matches the specific display result. It can be a big hit before the final result is displayed because it is moving, scaling, or deforming, or multiple symbols change synchronously with the same symbol, or the position of the displayed symbol is switched. An effect performed in a state where the sex is continued (hereinafter, these states are referred to as reach states) is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. Then, when the display result of the symbol variably displayed on the variable display device is not a specific display result, it becomes “out of” and the variability display state ends. A player plays a game while enjoying how to generate a big hit.

  In such a gaming machine, the cited document 1 includes a detection means (for example, a push button) that can detect a player's action, and a detection valid period indicating that the detection by the detection means is a valid detection valid period. Displaying a display (for example, displaying a button operation suggestion display on an effect display device) is described. Patent Document 2 describes that a movable member effect for operating a movable member (for example, a movable character effect for operating a movable character so as to cover the image display unit) is described.

JP 2014-233356 A JP2015-51106A

  It is conceivable to combine the configuration for displaying the detection effective period display described in Patent Document 1 and the configuration for operating the movable member so as to cover the image display unit described in Patent Document 2. However, if these configurations are simply combined, the detection valid period display is concealed by the movement of the movable member, and the player may miss the detection valid period.

  Therefore, an object of the present invention is to provide a gaming machine that can operate a movable member and can prevent a player from overlooking the detection valid period.

(Means 1) The gaming machine according to the present invention is a gaming machine that can be controlled in an advantageous state (for example, a big hit gaming state) advantageous to the player, and can detect a player's action (for example, a push button) 120, a stick controller 122, a non-contact type sensor such as an infrared sensor or an optical sensor, etc.), a movable member (for example, an accessory 200) that performs a predetermined operation, and a detection valid period in which detection by the detection means is effective. Detection effective period display means for displaying the detection effective period display (for example, the remaining effective period image 202 (remaining effective period image 202 shown in FIG. 45B)) indicating that the effect control microcomputer 100 performs step S8126. S8140, a portion) to perform S8168, the detection means based on the detection of the operation of the player during the detection lifetime, test Cast And detecting demonstration execution means for executing, and the movable member demonstration execution means for executing the movable member directed to operate the movable member, a plurality of types of predetermined image suggesting the development of the effect (e.g., "?", "!", " Reach ”and“ Super ”suggestion images), and by selecting and displaying any one of the plurality of types of predetermined images, a suggestion effect (for example, shown in FIG. 44) is suggested. Suggestion effect execution means (for example, a part that selects a process table corresponding to the suggestion effect in step S8017 in the microcomputer 100 for effect control and executes steps S8019 and S802). The effect execution means includes a first predetermined image (for example, “reach” or “super” suggestion image) and the first predetermined image as a plurality of types of predetermined images. The second predetermined image (for example, the suggestion image of “?” Or “!”) Suggesting the development of the production can be displayed with lower accuracy than the first predetermined image. The second predetermined image is selected and displayed at a higher rate than the image (for example, as shown in FIG. 38, in the case of being out of place, the suggestion image of “?” Or “!” Is compared with the case of being a big hit. ) Is determined as a selected image), and the detection effective period display is a difficult-to-view state (for example, the remaining effective period image 202 shown in FIG. 45D) in which at least a part is concealed by the movement of the movable member. may become obscured state)) by the character object 200, it detects the valid period ends later than the period detecting validity indication is invisibility state (e.g., as shown in FIG. 30 (B) , The role is the initial position from the production position After returning to the position, that is, after the state of difficulty in visually recognizing the remaining effective period image is resolved, the effective detection period ends.) The movable member effect executing means can execute a plurality of types of movable member effects having different expectations. There is a feature that a movable member effect whose expectation is higher than a predetermined degree is not executed during the detection valid period .
According to such a configuration, it is possible to make the movable member operable and to prevent the player from overlooking the detection valid period.
In addition, a step-up notice effect execution means capable of executing a step-up notice effect that changes the aspect of the effect in stages from one stage to a plurality of stages is provided, and the suggestion effect execution means produces any stage in the step-up notice effect. Different types of predetermined images may be displayed depending on whether or not the aspect has changed.

(Means 2) The means 1 is a gaming machine that performs variable display, and includes effect execution means for executing an effect during variable display, the effect execution means based on the fact that the detection means has detected the player's action. A detection effect execution means (for example, a portion in which the effect control microcomputer 100 executes steps S8120 to S8175) for executing a detection effect (for example, a button serif notice effect, a button cut-in notice effect, or a lever notice effect); Movable member effect execution means (for example, the part in which the effect control microcomputer 100 executes steps S8106 to S8114) for executing a movable member effect (for example, an accessory announcement effect) for operating the movable member, and a variable display. In the period before reaching the reach state, the detection effect and the movable member effect can be executed simultaneously (for example, As shown in 30 (A), in the period before the reach state, and a button serifs informational display and character object prediction effect is executable at the same time) may be configured so.
According to such a configuration, it is possible to pay attention to an important performance and to perform the effect effectively.

(Means 3) In the means 1, the detection effect execution means can execute a plurality of types of detection effects (for example, a button serif notice effect, a button cut-in notice effect, and a lever notice effect) having different degrees of expectation, and the effect execution means. Does not execute a detection effect and a movable member effect with a higher degree of expectation than a predetermined degree at the same time (for example, a button cut-in notice effect and a lever notice effect with higher expectation (importance) than a button serif notice effect) The accessory announcement effect is not executed at the same time (see FIG. 30).
According to such a configuration, it is possible to prevent an effect with high expectation from being missed.

(Means 4) In any one of the means 1 to 3, a plurality of detection means (for example, a push button 120, a stick controller 122, an infrared sensor, an optical sensor, etc., non-contact) capable of detecting different player actions The detection effect execution means includes a specific detection effect (for example, a stick controller 122) based on the detection of the player's action by the specific detection means (for example, the stick controller 122). , The lever notice effect can be executed, and the effect executing means does not execute the specific detection effect and the movable member effect at the same time (for example, the lever notice effect and the accessory notice effect are not executed at the same time). 30).
According to such a configuration, it is possible to make the effect easier to understand by providing the specific detection effect that is not executed simultaneously with the movable member effect.

(Means 5) In any one of the means 1 to 4, the suggestion effect executing means displays in the suggestion effect according to the effect (for example, step-up notice effect) executed before the suggestion effect. The ratio of the type of the predetermined image is different (for example, as shown in FIGS. 34 and 35, the presence / absence or type of the step-up notice effect is determined according to the variation pattern, as shown in FIGS. Since the combination of suggestion images is determined according to the variation pattern, as a result, if the step-up notice effect is executed before the suggestion effect, the suggestion image displayed in the suggestion effect according to the step-up notice effect May be configured to be different). According to such a configuration, it is possible to give a sense of expectation to the effect to be executed, including the suggestion effect and the effect executed before the suggestion effect.

(Means 6) Any one of the means 1 to means 5 includes variable display execution means for executing variable display (for example, a portion for executing steps S801 to S803 in the production control microcomputer 100), and executes variable display. The means may end the execution of variable display without developing the presentation after the second predetermined image is selected and displayed in the suggestion presentation (for example, as shown in FIG. In some cases, suggested images such as “?” Or “!” May be selected and displayed in the suggestion effect, and after the suggested images “?” Or “!” The variable display may end). According to such a configuration, the suggestive effect can be executed even with a short variable display.

(Means 7) In any one of the means 1 to 6, the suggestion effect execution means can display a plurality of types of second predetermined images (for example, a suggestion image of “?” And an suggestion image of “!”). Yes, different types of second predetermined images can be displayed according to the variable display mode (for example, as shown in FIG. 38, when non-reach is out of position, a suggestion image of “?” Is selectively displayed. The ratio may be high, and when the normal reach is executed or when the development is a super reach production, the suggestion image of “!” Is selected and displayed at a high rate). According to such a configuration, it is possible to execute the suggestion effect corresponding to various variable display modes.

(Means 8) Any one of the means 1 to 7 includes variable display execution means for executing variable display (for example, a portion for executing steps S801 to S803 in the production control microcomputer 100), and executes variable display. When the first predetermined image is selected and displayed in the suggestion effect display, the means may develop into an effect (for example, battle reach effect) different from the effect suggested by the first predetermined image (FIG. 38 ( D) and (G)). According to such a configuration, there is a case where an effect different from the effect suggested by the first predetermined image may be developed, so that the suggested effect can be expected.

It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram showing an example of circuit configuration of an effect control board, a lamp driver board and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 4 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the production | presentation symbol prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table, a small hit determination table, and a big hit type determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a pending | holding specific area | region and a pending | holding storage buffer. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows a display result designation | designated command transmission process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is a flowchart which shows a big hit end process. It is a flowchart which shows an example of the program of a special symbol display control process. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is a flowchart which shows a command analysis process. It is a flowchart which shows production control process processing. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows an effect design fluctuation start process. It is explanatory drawing which shows an example of the stop symbol of a production | presentation symbol, and a temporary stop symbol. It is explanatory drawing which shows an example of the execution timing of an accessory announcement effect, a button serif notice effect, a button cut-in notice effect, and a lever notice effect. It is explanatory drawing which shows an example of the execution determination table of an accessory announcement effect, a button serif notice effect, a button cut-in notice effect, and a lever notice effect. It is explanatory drawing which shows the structural example of process data. It is a flowchart which shows a step-up notice effect setting process. It is explanatory drawing which shows the specific example of a notice effect determination table. It is explanatory drawing which shows the specific example of a notice effect determination table. It is a flowchart which shows suggestion effect setting processing. It is explanatory drawing which shows the specific example of a suggestion effect determination table and a suggestion image combination determination table. It is explanatory drawing which shows the specific example of a selection image determination table. It is a flowchart which shows the process during effect design change. It is a flowchart which shows the process during effect design change. It is a flowchart which shows the process during effect design change. It is a flowchart which shows the process during effect design change. It is a flowchart which shows an effect design fluctuation stop process. It is explanatory drawing for demonstrating the production | presentation aspect of suggestion production. It is explanatory drawing which shows the specific example of an accessory announcement effect and a button serif announcement effect.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.

  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).

  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.

  The member that forms the extra ball tray (lower tray) 4 is configured in a stick shape (bar shape), for example, at a predetermined position on the front side of the upper surface of the lower tray main body (for example, the central portion of the lower tray). Is attached to the stick controller 122 that can be tilted in a plurality of directions (front and rear, left and right). It should be noted that the stick controller 122 has a predetermined operation, for example, by performing a push-pull operation with a predetermined operation finger (for example, an index finger) while the player holds the operation rod of the stick controller 122 with an operation hand (for example, the left hand). A trigger button 121 (see FIG. 3) capable of performing an instruction operation is provided, and a trigger sensor 125 (see FIG. 3) for detecting a predetermined instruction operation by a push-pull operation or the like on the trigger button 121 is provided inside the operation rod of the stick controller 122. 3) is built-in. In addition, a tilt direction sensor unit 123 (see FIG. 3) that detects a tilting operation with respect to the operating rod is provided in the lower plate main body and the like below the stick controller 122. The stick controller 122 includes a vibrator motor 126 (see FIG. 3) for causing the stick controller 122 to vibrate.

  The member that forms the hitting ball supply tray (upper plate) 3 is subjected to a predetermined instruction operation, for example, by a player pressing a predetermined position on the upper surface of the upper plate body (for example, above the stick controller 122). A possible push button 120 is provided. The push button 120 only needs to be configured to be able to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. A push sensor 124 (see FIG. 3) for detecting an operation action of the player performed on the push button 120 may be provided inside the main body of the upper plate at the position where the push button 120 is installed. In the configuration example shown in FIG. 1, the mounting positions of the push button 120 and the stick controller 122 are in a vertical positional relationship in the central portion of the upper plate and the lower plate. On the other hand, it is good also considering the attachment position of the push button 120 and the stick controller 122 as the position approached to either right or left in the upper plate and the lower plate, maintaining the vertical relationship. Alternatively, the mounting position of the push button 120 and the stick controller 122 is not in the vertical relationship, but may be in the horizontal relationship, for example.

  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. The display screen of the effect display device 9 includes an effect symbol display area for performing variable display of the effect symbol in synchronization with the variable display of the first special symbol or the second special symbol. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of effect symbols. The effect symbol display area includes a symbol display area for variably displaying, for example, three decorative (effect) effect symbols of “left”, “middle”, and “right”. The symbol display area includes “left”, “middle”, and “right” symbol display areas, but the position of the symbol display area does not have to be fixed on the display screen of the effect display device 9. Three areas of the display area may be separated. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer causes the effect display device 9 to execute the effect display along with the variable display, and the second special symbol display 8a executes the second special display. When the variable display of the second special symbol is executed on the symbol display 8b, the effect display is executed by the effect display device 9 along with the variable display, so that the progress of the game can be easily grasped. .

  Further, in the effect display device 9, symbols other than the symbol that will be the final stop symbol (for example, the middle symbol of the left and right middle symbols) have continued for a predetermined time, and the jackpot symbol (for example, the left middle right symbol is aligned with the same symbol) Stops, swings, scales, or deforms in a state that matches the symbol combination), or multiple symbols fluctuate synchronously in the same symbol, or the position of the display symbol is switched Thus, an effect performed in a state where the possibility of occurrence of a big hit (hereinafter, these states are referred to as reach states) before the final result is displayed is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. And when the display result of the symbol variably displayed on the effect display device 9 is not a big hit symbol, it becomes “out” and the variation display state ends. A player plays a game while enjoying how to generate a big hit.

  In the upper right part of the display screen of the effect display device 9, there are provided fourth symbol display areas 9c and 9d for displaying a fourth symbol after the effect symbol, a special symbol described later, and a normal symbol. In this embodiment, a fourth symbol display area 9c for the first special symbol in which the variation display of the fourth symbol for the first special symbol is performed in synchronization with the variation display of the first special symbol described later, There is provided a fourth symbol display area 9d for the second special symbol in which the variation display of the fourth symbol for the second special symbol is performed in synchronization with the variation display of the special symbol.

  In this embodiment, the variation display of the effect symbol is executed in synchronization with the variation display of the special symbol (however, to be precise, the variation display of the effect symbol is varied on the effect control microcomputer 100 side). This is done by measuring the variation time recognized based on the pattern command.) When performing an effect using the effect display device 9, for example, the effect content including the change display of the effect symbol disappears from the screen for a moment. There are a variety of effects such as effects being performed and effects in which movable objects shield all or part of the screen. For this reason, even if the display screen on the effect display device 9 is viewed, it may be difficult to recognize whether or not the current variation display is in progress. Therefore, in this embodiment, whether or not the state of the present variation is being displayed by confirming the state of the fourth symbol by further displaying the variation of the fourth symbol on a part of the display screen of the effect display device 9. It is possible to reliably recognize whether or not. Note that the 4th symbol is always variably displayed with a constant operation and does not disappear from the screen or is not shielded by a shielding object, so that it can always be visually recognized.

  When the gaming machine is configured to provide a movable member in the game area, the fourth symbol is displayed in the area where the visual recognition is not hindered in any position of the game area. What is necessary is just to make it comprise so that.

  The 4th symbol for the first special symbol and the 4th symbol for the 2nd special symbol may be collectively referred to as the 4th symbol, and the 4th symbol display area 9c for the 1st special symbol and the 2nd special symbol The 4th symbol display area 9d for symbols may be collectively referred to as a 4th symbol display area.

  The variation (variable display) of the fourth symbol is realized by continuing the state where the fourth symbol display areas 9c and 9d are repeatedly turned on and off at a predetermined time interval in a predetermined display color (for example, blue). . The variable display of the first special symbol on the first special symbol display unit 8a is synchronized with the variable display of the fourth symbol for the first special symbol in the fourth symbol display area 9c for the first special symbol. The variable display of the second special symbol on the second special symbol display 8b is synchronized with the variable display of the fourth symbol for the second special symbol in the fourth symbol display area 9d for the second special symbol. Synchronous means that the variable display start time and end time are the same, and the variable display period is the same.

  When the big hit symbol is stopped and displayed on the first special symbol display 8a, the display color reminiscent of the big hit in the fourth symbol display area 9c for the first special symbol (a display color different from the loss. Sometimes it is displayed in blue, but it is displayed in red when it is a big hit, and the display color may be different depending on the type of big hit (whether it is a probable big hit or a normal big hit). The display color may be different depending on whether or not it is a big hit that can be expected to win a game ball to the big winning opening (for example, a big hit other than a sudden probability change big hit). If it is controllable, the display color may be changed according to the number of rounds continued in the jackpot game, and the number of rounds per jackpot is the same as in this embodiment. Even if there is, for example, the opening time of the big prize opening per round is short (for example, 1 second), and the big winnings per round and the big winning prize opening per round cannot be expected substantially. If the opening time is long (for example, 30 seconds) and there is a big hit that can be expected to win a game ball in the big winning opening, whether or not the game ball can be expected to win in the big winning opening. The display color may be different depending on the number of times, and for example, the number of opening of the big winning opening per round is different, so that it is possible to expect the winning of the game ball to the big winning opening. Even when there is a big hit that cannot be made, the display color may be made different depending on whether or not the game ball can be expected to substantially win the big winning opening.

  Further, when the big hit symbol is stopped and displayed on the second special symbol display 8b, the display color reminiscent of the big hit in the fourth symbol display area 9d for the second special symbol (display color different from the loss. Sometimes it is displayed in blue, but it is displayed in red when it is a big hit, and the display color may be different depending on the type of big hit (whether it is a probable big hit or a normal big hit). The display color may be different depending on whether or not it is a big hit that can be expected to win a game ball to the big winning opening (for example, a big hit other than a sudden probability change big hit). If it is controllable, the display color may be changed according to the number of rounds continued in the jackpot game, and the number of rounds per jackpot is the same as in this embodiment. Even if there is, for example, the opening time of the big prize opening per round is short (for example, 1 second), and the big winnings per round and the big winning prize opening per round cannot be expected substantially. If the opening time is long (for example, 30 seconds) and there is a big hit that can be expected to win a game ball in the big winning opening, whether or not the game ball can be expected to win in the big winning opening. The display color may be different depending on the number of times, and for example, the number of opening of the big winning opening per round is different, so that it is possible to expect the winning of the game ball to the big winning opening. Even when there is a big hit that cannot be made, the display color may be made different depending on whether or not the game ball can be expected to substantially win the big winning opening.

  The display colors when the fourth symbol display areas 9c and 9d are turned off are different from the background image (for example, black) in order to prevent the display colors from being assimilated with the background image when the lights are turned off. It is desirable to be.

  In this embodiment, the case where the 4th symbol display area is provided on a part of the display screen of the effect display device 9 is shown, but a light emitter such as a lamp or LED is used separately from the effect display device 9. Thus, the fourth symbol display area may be realized. In this case, for example, the variation (variable display) of the fourth symbol may be realized by continuing the state in which the two LEDs are alternately lit, and any of the two LEDs is stopped. Whether or not the jackpot symbol is stopped and displayed may be indicated depending on whether or not it is displayed.

  Further, in this embodiment, a case is shown in which separate fourth symbol display areas 9c and 9d are provided corresponding to the first special symbol and the second special symbol, respectively, but the first special symbol and the second special symbol are provided. A fourth symbol display area common to the symbols may be provided in a part of the display screen of the effect display device 9. Moreover, you may make it implement | achieve the 4th symbol display area common with respect to a 1st special symbol and a 2nd special symbol using light-emitting bodies, such as a lamp | ramp and LED. In this case, when executing the variation display of the fourth symbol in synchronization with the variation display of the first special symbol, and when executing the variation display of the fourth symbol in synchronization with the variation display of the second special symbol, For example, the display of different display colors at certain time intervals may be performed by distinguishing and executing the variation display of the fourth symbol by performing display that repeatedly turns on and off. In addition, when the variation display of the fourth symbol is executed in synchronization with the variation display of the first special symbol, and when the variation display of the fourth symbol is performed in synchronization with the variation display of the second special symbol, for example, The display of the fourth symbol may be distinguished and executed by performing a display that repeatedly turns on and off at different time intervals. In addition, for example, when the stop symbol is derived and displayed corresponding to the variation display of the first special symbol, and when the stop symbol is derived and displayed corresponding to the variation display of the second special symbol, the same big hit symbol is obtained. However, you may make it stop-display the stop symbol of a different aspect.

  On the right side of the effect display device 9, a first special symbol display (first variable display unit) 8a for variably displaying the first special symbol as identification information is provided. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. Further, on the right side of the effect display device 9 (next to the right of the first special symbol display 8a), a second special symbol display (second variable display unit) 8b for variably displaying the second special symbol as identification information. Is also provided. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.

  The small display is formed in a square shape, for example. In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.

  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b are collectively referred to as a special symbol indicator (variable display unit). There are things to do.

  Although this embodiment shows a case where two special symbol indicators 8a and 8b are provided, the gaming machine may be provided with only one special symbol indicator.

  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14 after passing (including winning)), the variable display start condition (for example, when the number of reserved memories is not 0 and the variable display of the first special symbol and the second special symbol is not executed) The state is started and the big hit game is not executed), and when the variable display time (fluctuation time) elapses, the display result (stop symbol) is derived and displayed. Note that the passing of a game ball means that the game ball has passed through a predetermined area such as a prize opening or a gate, and that includes a game ball entering (winning) a prize opening. It is. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).

  In the center of the upper portion of the effect display device 9 on the game board 6, a star shape is configured to be movable downward (on the screen of the effect display device 9, that is, before the screen of the effect display device 9 as viewed from the player). The accessory 200 is provided. The accessory 200 can be moved to an effect position that overlaps a part of the display screen of the effect display device 9 with the center at the top of the effect display device 9 as an initial position (see FIG. 45A) (FIG. 45 ( D)). Note that the accessory 200 may be provided with a light emitter such as an LED.

  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.

  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. Therefore, in a state where the variable winning ball device 15 is in the closed state, it is easier for the game ball to win the first starting winning port 13 than the second starting winning port 14. In the state where the variable winning ball apparatus 15 is in the closed state, it may be configured that the winning is possible (that is, it is difficult for the gaming ball to win) although it is difficult to win a prize.

  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.

  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The nail arrangement around the first start winning opening 13 is made difficult to guide the game balls to the first starting winning opening 13 so that the winning rate of the second starting winning opening 14 is increased. It is also possible to make the direction higher than the winning rate of the first start winning opening 13.

  In this embodiment, as shown in FIG. 1, the variable winning ball apparatus 15 that opens and closes only the second start winning opening 14 is provided. Any of the start winning ports 14 may be provided with a variable winning ball device that performs an opening / closing operation.

  Above the second special symbol display 8b, there is a second special symbol hold memory display 18b comprising four displays for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. Is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.

  Further, above the second special symbol hold memory display 18b, the number of effective winning balls that have entered the first start winning opening 13, that is, the first hold memory number (the hold memory is also referred to as start memory or start prize memory). ) Is displayed, a first special symbol reservation storage display 18a is provided. The first special symbol storage memory indicator 18a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.

  Further, in the lower part of the display screen of the effect display device 9, an area (total pending storage display unit) 18c for displaying the total number (total pending storage number) that is the sum of the first reserved memory number and the second reserved memory number. Is provided. In this embodiment, the total pending storage display unit 18c that displays the total number is provided, so that it is possible to easily grasp the total number of execution conditions that have not met the variable display start condition. . In addition, it replaces with the total pending | holding memory number display part 18c, and it comprises so that the 1st pending memory display part which displays a 1st pending memory number, and the 2nd pending memory display part which displays a 2nd pending memory number may be provided. May be.

  In this embodiment, the summed hold storage display unit 18c shows a case of displaying without distinguishing whether it is a hold display corresponding to the first hold memory or a hold display corresponding to the second hold memory. However, it may be displayed in a distinguishable manner whether it is a hold display corresponding to the first hold memory or a hold display corresponding to the second hold memory. For example, in this embodiment, when the hold display is displayed in the normal mode, the display is uniformly black without distinguishing between the hold display corresponding to the first hold memory and the hold display corresponding to the second hold memory. In the case of displaying a round display of the above, the hold display corresponding to the first hold storage is displayed in a black circle display, while the hold display corresponding to the second hold storage is displayed in a yellow round display. It may be made distinguishable by displaying. Further, for example, the shape of the hold display may be different between the hold display corresponding to the first hold storage and the hold display corresponding to the second hold storage.

  The effect display device 9 is for decoration (for effects) during the variable display time of the first special symbol by the first special symbol display 8a and during the variable display time of the second special symbol by the second special symbol display 8b. A variable display of the effect symbol as the symbol is performed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the effect display device 9 reminds the jackpot The combination of is stopped and displayed.

  Further, as shown in FIG. 1, a special variable winning ball apparatus 20 that forms a big winning opening is provided below the variable winning ball apparatus 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.

  On the left side of the effect display device 9, a normal symbol display 10 for variably displaying normal symbols is provided. In this embodiment, the normal symbol display 10 is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the normal symbol display 10 is configured to variably display numbers (or symbols) from 0 to 9. Moreover, the small display is formed in, for example, a square shape. Note that the normal symbol display 10 may be configured to variably display a number (or a two-digit symbol) of, for example, 00 to 99. In addition, the normal symbol display 10 is not limited to a 7-segment LED or the like, for example, a display capable of lighting a predetermined symbol display (for example, a decoration lamp capable of alternately lighting and displaying “O” and “X”). It may be comprised.

  When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. When the stop symbol in the normal symbol display 10 is a predetermined symbol (a winning symbol, for example, a symbol “7”), the variable winning ball apparatus 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of LEDs to be turned on by one. Each time variable display on the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one. In addition, a probability variation state in which the probability of being determined to be a big hit compared to the normal state is high (a state in which the probability of being determined to be a big hit as a result of fluctuation display of special symbols is increased compared to the normal state). Then, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the opening time and the number of times of opening of the variable winning ball device 15 are increased. Even in the short state (the game state in which the variable display time of the special symbol is shortened) when the symbol variation time is shortened although it is not the probability variation state, the opening time and the number of times of opening of the variable winning ball device 15 are increased.

  At the lower part of the game board 6, there is an out port 26 into which a hit ball that has not won a prize is taken. In addition, four speakers 27 that utter sound effects and sounds as predetermined sound outputs are provided on the upper left and right and lower left and right outside the game area 7. On the outer periphery of the game area 7, a frame LED 28 provided on the front frame is provided. In this embodiment, it is possible to output the effect sound with at least three types of volume, that is, a low volume, a medium volume, and a high volume. In this embodiment, the frame LED 28 can be lit with at least three colors of white, red, and iridescent.

  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the variable display (variation) of the first special symbol is started on the first special symbol display 8a, and the variable display of the effect symbol is started on the effect display device 9. That is, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.

  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the effect symbol. That is, the variable display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.

  In this embodiment, when the probability variation is a big hit, the game state is shifted to a high probability state (probability variation state), and the game ball becomes easy to start winning (that is, special symbol indicators 8a and 8b and effects). The display device 9 shifts to a high base state, which is a gaming state controlled so that the variable display execution condition on the display device 9 is easily established (in this embodiment, shifts to a time reduction state). In addition, when the gaming state is shifted to the short time state, the state is shifted to the high base state. In the high base state, for example, the frequency at which the variable winning ball device 15 is in the open state is increased or the time in which the variable winning ball device 15 is in the open state is extended compared to the case in which the high base state is not in the high base state. It becomes easier to win a start.

  Instead of extending the time during which the variable winning ball apparatus 15 is in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to a normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display unit 10 will be a hit symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol in the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In this case, by performing the transition control to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, if the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and a state where it is easy to start a winning (high base state) is achieved. That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). It should be noted that increasing the number of times of opening is a concept including changing from a closed state to an open state.

  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol short-time state, the variation time of the normal symbol is shortened, so that the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, when the frequency that the normal symbol is hit increases, the frequency that the variable winning ball apparatus 15 is opened is increased, and the start winning state is easily set (high base state).

  In addition, the change time of special symbols and production symbols will be shortened by shifting to the short time state when the variation time (variable display period) of special symbols and production symbols is shortened. The frequency of being played (in other words, the digestion of the reserved memory becomes faster), and the situation where an invalid start prize is generated can be reduced. Therefore, an effective start winning is likely to occur, and as a result, the possibility of a big hit game being increased.

  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it is easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state). In addition, it is easier to win a start by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). You may make it move to a base state.

  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 2 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).

  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power supply created on the power supply board. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined backup period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). The In particular, at least data (special symbol process flag, probability variation flag, etc.) corresponding to the game state, that is, the control state of the game control means, and data indicating the number of unpaid prize balls are 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. In this embodiment, it is assumed that the entire RAM 55 is backed up.

  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.

  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 503 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.

  The random number circuit 503 includes a numeric data update range selection setting function (initial value selection setting function and upper limit value selection setting function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.

  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503. For example, a predetermined calculation is performed using an ID number of the game control microcomputer 560 (an ID number assigned to each product of the game control microcomputer 560) stored in a predetermined storage area such as the ROM 54. The numerical data obtained in this way is set as the initial value of the numerical data that the random number circuit 503 updates. By performing such processing, the randomness of the random number generated by the random number circuit 503 can be further improved.

  Further, an input driver circuit 58 that provides detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31.

  In addition, the game control microcomputer 560 includes a first special symbol display 8a, a second special symbol display 8b that variably displays special symbols, a normal symbol display 10 that variably displays normal symbols, and a first special symbol hold memory. Display control of the display 18a, the second special symbol storage memory display 18b, and the normal symbol storage memory display 41 is performed.

  An information output circuit 64 that outputs information output signals such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer via the terminal board 160 is also mounted on the main board 31.

  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control of the effect display device 9 for variably displaying effect symbols is performed.

  The effect control means mounted on the effect control board 80 controls the display of the frame LED 28 provided on the frame side via the lamp driver board 35 and from the speaker 27 via the audio output board 70. Control the sound output.

  The effect control means is also connected to a trigger sensor 125, a tilt direction sensor unit 123 provided in the stick controller 122, a vibrator motor 126, and a push sensor 124 provided in the push button 120, as will be described later. However, the illustration is omitted in FIG.

  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.

  The effect control board 80 includes an effect control CPU 101 and an effect control microcomputer 100 including a RAM for storing information related to effects such as effect symbol process flags. The RAM may be externally attached. In this embodiment, the RAM in the production control microcomputer 100 is not backed up. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.

  In this embodiment, a VDP 109 that performs display control of the effect display device 9 in cooperation with the effect control microcomputer 100 is mounted on the effect control board 80. The VDP 109 has an address space independent of the production control microcomputer 100, and maps a VRAM therein. VRAM is a buffer memory for developing image data. Then, the VDP 109 outputs the image data in the VRAM to the effect display device 9 via the frame memory.

  The effect control CPU 101 outputs to the VDP 109 a command for reading out necessary data from a CGROM (not shown) in accordance with the received effect control command. The CGROM stores character image data and moving image data displayed on the effect display device 9, specifically, a person, characters, figures, symbols (including effect symbols), and background image data in advance. ROM. The VDP 109 reads image data from the CGROM in response to the instruction from the effect control CPU 101. The VDP 109 executes display control based on the read image data.

  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.

  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).

  In addition, the effect control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action on the trigger button 121 of the stick controller 122 has been detected from the trigger sensor 125 via the input port 106. Further, the effect control CPU 101 inputs an operation detection signal as an information signal indicating that a player's operation action on the push button 120 has been detected from the push sensor 124 via the input port 106. In addition, the production control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action with respect to the operation rod of the stick controller 122 has been detected from the tilt direction sensor unit 123 via the input port 106. . Further, the effect control CPU 101 outputs a drive signal to the vibrator motor 126 via the output port 105 to cause the stick controller 122 to vibrate. The effect control CPU 101 operates the accessory 200 by outputting a drive signal to the accessory motor 127 via the output port 105.

  Further, the effect control CPU 101 outputs a signal for driving the LED to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.

  In the lamp driver board 35, a signal for driving the LED is input to the LED driver 352 via the input driver 351. The LED driver 352 supplies a current to a light emitter such as the frame LED 28 based on a signal for driving the LED.

  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data, and outputs it to the amplifier circuit 705. The amplification circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speaker 27. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data indicating the sound effect or sound output mode in a time series in a predetermined effect period (for example, a change period of the effect symbol).

  Next, the operation of the gaming machine will be described. FIG. 4 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.

  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.

  Next, the CPU 56 checks the state of the output signal (clear signal) of a clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes normal initialization processing (steps S10 to S15).

  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) was performed when power supply to the gaming machine was stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.

  When it is confirmed that the power supply stop process has been performed, the CPU 56 performs data check of the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.

  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for an area that may be initialized in the work area is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the gaming state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer) ), A portion in which data indicating the number of unpaid prize balls is set.

  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Further, the CPU 56 transmits a display result designation command designating a display result (usually big hit, probability change big hit, sudden probability change big hit, small hit or loss) stored in the backup RAM to the effect control board 80 (step). S44). Then, the process proceeds to step S14. In step S44, for example, when the value of a special symbol pointer described later is also stored in the backup RAM, the CPU 56 also transmits a first symbol variation designation command and a second symbol variation designation command (see FIG. 9). You may make it do. In this case, the production control microcomputer 100 may resume the variation display of the fourth symbol based on the reception of the first symbol variation designation command or the second symbol variation designation command.

  In this embodiment, the value of a variable time timer (to be described later) is also stored in the backup RAM area. Therefore, when the power failure is restored, after the display result designation command is transmitted in step S44, measurement of the saved variation time timer value is resumed, and the variation display of the special symbol is resumed and saved. When the value of the changed time timer has timed out, a symbol determination designation command to be described later is further transmitted. In this embodiment, a special symbol process flag value, which will be described later, is also stored in the backup RAM area. Therefore, when the power failure is recovered, the special symbol process is resumed from the process corresponding to the value of the stored special symbol process flag.

  Note that the display result designation command is not necessarily transmitted when the power failure is restored, but the CPU 56 may first confirm whether or not the value of the variable time timer stored in the backup RAM area is zero. . If the value of the variation time timer is not 0, it is determined that a power failure occurs during the variation, and a display result designation command is transmitted. It may be determined that the state has not been reached, and the display result designation command may not be transmitted.

  Further, the CPU 56 may first check whether or not the value of the special symbol process flag stored in the backup RAM area is 3. If the value of the special symbol process flag is 3, it is determined that the power failure occurs during the fluctuation, and a display result designation command is transmitted. If the special symbol process flag is not 3, the fluctuation occurs at the time of the power failure. The display result designation command may not be transmitted because it is determined that it is not in the middle.

  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state restoration process.

  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but an arbitrary value or a predetermined value It may be initialized to. In addition, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).

  By the processing in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags for selectively performing processing according to the control state are initialized. Value is set.

  Further, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted) (a command indicating that the game control microcomputer 560 has executed an initialization process). Is also transmitted to the sub-board (step S13). For example, when the effect control microcomputer 100 receives the initialization designation command, the effect display device 9 performs screen display for notifying that the control of the gaming machine has been performed, that is, initialization notification.

  Further, the CPU 56 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R.

  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 560 so that a timer interrupt is periodically generated every predetermined time (for example, 4 ms). That is, a value corresponding to, for example, 4 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 4 ms.

  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining the stop symbol of the special symbol when it is not a big hit, or a random number for determining whether to reach when it is not a big hit, The random number update process is a process for updating the count value of the counter for generating the display random number. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.

  In this embodiment, the reach effect is executed using effect symbols that are variably displayed on the effect display device 9. In addition, when the display result of the special symbol is a jackpot symbol, the reach effect is always executed. May be stopped). When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 560 determines whether to execute the reach effect by performing a lottery to determine the variation pattern type and variation pattern using random numbers. To do. However, it is the production control microcomputer 100 that actually executes the reach production control.

  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21) ).

  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.

  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S24 and S25).

  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.

  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.

  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).

  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S29).

  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.

  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).

  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32).

  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in an output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.

  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.

  With the above control, in this embodiment, the game control process is started every 4 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. There may be a case where a predetermined combination of effects that does not reach reach is stopped and displayed without reaching reach. Such a variable display mode of the effect symbol is referred to as a variable display mode of “non-reach” (also referred to as “normally shift”) in a case where the variable display result is a loss symbol.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. After reaching the reach state, a reach effect is executed, and a combination of predetermined effect symbols that do not eventually become a jackpot symbol may be stopped and displayed. Such a variable display result of the effect design is referred to as a variable display mode of “reach” (also referred to as “reach out”) when the variable display result is “out of”.

  In this embodiment, when the big win symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the reach effect is executed after the variable display state of the effect symbol becomes the reach state. Finally, the effect symbols are stopped and displayed in the “left”, “middle”, and “right” symbol display areas 9L, 9C, and 9R in the effect display device 9 (provided that the probability sudden hit is sudden) In some cases, the probability change big hit symbol (for example, “135”) is stopped and displayed without reaching reach).

  When “5”, which is a small hit, is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the effect display variable display mode is “suddenly probable big hit” on the effect display device 9. In the same manner as in the case where the effect symbol is variably displayed, a predetermined small hit symbol (the same symbol as the sudden probability variation big hit symbol, for example, "135") may be stopped and displayed. The display effect in the effect display device 9 corresponding to the fact that “5”, which is the small hit symbol, is stopped and displayed on the first special symbol display 8a or the second special symbol indicator 8b is referred to as a “small hit” variable display mode. .

  Here, the small win is a hit that is allowed up to a small number of times that the big winning opening is opened compared to the big win (in this embodiment, the opening for 0.1 second is twice). When the small hit game ends, the game state does not change. That is, there is no transition from the probability variation state to the normal state or from the normal state to the certain variation state. In addition, the sudden probability change big hit is allowed up to a small number of times of opening of the big prize opening in the big hit gaming state (in this embodiment, the opening for 0.1 second is twice), but the opening time of the big prize opening is extremely large. It is a big jackpot that is a short jackpot and the game state after the big jackpot game is shifted to a probabilistic state (that is, by doing so, it appears to the player as if it suddenly became a probable state) Is). In other words, in this embodiment, the sudden winning odds and the small wins have the same opening pattern of the big prize opening. By controlling in such a way, if the winning opening is opened twice for 0.1 seconds, it is impossible to recognize whether it is suddenly a big hit or a small hit, so a high probability state for the player (Probable change state) can be expected, and the interest of the game can be improved.

  FIG. 6 is an explanatory diagram showing the variation pattern of the effect symbol prepared in advance. As shown in FIG. 6, in this embodiment, the non-reach PA 1-1 to the non-reach are used as a variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the effect design is “non-reach”. A variation pattern of reach PA1-4 is prepared. Further, normal PA2-1 to normal PA2-2, normal PB2-1 to normal PB2-2 are shown as variation patterns corresponding to the case where the variable display result is “out” and the variable display mode of the effect symbol is “reach”. Fluctuation patterns of Super PA3-1 to Super PA3-2, Super PB3-1 to Super PB3-2, and Battle PC4-1 are prepared. Note that, as shown in FIG. 6, re-variation is performed once for the variation pattern of the non-reach PA 1-4 that is used when the reach is not performed and is accompanied by a pseudo-continuous effect. Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed once. Of the variation patterns that are used for reaching and have a pseudo-continuous effect, when normal PB2-2 is used, re-variation is performed twice. Furthermore, when using super PA3-1 to super PA3-2 among the fluctuation patterns used for reaching and accompanied by pseudo-rendition effects, re-variation is performed three times. Note that the re-variation means that the variable display of the effect symbol is executed again after temporarily stopping the effect symbol that is once deviated from the start of the variable display of the effect symbol until the display result is derived and displayed. .

  Also, as shown in FIG. 6, in this embodiment, normal PA2-3 to normal PA2-4, normal PB2-3 to normal P22-3 as normal patterns corresponding to the case where the variable symbol display result of the special symbol is a big hit symbol. Variations in PB2-4, Super PA3-3 to SuperPA3-4, Super PB3-3 to Super PB3-4, Battle PC4-2, Special PG1-1 to Special PG1-3, Special PG2-1 to Special PG2-2 A pattern is available. In FIG. 6, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used in the case of sudden probability big hit. Further, as shown in FIG. 6, when the normal PB2-3 is used among the fluctuation patterns that are used when the sudden change is not suddenly a big hit and the effect of the pseudo-ream is used, the re-variation is performed once. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-4 is used, re-variation is performed twice. Furthermore, when using super PA3-3 to super PA3-4 among the fluctuation patterns that are used for reaching and have the effect of pseudo-ream, re-variation is performed three times. In addition, regarding the variation pattern of the special PG 1-3 that is used in the case of sudden probability variation big hit and has a pseudo-continuous effect, re-variation is performed once.

  In this embodiment, as shown in FIG. 6, when the variation time is fixedly determined according to the type of reach (for example, the variation time is 32 in the case of Super Reach A with pseudo-ream). In the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds). For example, even in the case of the same type of Super Reach Depending on the total number of pending storage, the variation time may be varied. For example, even with the same type of super reach, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.

  Moreover, battle PC4-1 and battle PC4-2 are fluctuation patterns accompanied by battle reach effects performed in such a manner that a friend and an enemy character perform a battle. In this embodiment, the ratio of development to battle reach production is small and the battle reach production is a relatively rare (low appearance frequency) reach production, but when it develops to battle reach production, it will be a super reach production. Compared to the case of development, the expectation (reliability) for the big hit is higher.

FIG. 7 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (normal jackpot, probability variation jackpot, sudden probability variation jackpot described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)

  In this embodiment, the variation pattern is first determined using the variation pattern type determination random number (random 2), and then the variation pattern determined using the variation pattern determination random number (random 3). One of the variation patterns included in the pattern type is determined. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.

  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns may be grouped by reach type and divided into a variation pattern type including a variation pattern with normal reach and a variation pattern type including a variation pattern with super reach. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-ream, a variation pattern type including a variation pattern of one re-variation, It may be divided into a variation pattern type including a variation pattern of two variations and a variation pattern type including a variation pattern of three variations. Further, for example, a plurality of variation patterns may be grouped according to presence / absence of effects such as pseudo-ream and slip effects.

  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating the jackpot type determination random number (1) and the random number for determination per ordinary symbol (4). Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number. Note that a software random number instead of a hardware random number may be used as the jackpot determination random number.

  FIG. 8A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal jackpot determination table used in a normal state and a short time state (that is, a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each value described in the left column of FIG. 8 (A) is set in the normal jackpot determination table, and each value described in the right column of FIG. 8 (A) is set in the probability change jackpot determination table. Is set. The numerical value described in FIG. 8A is a jackpot determination value.

  8B and 8C are explanatory diagrams showing a small hit determination table. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) used when the variable display of the first special symbol is performed, and a small hit determination table used when the variable display of the second special symbol is performed. (For the second special symbol). Each value described in FIG. 8B is set in the small hit determination table (for the first special symbol), and in the small hit determination table (for the second special symbol), the values shown in FIG. Each numerical value listed is set. Moreover, the numerical values described in FIGS. 8B and 8C are small hit determination values.

  Note that it may be determined that a small hit is made only when the variable display of the first special symbol is performed, and the small hit may not be provided when the variable display of the second special symbol is performed. In this case, the small hit determination table for the second special symbol shown in FIG. In this embodiment, when the gaming state is shifted to the probability changing state, the variation display of the second special symbol is mainly executed. Even if the game state is shifted to the probability change state, a small hit will be generated, and if it is configured to produce an effect asking whether or not the probability change will occur, even though the current game state is the probability change state On the contrary, it makes the player feel annoying. Therefore, if it is configured so that the small hit does not occur during the variation display of the second special symbol, if the gaming state is the probability variation state, it is difficult for the small hit to occur and the excessive effect is not given to the probability variation. This can prevent the player from feeling annoyed.

  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and sets the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be a big hit (a normal big hit, a probability variation big hit, and a sudden probability variation big hit described later). Further, when the big hit determination random number value matches one of the small hit determination values shown in FIGS. 8B and 8C, it is determined to make a small hit for the special symbol. Note that the “probability” shown in FIG. 8A indicates the probability (ratio) of a big hit. Further, “probabilities” shown in FIGS. 8B and 8C indicate the probability (ratio) of small hits. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b is determined. It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.

  In this embodiment, as shown in FIGS. 8B and 8C, when the small hit determination table (for the first special symbol) is used, the small hit is determined at a ratio of 1/300. On the other hand, when using the small hit determination table (second special symbol), a case where the small hit is determined at a ratio of 1/3000 will be described. Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. The ratio determined as “small hit” is higher than when the variable display is executed.

  FIGS. 8D and 8E are explanatory diagrams showing the jackpot type determination tables 131a and 131b stored in the ROM 54. FIG. Among these, FIG. 8 (D) determines the jackpot type using the hold memory based on the game ball having won the first start winning opening 13 (that is, when the variable display of the first special symbol is performed). This is a jackpot type determination table (for the first special symbol) 131a. Further, FIG. 8E shows a case where the jackpot type is determined using the holding memory based on the fact that the game ball has won the second start winning opening 14 (that is, when the variation display of the second special symbol is performed). Is a jackpot type determination table (for the second special symbol) 131b.

  The jackpot type determination tables 131a and 131b, when it is determined that the variable display result is a jackpot symbol, based on the random number (random 1) for determining the jackpot type, the jackpot type is set to “normal jackpot”, “ This table is referred to in order to determine one of “probability big hit” and “sudden probability big hit”. In this embodiment, as shown in FIGS. 8D and 8E, in the big hit type determination table 131a, five decision values are assigned to “suddenly probable big hit” (40 minutes). Is determined to be a sudden probability change big hit at a rate of 5), whereas in the big hit type determination table 131b, one determination value is assigned to "sudden probability change big hit" (a ratio of 1/40) Will suddenly be determined to be a promising big hit). Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. Compared with the case where the variable display is executed, the ratio determined as “suddenly probable big hit” is high. Note that “sudden probability variation big hit” is assigned only to the first special symbol jackpot type determination table 131a, and “sudden probability variation big hit” is not assigned to the second special symbol big hit type determination table 131b (ie. It may be determined that “suddenly probable big hit” may be determined only when the variable display of the first special symbol is performed.

  In this embodiment, as shown in FIGS. 8 (D) and 8 (E), a sudden probability variation big hit as the first specific gaming state to which a predetermined amount of game value is given and an amount larger than the game value The first specific gaming state may be determined at a high rate when the first special symbol variation display is executed, and may be determined as a 15-round normal big hit or probable big hit as the second specific gaming state to which the game value is given. However, the game value to be given is not limited to the number of rounds as shown in this embodiment. For example, as compared with the first specific gaming state, the second specific gaming state in which the allowable amount of the winning number (count number) of game balls to the big winning opening per round is increased as the gaming value is determined. Also good. Further, for example, as compared with the first specific gaming state, the second specific gaming state in which the opening time of the big winning opening per game during the big hit may be determined as the gaming value. In addition, for example, even if the same 15 round big hits, the first specific gaming state that opens the big winning opening once per round and the second specific gaming state that opens the big winning opening multiple times per round It may be prepared to increase the gaming value of the second specific gaming state by substantially increasing the number of times the special winning opening is opened. In this case, for example, in any case of the first specific gaming state or the second specific gaming state, when the big winning opening is opened 15 times (in this case, all 15 rounds in the case of the first specific gaming state) In the case of the second specific gaming state, there is an undigested round remaining), and it is possible to execute an effect in such a manner as to inquire whether or not the jackpot continues further. And in the case of the first specific gaming state, all the 15 rounds have been finished internally, so the big hit game is finished, and in the case of the second specific gaming state, there remains an undigested round internally. For this reason, the jackpot game may be continued (the effect that the bonus winning opening is additionally started with a bonus after finishing the bonus hit of 15 times).

  In this embodiment, as shown in FIGS. 8D and 8E, the types of jackpots include “normal jackpot”, “probability variation jackpot”, and “sudden probability variation jackpot”. In this embodiment, the case where the number of rounds executed in the jackpot game is two types of 15 rounds and 2 rounds, but the number of rounds executed in the jackpot game is shown in this embodiment. Not limited to those. For example, there may be provided a 10R probability variable jackpot that is controlled to 10 round jackpot game, a 7R probability variable jackpot that is controlled to 7 round jackpot game, and a 5R probability variable jackpot that is controlled to 5 round jackpot game. In this embodiment, there are three types of jackpot types, “normal jackpot”, “probability big hit”, and “sudden probability big hit”. However, the number is not limited to three, for example, four or more types. A big hit type may be provided. Conversely, the jackpot type may be less than three types, for example, only two types may be provided as the jackpot type.

  The “ordinary big hit” is a big hit that is controlled to the 15-round big hit gaming state and is shifted to the short-time state only after the big hit gaming state ends (see step S167 described later). Then, after shifting to the time reduction state, when the variable display is finished a predetermined number of times (100 times in this embodiment), the time reduction state is ended (see steps S168 and S137 to S140). Even if the variable display is not finished a predetermined number of times, the time saving state is also finished when the next big hit occurs (see step S132).

  The “probable big hit” is a big hit that is controlled to 15 rounds of the big hit gaming state and shifts to the probable change state after the big hit gaming state is finished (in this embodiment, it is changed to the probable change state and the short time state also (See steps S169 and S170 described later). Then, until the next big hit occurs, the probability variation state and the time reduction state continue (see step S132).

  In addition, “suddenly promising big hit” means that the number of times of opening the big prize opening is smaller than in “normal big hit” or “probable big hit” (in this embodiment, opening for 0.1 seconds is allowed twice). Is a big hit. In other words, when “suddenly promising big hit”, the game is controlled to a two round big hit gaming state. In addition, in “normal big hit” and “probable big hit”, the opening time of the big winning opening per round is as long as 29 seconds, whereas in “sudden probable big hit”, the opening time of the big winning opening per round is long. It is extremely short, 0.1 seconds, and it is almost impossible to expect a game ball to win a big winning opening during a big hit game. In this embodiment, after the sudden probability change big hit gaming state is finished, the state is changed to the probability change state (in this embodiment, the state is changed to the probability change state and also to the short time state. Step S169, which will be described later). (See S170). Then, until the next big hit occurs, the probability variation state and the time reduction state continue (see step S132).

  It should be noted that the mode of sudden probability change big hit is not limited to that shown in this embodiment. For example, the number of times the big winning opening is opened may be 15 times (15 rounds), which is the same as a normal big hit or suddenly probable big hit, and only the opening time of the big winning opening may be as short as 0.1 seconds.

  As described above, in this embodiment, even in the case of “small hit”, the big winning opening is opened twice for 0.1 seconds each, Similar control is performed. In the case of “small hit”, the game state does not change after the opening of the big winning opening twice, and the game state before “small hit” is maintained. By doing so, it is made impossible to recognize whether it is “suddenly promising big hit” or “small hit”, and the interest of the game is improved. Note that when the big hit types are all probable big hits, the small hits need not be provided. In addition, when all big hit types are probabilistic big hits, if you make a small hit, it will only shift to the probable change state (high probability state) and suddenly probable big hits without the short time state (high base state). (It is preferable that the opening pattern of the big prize opening is the same in the case of the sudden probability big hit and the small win).

  The big hit type determination tables 131a and 131b are numerical values to be compared with a random 1 value, and corresponding to the “normal big hit”, “probability variable big hit”, and “sudden probable big hit” (big hit type determination value) ) Is set. When the value of random 1 matches any of the jackpot type determination values, the CPU 56 determines the jackpot type as a type corresponding to the matched jackpot type determination value.

  FIG. 9 and FIG. 10 are explanatory diagrams showing an example of contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIG. 9 and FIG. 10, the command 80XX (H) is an effect control command (variation pattern command) that specifies a variation pattern of the effect symbol that is variably displayed on the effect display device 9 in response to variable display of the special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when receiving the command 80XX (H), the effect control microcomputer 100 controls the effect display device 9 to start variable display of effect symbols.

  Commands 8C01 (H) to 8C05 (H) are effect control commands indicating whether or not to make a big hit, whether or not to make a big hit, and a big hit type. The effect control microcomputer 100 determines the display result of the effect symbols in response to the reception of the commands 8C01 (H) to 8C05 (H), so the commands 8C01 (H) to 8C05 (H) are referred to as display result designation commands.

  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or variable display of the second special symbol may be included in the variation pattern command.

  Command 8F00 (H) is an effect control command (symbol confirmation designation command) indicating that the variable display (fluctuation) of the fourth symbol is terminated and the display result (stop symbol) is derived and displayed. When receiving the symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (fluctuation) of the fourth symbol and derives and displays the display result.

  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.

  Command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating the customer waiting demonstration display.

  Commands A001 and A002 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). In this embodiment, a big hit start designation command or a small hit / sudden probability sudden change big hit start designation command is used according to the type of big hit. Specifically, the big hit start designation command (A001 (H)) is used for “normal big hit” or “probable big hit”, and the small hit for “suddenly promiscuous big hit” or “small hit”. / Sudden probability change big hit start designation command (A002 (H)) is used. It should be noted that the game control microcomputer 560 may be configured to transmit a fanfare designation command for suddenly probable big hit start designation in the case of a sudden big hit, but not to send a fanfare designation command in the case of a small hit. Good.

  The command A1XX (H) is an effect control command (special command during opening of a special winning opening) indicating a display of the number of times (round) indicated by XX while the special winning opening is open. Since the value specifying the round is set in the EXT data for each round, and the command for opening a special prize opening is transmitted, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a command for opening a special prize opening (A10A (H)) for designating round 10. A2XX (H) is an effect control command (designation command after opening the big winning opening) indicating the closing of the big winning opening for the number of times (round) indicated by XX. In addition, since the value specifying the round is set in the EXT data for each round and the designation command after opening the special winning opening is transmitted, a different designation command after opening the special winning opening is transmitted for each round. For example, when ending the first round in the big hit game, a designation command (A201 (H)) after the big prize opening opening for designating round 1 is transmitted, and when the tenth round in the big hit game is ended. Is sent after a special winning opening opening command (A30A (H)) for designating round 10.

  The command A301 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game (a jackpot end designation command: an ending 1 designation command). The jackpot end designation command (A301 (H)) is used to end the jackpot game by the “normal jackpot” or the “probability big hit”. Command A 302 (H) is an effect control command (small hit / sudden probability sudden change big hit end designation command: ending 2 designation command) that designates the end of the small hit game or the sudden probability change big hit game. The game control microcomputer 560 is configured to transmit an ending designation command for suddenly probable big hit end designation in the case of sudden probable big hit, but not to send an ending designation command in the case of small hit. Also good.

  Command B000 (H) is an effect control command (normal state background designation command) for designating background display when the gaming state is the normal state. Command B001 (H) is an effect control command (probability change state background designation command) for designating a background display when the gaming state is the probability change state. Command B002 (H) is an effect control command (time-short state background designation command) for designating a background display when the gaming state is the time-short state.

  The command C000 (H) is an effect control command (first start winning designation command) that designates that the first start winning has been won. The command C100 (H) is an effect control command (second start winning designation command) for designating that the second starting win has been won. In this embodiment, hereinafter, the first start prize designation command and the second start prize designation command may be collectively referred to as a start prize designation command.

  The command C2XX (H) is an effect control command (total pending storage number designation command) for designating a total number (total pending storage number) that is the sum of the first reserved memory number and the second reserved memory number. “XX” in the command C2XX (H) indicates the total pending storage number. The command C300 (H) is an effect control command (total pending storage count subtraction designation command) that designates that the total pending storage count is decremented by one. In this embodiment, the game control microcomputer 560 transmits a total pending memory count subtraction designation command when subtracting the total pending memory count, but does not use the total pending memory count subtraction designation command. When subtracting the total pending storage number, a total pending storage number designation command for designating the total pending storage number after subtraction may be transmitted.

  In this embodiment, a case is shown in which a combined pending storage number designation command for designating the combined pending storage number is transmitted as a command for designating the reserved storage count. It may be configured to transmit a command for designating the increased number of reserved memories. Specifically, when the first reserved memory increases, a first reserved memory number designation command for designating the first reserved memory number is transmitted, and when the second reserved memory increases, the second reserved memory number is designated. The second reserved memory number designation command may be transmitted.

  In this embodiment, a start winning designation command for designating which one of the first start winning opening 13 and the second starting winning opening 14 is won is transmitted as the hold storage information, and the total reserved storage number However, the effect control command to be transmitted as the stored storage information is not limited to that shown in this embodiment. For example, when the number of reserved memories increases, a reserved memory number addition designation command (a first reserved memory number addition designation command or a second reserved memory number addition) indicating that the first reserved memory number or the second reserved memory number has increased. When the reserved memory number decreases, the reserved memory number subtraction designation command (the first reserved memory number subtraction designation command or the command indicating that the first reserved memory number or the second reserved memory number has decreased) is transmitted. (Second reserved memory number subtraction designation command) may be transmitted.

  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the effect control command described above from the game control micro computer 560 mounted on the main board 31. Then, the display state of the effect display device 9 is changed according to the contents shown in FIGS. 9 and 10, the display state of the lamp is changed, or the sound number data is output to the audio output board 70. To do.

  For example, the game control microcomputer 560 designates the variation pattern of the effect symbol whenever there is a start prize and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.

  In this embodiment, the effect control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.

  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 by the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-shaped (rectangular wave-shaped) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. The 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process.

  In the example shown in FIG. 9 and FIG. 10, the change pattern command and the display result designation command are displayed as variable display (change) and second special display of the effect symbol corresponding to the change of the first special symbol on the first special symbol display 8a. An effect display that can be used in common with the variable display (variation) of the effect symbol corresponding to the variation of the second special symbol on the symbol display 8b, and that produces an effect with the variable display of the first special symbol and the second special symbol. It is possible to prevent an increase in the types of commands transmitted from the game control microcomputer 560 to the effect control microcomputer 100 when controlling the effect parts such as the device 9.

  FIG. 11 and FIG. 12 are flowcharts showing an example of a special symbol process (step S26) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 turns on the first start winning opening 13 when the first start opening switch 13a for detecting that the game ball has won the first start winning opening 13 is turned on. If a winning has occurred, a first start port switch passage process is executed (steps S311 and S312). If the second start port switch 14a for detecting that the game ball has won the second start winning port 14 is turned on, that is, the start winning to the second start winning port 14 has occurred. Then, the second start port switch passage process is executed (steps S313, S314). Then, any one of steps S300 to S310 is performed. If the first start winning port switch 13a or the second start port switch 14a is not turned on, any one of steps S300 to S310 is performed according to the internal state.

  The processes in steps S300 to S310 are as follows.

  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is in a state where the variable symbol special display can be started, the game control microcomputer 560 confirms the number of numerical data stored in the reserved storage buffer (total number of reserved storage). The stored number of numerical data stored in the hold storage buffer can be confirmed by the count value of the combined hold storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.

  Fluctuation pattern setting process (step S301): This process is executed when the value of the special symbol process flag is 1. Also, the variation pattern is determined, and the variation time in the variation pattern (variable display time: the time from the start of variable display until the display result is derived and displayed (stop display)) is defined as the variation display variation time of the special symbol Decide to do. Further, control is performed to transmit a variation pattern command corresponding to the determined variation pattern to the effect control microcomputer 100, and a variation time timer for measuring the variation time of the special symbol is started. Then, the internal state (special symbol process flag) is updated to a value (2 in this example) corresponding to step S302.

  Display result designation command transmission process (step S302): This process is executed when the value of the special symbol process flag is 2. Control for transmitting a display result designation command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.

  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the design control microcomputer 100 determines the symbol. Control to transmit the specified command is performed, and the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to step S304. The effect control microcomputer 100 controls the effect display device 9 to stop the fourth symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.

  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. When the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. When neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). In this embodiment, as will be described later, a special symbol display control for stopping and displaying a special symbol stop symbol in the special symbol display control process based on the fact that the value of the special symbol process flag is 4. The data is set in the output buffer for setting the special symbol display control data (see FIG. 22), and the special symbol stop symbol is actually stopped and displayed in accordance with the setting contents of the output buffer in the display control processing in step S22.

  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. In addition, control is performed to transmit the special winning opening open designation command to the production control microcomputer 100, the execution time of the special winning opening open processing is set by the timer, and the internal state (special symbol process flag) is set in step S306. To a value corresponding to (6 in this example). Note that the pre-opening process for the big prize opening is executed for each round, but when the first round is started, the pre-opening process for the big winning opening is also a process for starting the big hit game. In addition, since the value specifying the round is set in the EXT data for each round and the command for opening a special prize opening is specified, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a command for opening a special prize opening (A10A (H)) for designating round 10.

  Large winning opening opening process (step S306): This process is executed when the value of the special symbol process flag is 6. In the special prize opening opening process, a process for confirming the establishment of the closing condition of the special prize opening is performed. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. In addition, control is performed to transmit the designation command after the big hit release to the microcomputer 100 for effect control, and when all rounds are finished, the internal state (special symbol process flag) is set to a value corresponding to step S307 (this In the example, update to 7).

  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. Control for causing the production control microcomputer 100 to perform display control for notifying the player that the big hit gaming state has ended is performed. In addition, a process for setting a flag indicating a gaming state (for example, a probability change flag or a time reduction flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  Small hit release pre-processing (step S308): This process is executed when the value of the special symbol process flag is 8. In the pre-opening process for small hits, control is performed to open the big prize opening. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S309 (9 in this example). Note that the pre-opening process for small hits is executed every time the big winning opening during the small hit game is opened. It is also a process to start.

  Small hit release processing (step S309): executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. When the closing condition of the big prize opening is satisfied and the number of opening of the big prize opening still remains, the internal state (special symbol process flag) is set to a value (8 in this example) corresponding to step S308. Update. In addition, when all the releases are completed, the internal state (special symbol process flag) is updated to a value (10 in this example) corresponding to step S310.

  Small hit end process (step S310): executed when the value of the special symbol process flag is 10. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the small hit gaming state has ended. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  FIG. 13 is a flowchart showing the start-port switch passing process in steps S312 and S314. Among these, FIG. 13A is a flowchart showing the first start port switch passing process in step S312. FIG. 13B is a flowchart showing the second start port switch passing process in step S314.

  First, the first start port switch passing process will be described with reference to FIG. In the first start port switch passage process that is executed when the first start port switch 13a is on, the CPU 56 first determines whether or not the first reserved memory number has reached the upper limit (specifically, the first Whether or not the value of the first reserved memory number counter for counting the number of one reserved memory is 4) is confirmed (step S1211A). If the first reserved storage number has reached the upper limit value, the processing is terminated as it is.

  If the first reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the first reserved memory number counter by 1 (step S1212A), and the value of the total reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1213A). Further, the CPU 56 corresponds to the value of the total reserved memory number counter in the reserved storage specific information storage area (hold specific area) for storing the winning order to the first start winning opening 13 and the second start winning opening 14. Data indicating “first” is set in the area (step S1214A).

  In this embodiment, when the first start opening switch 13a is turned on (that is, when a game ball starts and wins the first start winning opening 13), data indicating “first” is set, When the second start port switch 14a is turned on (that is, when a game ball starts and wins the second start winning port 14), data indicating “second” is set. For example, the CPU 56 sets 01 (H) as data indicating “first” when the first start port switch 13 a is turned on in the reserved storage specifying information storage area (holding specified area), and the first 2 When the start port switch 14a is turned on, 02 (H) is set as data indicating “second”. In this case, when there is no corresponding reserved storage, 00 (H) is set in the reserved storage specific information storage area (hold specific area).

  FIG. 14A is an explanatory diagram showing a configuration example of a reserved storage specifying information storage area (holding specified area). As shown in FIG. 14A, an area corresponding to the maximum value (8 in this example) of the value of the total reserved memory number counter is secured in the reserved specific area. FIG. 14A shows an example in which the value of the total pending storage number counter is 5. As shown in FIG. 14 (A), an area corresponding to the maximum value (8 in this example) of the value of the total reserved memory number counter is secured in the reserved specific area. 2. Data indicating “first” or “second” is set in the order of winning based on winning in the starting winning port 14. Accordingly, in the reserved storage specific information storage area (hold specific area), the winning order to the first start winning opening 13 and the second starting winning opening 14 is stored. Note that the reserved specific area is formed in the RAM 55.

  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 14B) ( Step S1215A). In the process of step S1215A, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the first start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of fluctuation of the first special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.

  FIG. 14B is an explanatory diagram showing a configuration example of an area (holding storage buffer) for storing random numbers and the like corresponding to holding storage. As shown in FIG. 14B, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation A random number for pattern type determination (random 2) and a random number for variation pattern determination (random 3) are stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55.

  Then, the CPU 56 performs control to transmit the first start winning designation command to the production control microcomputer 100 (step S1216A), and sets the value of the total pending storage number counter to the EXT data and sets the total pending storage number designation command. Is transmitted to the production control microcomputer 100 (step S1217A).

  Next, the second start port switch passing process will be described with reference to FIG. In the second start port switch passing process that is executed when the second start port switch 14a is in the ON state, the CPU 56 determines whether or not the second reserved memory number has reached the upper limit value (specifically, the second hold port number). Whether or not the value of the second reserved memory number counter for counting the memory number is 4 is confirmed (step S1211B). If the second reserved storage number has reached the upper limit value, the processing is terminated as it is.

  If the second reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the second reserved memory number counter by 1 (step S1212B), and the value of the aggregated reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1213B). In addition, the CPU 56 sets data indicating “second” in an area corresponding to the value of the total reserved memory number counter in the reserved storage specific information storage area (hold specific area) (step S1214B).

  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (see FIG. 14B) ( Step S1215B). In the process of step S1215B, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the second start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of the variation of the second special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.

  Then, the CPU 56 performs control to transmit the second start winning designation command to the production control microcomputer 100 (step S1216B), and sets the value of the total pending storage number counter to the EXT data and sets the total pending storage number designation command. Is transmitted to the production control microcomputer 100 (step S1217B).

  15 and 16 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0, the CPU 56 determines whether or not a predetermined period (for example, 1 minute) has elapsed since the last time the variable display was stopped unless the customer waiting demonstration designation command has been transmitted. Confirm (step S51A). Whether or not a predetermined period has elapsed since the last time the variable display was stopped is determined by, for example, setting a predetermined timer when the variable display is ended (for example, in a special symbol stop process described later), and in step S51A. This can be determined by checking whether or not this predetermined timer has timed out. If the predetermined period has elapsed since the last time the variable display was stopped, the CPU 56 performs control to transmit a customer waiting demonstration designation command to the production control microcomputer 100 (step S51B), and ends the process. . For example, when the CPU 56 transmits a customer waiting demonstration designation command in step S51B, the CPU 56 sets a customer waiting demonstration designation command transmitted flag indicating that the customer waiting demonstration designation command has been transmitted. When the special symbol normal processing after the next timer interruption is executed after the customer waiting demonstration designation command is transmitted, the step S51A is repeated based on the fact that the customer waiting demonstration designation command transmitted flag is set. , S51B may be controlled not to be executed. In this case, the customer waiting demonstration designation command transmission completion flag may be reset when the next special symbol variation display is started.

  If the total pending storage number is not 0, the CPU 56 checks whether or not the first data among the data set in the pending specific area (see FIG. 14A) is data indicating “first”. (Step S52). When the first data set in the reserved specific area is not data indicating “first” (that is, data indicating “second”) (N in step S52), the CPU 56 determines that the special symbol pointer (first Data indicating “second” is set in a flag indicating whether special symbol process processing is being performed for one special symbol or special symbol process processing is being performed for the second special symbol (step S53). When the first data set in the reserved specific area is data indicating “first” (Y in step S52), the CPU 56 sets data indicating “first” in the special symbol pointer (step S54). ).

  By executing the processing of steps S52 to S54, in this embodiment, the first special symbol changes in accordance with the start winning order in which the game balls win the first start winning opening 13 and the second starting winning opening 14. Display or variable display of the second special symbol is executed. In this embodiment, the first special symbol variation display or the second special symbol variation display is executed in accordance with the start winning order in which the game balls have won the first start winning opening 13 and the second starting winning opening 14. Although the case where it is displayed is shown, you may comprise so that a variable display of any one of a 1st special symbol and a 2nd special symbol may be performed preferentially. In this case, for example, when the state is shifted to the high base state, it is easy to start winning at the second starting winning port 14 provided with the variable winning ball device 15 and the second reserved memory is easily accumulated. The special symbol variation display may be executed with priority.

  In addition, when it is configured to preferentially execute the variable display of the second special symbol as described above, it is not necessary to store the winning order, so the reserved storage specific information storage shown in FIG. An area (pending specific area) is not required.

  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each random number value stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory buffer. Is stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads out each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory buffer. Store in the random number buffer area of the RAM 55.

  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 subtracts 1 from the count value of the first reserved memory number counter, and in the reserved specific area and the first reserved memory buffer. Shift the contents of each storage area. In addition, when the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the reserved specific area and the second reserved memory buffer are shifted. To do.

  That is, when the special symbol pointer indicates “first”, the CPU 56 stores the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 55. Each stored random number value is stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, each stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 55. The random value is stored in the storage area corresponding to the second reserved memory number = n−1. In addition, the CPU 56 adds the values (values indicating “first” or “second”) stored in the storage area corresponding to the total reserved storage number = m (m = 2 to 8) in the reserved specific area. Store in the storage area corresponding to the number of reserved storage = m−1.

  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order. Further, the order in which the values stored in the respective storage areas corresponding to the total number of pending storages are extracted always matches the order of the total number of pending storages = 1-8.

  Then, the CPU 56 decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S58). The CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55.

  Moreover, CPU56 performs control which transmits a background designation | designated command to the microcomputer 100 for effect control according to the present game state (step S60). In this case, when the probability variation flag indicating the probability variation state is set, the CPU 56 performs control to transmit a probability variation state background designation command. In addition, the CPU 56 performs control to transmit a time-short state background designation command when only the time-short flag indicating the time-short state is set and the probability variation flag is not set. If neither the probability change flag nor the time reduction flag is set, the CPU 56 performs control to transmit a normal state background designation command.

  Specifically, when the CPU 56 transmits an effect control command to the effect control microcomputer 100, the address of the command transmission table corresponding to the effect control command (preliminarily set for each command in the ROM) is given. Set to pointer. And the address of the command transmission table according to an effect control command is set to a pointer, and an effect control command is transmitted in an effect control command control process (step S28). In this embodiment, when the change of the special symbol is started, the background control command, the change pattern command, the display result specifying command, and the total pending storage number subtraction specifying command are sequentially set for each timer interrupt. It is transmitted to the computer 100. Specifically, when the change of the special symbol is started, first, the background designation command is transmitted, the variation pattern command is transmitted after 4 ms elapses, the display result designation command is transmitted after elapse of 4 ms, and further after 4 ms elapses. A command for specifying the total pending storage number subtraction is transmitted. In addition, the symbol variation designation command (the first symbol variation designation command, the second symbol variation designation command) is also transmitted when the special symbol variation starts, but the symbol variation designation command is the same timer interrupt as the variation pattern command. Is transmitted to the production control microcomputer 100.

  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S310 can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.

  Next, the CPU 56 reads a random R (a jackpot determination random number) from the random number buffer area and executes a jackpot determination module. In this case, the CPU 56 is for determining the big hit that has been extracted in step S1215A of the first start port switch passing process or step S1215B of the second start port switch passing process and previously stored in the first hold memory buffer or the second hold memory buffer. A random number is read and a big hit judgment is performed. The big hit determination module compares the big hit determination value or the small hit determination value (see FIG. 8) determined in advance with the big hit determination random number, and executes a process of determining that it is a big hit or a small hit if they match. It is a program to do. That is, it is a program that executes a big hit determination or a small hit determination process.

  The big hit determination process is configured such that when the gaming state is in a probable change state, the probability of winning a big hit is higher than in the case where the gaming state is in a non-probable change state (a normal state or a short time state). Specifically, a jackpot determination table (a table in which the numerical value on the right side of FIG. 8A in the ROM 54 is set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are changed A normal big hit determination table (a table in which the numerical values on the left side of FIG. 8A in the ROM 54 are set) set smaller than the hour big hit determination table is provided. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the jackpot determination process is performed using the probability variation jackpot determination table, and the gaming state is normal. When it is in the state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 8A, the CPU 56 determines that the special symbol is a big hit. When it is determined to be a big hit (step S61), the process proceeds to step S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. There is also.

  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated. Specifically, it is determined to be “probability big hit” or “sudden probability big hit”, and is set in the process of ending the big hit game. Then, after the jackpot game is over, it is reset when the next jackpot occurs.

  If the value of the big hit determination random number (random R) does not match any of the big hit determination values (N in step S61), the CPU 56 uses the small hit determination table (see FIGS. 8B and 8C). Then, the small hit determination process is performed. That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIGS. 8B and 8C, the CPU 56 determines that the special symbol is a small hit. In this case, the CPU 56 confirms the data indicated by the special symbol pointer. If the data indicated by the special symbol pointer is “first”, the small hit determination table (for the first special symbol) shown in FIG. ) To determine whether or not to make a small hit. If the data indicated by the special symbol pointer is “second”, it is determined whether or not to make a small hit using the small hit determination table (for the second special symbol) shown in FIG. . If it is determined to be a small hit (step S62), the CPU 56 sets a small hit flag indicating a small hit (step S63), and proceeds to step S75.

  If the random R value does not match either the big hit determination value or the small hit determination value (N in step S62), that is, if it is out of place, the process proceeds to step S75 as it is.

  In step S71, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table 131a for the first special symbol shown in FIG. 8D. Further, when the special symbol pointer indicates “second”, the CPU 56 selects a big hit type determination table 131b for the second special symbol shown in FIG.

  Next, the CPU 56 uses the selected jackpot type determination table to select a type (“normal jackpot”, “probability change”) corresponding to the value of the random number for random determination (random 1) stored in the random number buffer area. "Big hit" or "Suddenly probable big hit") is determined as the type of big hit (step S73). In this case, the CPU 56 determines the jackpot type extracted in step S1215A of the first start port switch passing process or step S1215B of the second start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer. The random number is read and the jackpot type is determined. Further, in this case, as shown in FIGS. 8D and 8E, when the variable display of the first special symbol is executed, it is compared with the case where the variable display of the second special symbol is executed. Therefore, the rate at which suddenly probable big hits are selected is high.

  Further, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S74). For example, when the big hit type is “normal big hit”, “01” is set as data indicating the big hit type, and when the big hit type is “probable big hit”, “02” is set as the data indicating the big hit type, When the big hit type is “suddenly probable big hit”, “03” is set as data indicating the big hit type.

  Next, the CPU 56 determines a special symbol stop symbol (step S75). Specifically, when neither the big hit flag nor the small hit flag is set, “−” which is a loss symbol is determined as a special symbol stop symbol. When the big hit flag is set, one of “1”, “3”, and “7”, which is a big hit symbol, is determined as a special symbol stop symbol according to the determination result of the big hit type. That is, when the big hit type is determined to be “suddenly promising big hit”, “1” is decided as a special symbol stop symbol, and when “normal big hit” is decided, “3” is decided as a special symbol stop symbol. If “probable big hit” is determined, “7” is determined as a special symbol stop symbol. When the small hit flag is set, “5” as the small hit symbol is determined as the special symbol stop symbol.

  In this embodiment, the case where the jackpot type is first determined and the stop symbol of the special symbol corresponding to the determined jackpot type is shown, but the method for determining the jackpot type and the stop symbol of the special symbol is as follows. It is not limited to what is shown in the embodiment. For example, a table in which a special symbol stop symbol and a jackpot type are associated in advance is prepared, and a special symbol stop symbol is first determined based on a random number for determining the big hit type. You may comprise so that a classification may also be determined.

  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S76).

  FIG. 17 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 selects a big hit variation pattern type determination table corresponding to the big hit type as a table used to determine one of a plurality of types of variation pattern types. (Step S92). Then, the process proceeds to step S100.

  When the big hit flag is not set, the CPU 56 checks whether or not the small hit flag is set (step S93). If the small hit flag is set, the CPU 56 selects the small hit variation pattern type determination table as a table used to determine the variation pattern type as one of a plurality of types (step S94). ). Then, the process proceeds to step S100.

  When the small hit flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S95). The time reduction flag is set when the gaming state is shifted to the probability change state or the time reduction state, and is reset when the time reduction state ends. Specifically, when it is determined to be “ordinary jackpot”, the time reduction flag is set in the process of ending the jackpot game. In addition, after the big hit game is over, it is reset when the variable display is finished a predetermined number of times (100 in this embodiment). Even before the end of the predetermined number of fluctuation displays, the hourly flag is reset even when the next big hit occurs. Further, when it is determined to be “probability big hit” or “sudden probability big hit”, the probability variation flag is set and the time-short flag is set in the process of ending the big hit game. When the next big hit occurs, the time reduction flag is reset together with the probability variation flag.

  If the time flag is not set (N in Step S95), the CPU 56 checks whether or not the total number of pending storages is 3 or more (Step S96). If the total number of pending storages is less than 3 (N in step S96), the CPU 56 determines the variation pattern type for detachment during normal time as a table used to determine the variation pattern type as one of a plurality of types. A table is selected (step S97). Then, the process proceeds to step S100.

  When the total pending storage number is 3 or more (Y in step S96), the CPU 56 uses the variation pattern for loss at the time of shortening as a table used to determine one of a plurality of variation pattern types. A type determination table is selected (step S98). Then, the process proceeds to step S100.

  If the time reduction flag is set (Y in step S95), that is, if the gaming state is a probability change state or a time reduction state (in this embodiment, the time reduction state is always set when the state is changed to the probability change state. (Refer to steps S169 and S170), if it is determined as Y in step S95, the CPU 56 may change the variation pattern type. As a table used for determining one of a plurality of types, a variation pattern type determination table for losing time is selected (step S99). Then, the process proceeds to step S100.

  In this embodiment, by executing the processing of steps S95 to S99, if the gaming state is the normal state and the total number of pending storages is 3 or more, the loss variation pattern type determination table at the time of shortening Is selected. In addition, when the gaming state is the probability change state or the time reduction state, the loss variation pattern type determination table for the time reduction is selected. In this case, the variation pattern type for shortening variation may be determined as the variation pattern type in the process of step S100 described later. When the variation pattern type for shortening variation is determined, the variation in the process of step S102 is performed. Short reach variation non-reach PA1-2 is determined as a pattern (see FIG. 6). Therefore, in this embodiment, when the game state is a probability change state or a short time state, or when the total number of pending storages is 3 or more, a change display of a shortened change may be performed. In this embodiment, a case is shown in which the variation pattern type determination table for shortening variation used in the probability variation state and the short time state is different from the variation pattern type determination table for shortening variation based on the number of reserved storage. However, a common table may be used as the variation pattern type determination table for shortening variation.

  In this embodiment, even when the gaming state is a probabilistic change state or a short time state, when the total number of pending storage is almost 0 (for example, 0, 0, or 1). May not display the variation display of the shortened variation. In this case, for example, when the CPU 56 determines Y in step S95, the CPU 56 checks whether or not the total pending storage number is almost zero. A variation pattern type determination table may be selected.

  Next, the CPU 56 reads random 2 (random number for variation pattern type determination) from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and selects it in the process of steps S92, S94, S97, S98 or S99. By referring to the table, the variation pattern type is determined as one of a plurality of types (step S100).

  Next, based on the determination result of the variation pattern type in step S100, the CPU 56 uses any one of the variation pattern determination tables or the out-of-range variation as a table to be used for determining one of a plurality of variation patterns. A pattern determination table is selected (step S101). Further, the random pattern 3 (random number for variation pattern determination) is read from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and the variation pattern is determined by referring to the variation pattern determination table selected in step S101. Is determined as one of a plurality of types (step S102). When the random number 3 (variation pattern determination random number) is not extracted at the start winning timing, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 3). It is also possible to extract the value directly from and to determine the variation pattern based on the extracted random number value.

  Next, the CPU 56 performs control to transmit the symbol variation designation command indicated by the special symbol pointer to the production control microcomputer 100 (step S103). Specifically, when the special symbol pointer indicates “first”, the CPU 56 performs control to transmit a first symbol variation designation command. In addition, when the special symbol pointer indicates “second”, the CPU 56 performs control to transmit a second symbol variation designation command. Further, the CPU 56 performs control to transmit an effect control command (variation pattern command) corresponding to the determined change pattern to the effect control microcomputer 100 (step S104).

  Next, the CPU 56 sets a value corresponding to the variation time corresponding to the selected variation pattern in the variation time timer formed in the RAM 55 (step S105). Then, the value of the special symbol process flag is updated to a value corresponding to the display result designation command transmission process (step S302) (step S106).

  In the case where it is determined to be out of place, instead of suddenly determining the variation pattern type, first, it may be determined whether or not to reach by a lottery process using a random number for reach determination. Then, based on the determination result as to whether or not to reach, the processing of steps S95 to S100 may be executed to determine the variation pattern type. In this case, a variation pattern type determination table for non-reach and a variation pattern type determination table for reach are prepared in advance, and one of the variation pattern type determination tables is selected based on the reach determination result. The variation pattern type may be determined.

  In addition, when determining whether or not to reach by a lottery process using a reach determination random number, depending on the total reserved memory number (which may be the first reserved memory number or the second reserved memory number), Reach determination tables having different selection ratios may be selected, and it may be determined whether or not to reach so that the reach probability decreases as the number of reserved memories increases.

  FIG. 18 is a flowchart showing the display result designation command transmission process (step S302). In the display result designation command transmission process, the CPU 56 transmits one of the presentation control commands (display result 1 designation to display result 5 designation) (see FIG. 9) according to the determined type of big hit, small hit, and loss. Control. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S116. When the big hit flag is set, if the type of the big hit is “normal big hit”, control is performed to transmit a display result 2 designation command (steps S111 and S112). Whether or not it is “ordinary big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. . Further, when the big hit type is “probability big hit”, the CPU 56 performs control to transmit a display result 3 designation command (steps S113 and S114). Whether or not it is “probable big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “02”. . When neither “normal big hit” nor “probability big hit” (that is, “sudden probability big hit”), the CPU 56 performs control to transmit a display result 4 designation command (step S115).

  On the other hand, when the big hit flag is not set (N in step S110), the CPU 56 checks whether or not the small hit flag is set (step S116). If the small hit flag is set, the CPU 56 performs control to transmit a display result 5 designation command (step S117). When the small hit flag is not set (N in Step S116), that is, when it is out of place, the CPU 56 performs control to transmit a display result 1 designation command (Step S118).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S119).

  FIG. 19 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol changing process, the CPU 56 first checks whether or not the total pending storage number subtraction designation command has already been transmitted (step S1121). Whether or not the total pending storage number subtraction designation command has already been transmitted is determined by, for example, transmitting the total pending storage number subtraction designation command when transmitting the total pending storage number subtraction designation command in step S1122 described later. It is sufficient to set whether or not the total pending storage number subtraction designation command transmitted flag is set, and whether or not the total pending storage number subtraction designation command transmitted flag is set in step S1121. Further, in this case, the set total pending storage number subtraction designation command transmission completion flag is reset by special symbol stop processing or jackpot end processing, which will be described later, when the special symbol variation display is ended or when the big jackpot is ended. do it.

  Next, if the total pending storage number subtraction designation command has not been transmitted, the CPU 56 performs control to transmit the total pending storage number subtraction designation command to the effect control microcomputer 100 (step S1122).

  Next, the CPU 56 subtracts 1 from the variable time timer (step S1125). When the variable time timer times out (step S1126), the CPU 56 performs control to transmit a symbol confirmation designation command to the effect control microcomputer 100 (step S1127). Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step S304) (step S1128). If the variable time timer has not timed out, the process ends.

  FIG. 20 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 checks whether or not the big hit flag is set (step S131). When the big hit flag is set, the CPU 56, if it is set, the probability variation flag indicating the probability variation state, the time reduction flag indicating the time reduction state, and the number of times the special symbol can be changed in the time reduction state. Is reset (step S132), and a control for transmitting a big hit start designation command to the production control microcomputer 100 is performed (step S133). Specifically, when the type of jackpot is “normal jackpot” or “probability jackpot”, a jackpot start designation command (command A001 (H)) is transmitted. When the big hit type is sudden probability change big hit, a small hit / sudden probability change big hit start designation command (command A002 (H)) is transmitted. Whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit” is data indicating the big hit type stored in the RAM 55 (data stored in the big hit type buffer) Based on the determination.

  In addition, a value corresponding to the jackpot display time (a time for which the effect display device 9 notifies that the jackpot has occurred, for example) is set in the jackpot display time timer (step S134). In addition, the number of times of opening (for example, “15 times in case of“ normal big hit ”or“ probable big hit ”, 2 times in case of“ suddenly promising big hit ”) is set in the special winning opening opening number counter (step S135). . The round time per round in the big hit game is also set. Specifically, in the case of sudden probability change big hit, 0.1 seconds is set as the round time, and in the case of normal big hit or probability change big hit, 29 seconds is set as the round time. Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S305) (step S136).

  On the other hand, if the big hit flag is not set in step S131, the CPU 56 checks whether or not the value of the hourly number counter that indicates the number of times that the special symbol can be changed in the timeless state is 0 (step S137). If the value of the time reduction counter is not 0, the CPU 56 decrements the value of the time reduction counter by −1 (step S138). When the value of the time reduction counter after subtraction becomes 0 (step S139), the CPU 56 resets the time reduction flag (step S140).

  Next, the CPU 56 checks whether or not the small hit flag is set (step S141). If the small hit flag is set, the CPU 56 transmits a small hit / sudden probability sudden change big hit start designation command (command A002 (H)) to the production control microcomputer 100 (step S142). In addition, a value corresponding to the small hit display time (for example, the time when the effect display device 9 notifies that the small hit has occurred) is set in the small hit display time timer (step S143). Further, the number of times of opening (for example, 2 times) is set in the special winning opening opening number counter (step S144). In addition, the opening time per time of the big winning opening in the small hit game is set. Specifically, 0.1 seconds which is the same as the round time for the sudden probability change big hit is set as the opening time for one big winning opening in the small hit game. Then, the value of the special symbol process flag is updated to a value corresponding to the small hit start pre-processing (step S308) (step S145).

  If the small hit flag is not set (N in step S141), the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S146).

  FIG. 21 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S160). If the jackpot end display timer is set, the process proceeds to step S164. If the jackpot end display timer is not set, the jackpot flag is reset (step S161), and control for transmitting a jackpot end designation command is performed (step S162). Here, if it is “ordinary big hit” or “probable big hit”, a big hit end designation command (command A301 (H)) is transmitted, and if it is “sudden probable big hit”, small hit / sudden probability big hit An end designation command (command A 302 (H)) is transmitted. Then, a value corresponding to the display time corresponding to the time during which the big hit end display is performed in the effect display device 9 (big hit end display time) is set in the big hit end display timer (step S163), and the processing is ended.

  In step S164, 1 is subtracted from the value of the big hit end display timer (step S164). Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S165). If not, the process ends.

  If the big hit end display time has elapsed (Y in step S165), the CPU 56 checks whether or not the big hit that ends this time is a normal big hit (step S166). Whether or not it is “ordinary big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. . If it is a normal big hit, the CPU 56 sets a time reduction flag and shifts to a time reduction state (step S167). Further, the CPU 56 sets a predetermined number of times (for example, 100 times) in the time reduction number counter (step S168).

  If it is not a normal big hit (that is, if the probability change big hit or sudden probability change big hit), the CPU 56 sets the probability variation flag to shift to the probability variation state (step S169), and sets the time reduction flag to shift to the time reduction state. (Step S170).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S171).

  FIG. 22 is a flowchart showing an example of a special symbol display control process (step S32) executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. In the special symbol display control process, the CPU 56 checks whether or not the value of the special symbol process flag is 3 (step S3201). If the value of the special symbol process flag is 3 (that is, if the special symbol variation processing is being executed), the CPU 56 sets the special symbol display control data for special symbol variation display for setting the special symbol display control data. Processing for setting or updating the output buffer is performed (step S3202). In this case, the CPU 56 sets or updates special symbol display control data for performing variable display of the special symbol (the first special symbol or the second special symbol) indicated by the special symbol pointer. For example, if the fluctuation speed is 1 frame / 0.2 seconds, the value of the special symbol display control data set in the output buffer is incremented by 1 every time 0.2 seconds elapse. After that, display control processing (see step S22) is executed, and a drive signal is output to the special symbol displays 8a and 8b in accordance with the contents of the output buffer for setting the special symbol display control data. The special symbol display on the special symbol indicators 8a and 8b is executed.

  If the value of the special symbol process flag is not 3, the CPU 56 checks whether or not the value of the special symbol process flag is 4 (step S3203). If the value of the special symbol process flag is 4 (that is, when the special symbol stop processing is entered), the CPU 56 stops the special symbol stop symbol set in the special symbol normal processing. Processing for setting the display control data in the output buffer for setting the special symbol display control data is performed (step S3204). In this case, the CPU 56 sets special symbol display control data for stopping and displaying the stop symbol of the special symbol (the first special symbol or the second special symbol) indicated by the special symbol pointer. After that, display control processing (see step S22) is executed, and a drive signal is output to the special symbol displays 8a and 8b in accordance with the contents of the output buffer for setting the special symbol display control data. The special symbol stop symbols are stopped and displayed on the special symbol indicators 8a and 8b. In addition, since the setting data is not changed after the process of step S3204 is executed and the special symbol display control data for the stop symbol display is set, the latest special symbol display control data is displayed in the display control process of step S22. Based on this, the latest stop symbol is stopped and displayed until the next variable display is started. If the value of the special symbol process flag is 2 or 3 in step S3201 (that is, if either the display result designation command transmission process or the special symbol variation process), the special symbol variation display is performed. The special symbol display control data may be updated. In this case, the display result designation command transmission process also varies in order to prevent a deviation between the variation time recognized on the game control microcomputer 560 side and the variation time recognized on the effect control microcomputer 100 side. What is necessary is just to comprise so that 1 may subtract a time timer.

  In this embodiment, the special symbol display control data is set in the output buffer according to the value of the special symbol process flag. However, in the special symbol process, the start flag is set at the start of the variation of the special symbol. In addition, an end flag may be set at the end of the variation of the special symbol. In the special symbol display control process (step S32), the CPU 56 starts updating the value of the special symbol display control data based on the start flag being set, and based on the end flag being set. Thus, special symbol display control data for stopping and displaying the stop symbol may be set.

  Next, the operation of the effect control means will be described. FIG. 23 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) as effect control means mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 4 ms) (step S701). . Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S703) and executes the following effect control process.

  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S704).

  Next, the effect control CPU 101 performs effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 (including display control of effect symbols) is performed. Execute.

  Next, the production control CPU 101 performs the fourth symbol process (step S706). In the 4th symbol process, the process corresponding to the current control state (4th symbol process flag) is selected from the processes corresponding to the control state, and the 4th symbol display areas 9c and 9d of the effect display device 9 are selected. The display control of the 4th symbol is executed.

  Next, the effect control CPU 101 executes a random number update process for updating the count value of the counter for generating a random number such as a jackpot symbol determining random number (step S707).

  Thereafter, the effect control CPU 101 proceeds to step S702.

  FIG. 24 is an explanatory diagram showing a configuration example of a command reception buffer for storing the effect control command received from the game control microcomputer 560 of the main board 31. In this example, a ring buffer type command receiving buffer capable of storing six 2-byte effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.

  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal and stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIGS. 9 and 10) the effect control command stored in the buffer area is. Note that the interrupt process based on the effect control INT signal is executed in preference to the timer interrupt process executed every 4 ms. In this embodiment, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 using the parallel signal lines. However, the present invention is not limited to this configuration. Instead, for example, the presentation control command data may be output using a serial signal line.

  FIG. 25 is a flowchart showing a specific example of command analysis processing (step S704). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.

  In the command analysis process, the effect control CPU 101 first checks whether or not a reception command is stored in the command reception buffer (step S611). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. When the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that 2 bytes (1 command) are read at a time.

  If the received effect control command is a variation pattern command (step S614), the effect control CPU 101 stores the received variation pattern command in a variation pattern command storage area formed in the RAM (step S615). Then, a variation pattern command reception flag is set (step S616).

  If the received effect control command is a display result designation command (step S617), the effect control CPU 101 forms the received display result designation command (display result 1 designation command to display result 5 designation command) in the RAM. Is stored in the display result designation command storage area (step S618).

  If the received effect control command is a symbol confirmation designation command (step S619), the effect control CPU 101 sets a confirmed command reception flag (step S620).

  If the received effect control command is one of the jackpot start designation commands (big hit start designation command, small hit / sudden probability sudden change big hit start designation command) (step S621), the presentation control CPU 101 uses the received jackpot start designation command. A corresponding flag is set (step S622). In this case, for example, if a big hit start designation command (command A001 (H)) is received, the big hit start designation command reception flag is set, and the small hit / sudden probability sudden change big hit start designation command (command A002 (H)) is set. If it is received, the small hit / suddenly probable big hit start designation command reception flag is set.

  If the received effect control command is any jackpot end designation command (big hit end designation command, small hit / sudden probability sudden change jackpot end designation command) (step S623), the effect control CPU 101 uses the received jackpot end designation command. The corresponding jackpot end designation command reception flag is set (step S624).

  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S628). For example, if the received effect control command is the first start prize designation command, the first start prize designation command reception flag is set. If the received effect control command is the second start prize designation command, the second start prize designation command is set. Set the reception flag. Then, control goes to a step S611.

  FIG. 26 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 performs one of steps S800 to S807 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled and variable display of the effect symbol is realized. However, control related to variable display of the effect symbol synchronized with the change of the first special symbol is also the second. Control related to the variable display of the effect symbol synchronized with the change of the special symbol is also executed in one effect control process. It should be noted that the variable display of the effect symbol synchronized with the variation of the first special symbol and the variable display of the effect symbol synchronized with the variation of the second special symbol may be executed by separate effect control process processing. Good. Further, in this case, it may be determined which special symbol variation display is being executed depending on which representation control process processing is performing the variation display of the representation symbol.

  Fluctuation pattern command reception waiting process (step S800): It is confirmed whether or not a variation pattern command has been received from the game control microcomputer 560. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (step S801).

  Production symbol variation start processing (step S801): Control is performed so that the variation of the production symbol is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (step S802).

  Production symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (step S803).

  Effect symbol variation stop processing (step S803): Control is performed to stop the variation of the effect symbol and derive and display the display result (stop symbol). Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) or the variation pattern command reception waiting process (step S800).

  Big hit display process (step S804): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the in-round processing (step S805).

  In-round processing (step S805): Display control during round is performed. If the round end condition is satisfied, if the final round has not ended, the value of the effect control process flag is updated to a value corresponding to the post-round processing (step S806). If the final round has ended, the value of the effect control process flag is updated to a value corresponding to the jackpot end process (step S807).

  Post-round processing (step S806): Display control between rounds is performed. When the round start condition is satisfied, the value of the effect control process flag is updated to a value corresponding to the in-round process (step S805).

  Big hit end effect processing (step S807): In the effect display device 9, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  FIG. 27 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is set, the effect control CPU 101 resets the variation pattern command reception flag (step S812), and the value of the effect control process flag corresponds to the effect symbol variation start process (step S801). The value is updated (step S813). As described above, in this embodiment, the display result designation command is transmitted even when the power failure is recovered (see step S44). However, as shown in FIG. Based on the fact that the variation pattern command has been received, the transition to the production symbol variation start processing is started and the variation display of the production symbol is started. Therefore, if the display result designation command is received without receiving the variation pattern command, the variation of the representation symbol The display will not start.

  FIG. 28 is a flowchart showing the effect symbol variation start process (step S801) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 101 first reads a variation pattern command from the variation pattern command storage area (step S8001). Next, the CPU 101 for effect control displays the display result (stop) of the effect symbol according to the variation pattern command read in step S8001 and the data stored in the display result specifying command storage area (that is, the received display result specifying command). (Design) is determined (step S8002). That is, when the CPU 101 for effect control executes the process of step S8002, the display result of the variable display of the identification information (stop of the effect symbol) according to the variable display pattern (variation pattern) determined by the variable display pattern determination means. A display result determining means for determining (design) is realized. When the pseudo-ream is specified by the variation pattern command, the effect control CPU 101 determines that the chance stop symbol (for example, “223” or “445”) is used as the temporary stop symbol in the pseudo-ream in step S8002. The combination of the jackpot symbol that is not reachable and the symbol that is shifted by one symbol) is also determined. In addition, instead of or in addition to the chance eye symbol, a pseudo-dedicated symbol used only as a temporary stop symbol in the pseudo-continuous may be provided as the temporary stop symbol in the pseudo-continuous. Further, the effect control CPU 101 stores data indicating the determined effect stop symbol in the effect symbol display result storage area. In step S8002, the effect control CPU 101 may determine whether or not it is a big hit based on the received variation pattern command, and may determine the stop symbol of the effect symbol based only on the variation pattern command. .

  FIG. 29 is an explanatory diagram showing an example of the stop symbol of the effect symbol in the effect display device 9. In the example shown in FIG. 29, when the received display result designation command indicates “ordinary big hit” (when the received display result designation command is the display result 2 designation command), the effect control CPU 101 stops. A combination of effect symbols arranged with the same even symbols (“2”, “4”, “6”, or “8”) with the same three symbols as symbols is determined. When the received display result designation command indicates “probable big hit” (when the received display result designation command is a display result 3 designation command), the effect control CPU 101 uses 3 symbols as stop symbols. A combination of effect symbols arranged in the same odd symbol (“1”, “3”, “5” or “7”) is determined.

  Further, when the received display result designation command indicates “suddenly probable big hit” or “small hit” (when the received display result designation command is a display result 4 designation command or a display result 5 designation command), The effect control CPU 101 determines a combination of effect symbols such as “135” as the stop symbol.

  In the case of “out of” (when the received display result designation command is a display result 1 designation command), a combination of effect symbols other than the above is determined. However, when a reach effect is involved, a combination of effect symbols in which two left and right symbols are aligned is determined. The combination of the three symbols derived and displayed on the effect display device 9 is the “stop symbol” of the effect symbol.

  The effect control CPU 101 extracts, for example, a random number for determining the stop symbol, and uses the stop symbol determination table in which the data indicating the combination of effect symbols and numerical values are associated with each other to generate the stop symbol of the effect symbol. decide. That is, the stop symbol is determined by selecting data indicating the combination of effect symbols corresponding to the numerical value that matches the extracted random number.

  In addition, as for the effect symbols, a stop symbol reminiscent of a big hit (a combination of symbols in which the left, middle and right are all the same symbols) is called a big hit symbol. In addition, a stop symbol that recalls a loss is called a loss symbol. In addition, a symbol reminiscent of being probabilistic (an odd symbol in this embodiment) is also called a probabilistic symbol, and a symbol reminiscent of being in a probable state (even symbol in this embodiment) is a non-probable symbol. Also called.

  Next, the effect control CPU 101 determines whether or not to execute the step-up notice effect on the effect display device 9 during the display of the effect symbols, and sets the effect mode of the step-up notice effect. Is executed (step S8003).

  Next, the effect control CPU 101 determines whether or not the suggestion effect is to be executed in the effect display device 9 during the effect symbol variation display, and executes the suggestion effect setting process for setting the effect mode of the suggestion effect (step S8004). ).

  Next, the effect control CPU 101 determines whether or not to execute the accessory notice effect (step S8005). When it is determined that the accessory announcement effect is to be executed (Y in step S8006), the effect control CPU 101 sets an accessory announcement effect standby flag indicating that it is determined to execute the accessory announcement effect. Set (step S8007).

  Next, the effect control CPU 101 determines whether or not to execute the button serif notice effect and the effect mode in the case of executing the effect (step S8008). If it is determined that the button serif notice effect is to be executed (Y in step S8009), the effect control CPU 101 stores the data indicating the decided effect state of the button serif notice effect and executes the button serif notice effect. A button serif notice effect waiting flag indicating that it has been determined is set (step S8010).

  Next, the effect control CPU 101 determines whether or not to execute the button cut-in notice effect, and the effect mode in the case of executing the effect (step S8011). If it is determined that the button cut-in notice effect is to be executed (Y in step S8012), the effect control CPU 101 stores data indicating the decided effect state of the button cut-in notice effect and stores the button cut-in notice effect. A button cut-in notice effect standby flag indicating that it is determined to be executed is set (step S8013).

  Next, the effect control CPU 101 determines whether or not to execute the lever notice effect, and determines the effect mode in the case of executing the effect (step S8014). If it is determined to execute the lever notice effect (Y in step S8015), the effect control CPU 101 stores data indicating the effect aspect of the determined lever notice effect and decides to execute the lever notice effect. A lever notice effect standby flag indicating that the operation has been performed is set (step S8016). Thereafter, the process proceeds to step S8017.

  The accessory announcement effect is an effect in which control for temporarily moving the accessory 200 from the initial position to the effect position is performed. In addition, the button serif notice effect and the button cut-in notice effect are accompanied by an operation promotion notification that prompts the user to operate the push button 120 and are executed based on the operation of the push button 120 during the detection valid period. is there. In the button serif notice effect and the button cut-in notice effect, at the timing when the corresponding detection valid period starts, the effect display device 9 performs an operation promotion notification for prompting the operation of the push button 120 (for example, An operation promotion image simulating the appearance of the push button 120 and a remaining effective period image indicating the remaining period of the detection effective period are displayed (see FIGS. 45B to 45E). Then, based on the detection of the operation of the push button 120 at least once during the detection valid period, a button serif notice effect image or a button cut-in notice effect image (for example, an image in which a character says a predetermined line, An image suggesting the possibility of a big hit, such as an image showing the message of) is displayed.

  The lever notice effect is an effect that is performed based on the operation of the stick controller 122 being performed during the detection valid period, accompanied by an operation promotion notification that prompts the operation of the stick controller 122. In the lever announcement effect, when the corresponding detection valid period is started, an operation promotion notification for urging the operation of the stick controller 122 is performed on the effect display device 9 (for example, the appearance of the stick controller 122 is imitated). The operation promotion image and the remaining effective period image indicating the remaining period of the detection effective period are displayed. Then, based on the fact that the operation of the stick controller 122 is detected at least once during the detection valid period, a lever notice effect image (for example, an image indicating whether or not a big hit has occurred) is displayed. In this embodiment, “promotion” is not meant to advance the player's operation, but is meant to prompt (invite) the player's operation.

  FIG. 30 is an explanatory diagram showing an example of the execution timing of an accessory announcement effect, a button serif announcement effect, a button cut-in announcement effect, and a lever announcement effect. In this embodiment, as shown in FIG. 30A, the accessory announcement effect and the button serif announcement effect are executed before the change display becomes the reach state. Further, the button cut-in notice effect and the lever notice effect are executed after reaching the reach state. The lever notice effect is executed after the button cut-in notice effect. Specifically, it is executed immediately before the fluctuation is stopped (that is, immediately before the symbol or jackpot symbol is derived and displayed).

  In this embodiment, as shown in FIG. 30A, the accessory announcement effect and the button serif announcement effect are executed at the same time. Then, by executing the accessory announcement effect and the button serif announcement effect at the same time, the operation promotion image and the remaining effective period image displayed by the button serif announcement effect are moved to the effect position by the accessory announcement effect. There is a risk that the player will miss the effective detection period (that is, the button serif notice effect) because it is covered with the object 200 and becomes difficult to view. Therefore, in this embodiment, the detection effective period of the button serif notice effect ends after the accessory notice effect ends, that is, after the operation-promoting image and the remaining effective period image are resolved from being difficult to visually recognize. It is configured. Specifically, as shown in FIG. 30 (B), after the accessory 200 that has moved to the effect position when the accessory announcement effect is started returns to the initial position when the accessory announcement effect ends. The button serif notice effect detection valid period is configured to end. By configuring in this way, the accessory announcement effect and the button serif announcement effect are executed at the same time, and even if the operation promotion image and the remaining effective period image are covered with the accessory 200 and are temporarily difficult to see, Since the state in which the visual recognition is difficult during the detection effective period is resolved, it is possible to prevent the player from overlooking the detection effective period (that is, the button line notice effect).

  Also, as shown in FIG. 30 (B), the button line notice effect is started and the operation promotion image and the remaining effective period image are displayed, and then the accessory notice effect is started after a predetermined period, and the accessory 200 is displayed in the effect position. The operation promotion image and the remaining effective period image are displayed at least after being displayed without being covered with the accessory 200 for a predetermined period. By configuring in this way, it is possible to prevent the player from overlooking the detection valid period (that is, the button serif notice effect) even when the accessory notice effect and the button serif notice effect are executed at the same time. Can do.

  In this embodiment, the operation promotion image and the remaining effective period image are displayed for a predetermined period before the start of the accessory announcement effect by changing the start timing and the end timing of the accessory announcement effect and the button serif announcement effect, respectively. In addition, it is configured to be visible without being covered by the accessory 200 for a predetermined period after the end, but at least one of the predetermined period before the start of the accessory announcement effect and the predetermined period after the end is visible. What is necessary is just to be provided as a period. In other words, the button serif notice effect and the accessory notice effect are started at the same time, the accessory notice effect is ended first, and the button serif notice effect may be ended after a predetermined period of time, or the button serif notice is given first. The effect is started, and after a predetermined period of time has elapsed, the accessory notice effect is started, and the button serif notice effect and the accessory notice effect may end simultaneously.

  In this embodiment, the accessory announcement effect and the button serif announcement effect can be executed at the same time, but the execution period may be executed with the same execution period, or one of the execution periods may be executed. You may perform so that a part may overlap. However, it is desirable to provide a period in which the operation promotion image and the remaining effective period image are not difficult to visually recognize within the detection effective period even when the execution periods are completely matched. For example, the operation mode (for example, the movement start timing and movement speed to the production position, the movement path, the movement route, the stop period at the production position, the movement start timing and movement speed to the initial position, the movement route), and the operation promotion image. Or by adjusting the display mode (for example, display size or display position) of the remaining effective period image. Specifically, the movement to the effect position is started after a lapse of a predetermined period from the start of the accessory announcement effect (the operation promotion image and the remaining effective period image can be visually recognized for a predetermined period from the start). The movement from the effect position to the initial position may be started before a predetermined period before the effect announcement effect ends (the operation 200 and the remaining effective period image are covered with the effect 200). Area is gradually reduced, and a period of time during which visibility is possible is ensured).

  Further, in this embodiment, the operation promotion image and the remaining effective period image by the button line notice effect are configured so as not to be completely covered even when the accessory 200 moves to the effect position (FIG. 45 ( D)). That is, the operation promotion image and the remaining effective period image by the button serif notice effect may be covered with the accessory 200 moved to the effect position by the accessory notice effect and may be difficult to see, but may not be completely visible. However, it is configured such that a part is always visible. By configuring in this way, it is possible to prevent the player from overlooking the detection valid period (that is, the button serif notice effect) even if the accessory notice effect and the button serif notice effect are executed at the same time. Can do.

  In general, an effect that is executed after the reach state is reached is more important than an effect that is executed before the reach state is reached. Therefore, in this embodiment, as shown in FIG. 30B, the accessory announcement effect that may make it difficult to visually recognize the operation promotion image or the remaining effective period image is executed only before the reach state is reached. It is configured as follows. By configuring in this way, an effect announcement effect and a highly important effect (for example, an effect executed after the establishment of a reach such as a button cut-in notice effect or a lever notice effect) are executed at the same time. It is possible to avoid the situation where the attention of the person is dispersed.

  Note that the timing of executing the accessory announcement effect, the button line announcement effect, the button cut-in announcement effect, and the lever announcement effect is not limited to the example shown in FIG. 30, and may be any timing during the change. Further, the timing for executing these effects may be any timing during the big hit game. In addition, when performing these effects during a big hit game, based on the fact that a predetermined operation has been detected, it is suggested that the number of rounds is increased or the probability change state or the short time state is controlled after the big hit game. Also good.

  FIG. 31 is an explanatory diagram showing specific examples of an accessory announcement effect execution determination table, a button line announcement effect execution determination table, a button cut-in notification effect execution determination table, and a lever notification effect execution determination table.

  In step S8005, it is determined whether or not to perform the accessory announcement effect using the accessory announcement effect execution determination table shown in FIG.

  In the accessory announcement effect execution determination table shown in FIG. 31A, determination values corresponding to the determination items (“no execution” and “execution”) are assigned for each variation pattern. In the example shown in A), in order to simplify the description, the ratio of the assigned determination value is shown. The effect control CPU 101 extracts, for example, a random number for setting an accessory announcement effect, and determines the decision item to which a determination value that matches the extracted random number is assigned. Therefore, in the example shown in FIG. 31A, the numerical values corresponding to the determination items (“no execution” and “execution”) in each variation pattern indicate the ratio (%) at which each determination item is selected. .

  In the example shown in FIG. 31 (A), in the case of the fluctuation pattern of deviating fluctuation (for example, in the case of non-reach PA1-2 shown in FIG. 6), the accessory announcement effect is not executed at a rate of 95%. It is determined that the effect announcement will be performed at a rate of 5%. Further, in the case of the fluctuation pattern of the normal reach deviation (for example, in the case of normal PA2-1, normal PA2-2, normal PB2-1 and normal PB2-2 shown in FIG. 6), the effect announcement effect is 75%. Is determined not to be executed, and it is determined that the accessory announcement effect is executed at a rate of 25%. In the case of a fluctuation pattern per normal reach (for example, in the case of normal PA2-3, normal PA2-4, normal PB2-3 and normal PB2-4 shown in FIG. 6), the effect announcement is performed at a rate of 50%. Is determined not to be executed, and it is determined that the accessory announcement effect is executed at a rate of 50%. Further, in the case of the fluctuation pattern of super-reaching deviation (for example, in the case of super PA3-1, normal PA3-2, normal PB3-1, and normal PB3-2 shown in FIG. 6), an advance notice is made at a rate of 30%. It is determined not to execute the effect, and it is determined to execute the accessory announcement effect at a rate of 70%. In the case of a fluctuation pattern per super reach (for example, in the case of normal PA3-3, normal PA3-4, normal PB3-3, and normal PB3-4 shown in FIG. 6), an advance notice is given at a rate of 15%. It is determined not to execute the effect, and it is determined to execute the accessory announcement effect at a rate of 85%.

  In this embodiment, in addition to the accessory notice effect execution determination table shown in FIG. 31A, a button line notice effect execution determination table shown in FIG. 31B and a button cut shown in FIG. In-notification effect execution determination table and the lever notification effect execution determination table shown in FIG. 31D are also actually assigned determination values, but the ratio of the determination values assigned to simplify the explanation is as follows. It is shown. Also in step S8008, step S8011, and step S8014 in which those tables are used, the effect control CPU 101, for example, extracts a random number and assigns a determination value that matches the extracted random number, as in step S8005. Decide what matters.

  In step S8008, step S8011, and step S8014, the button serif notice effect execution determination table, the button cut-in notice effect execution determination table, and the lever notice effect execution determination table shown in FIGS. 31B to 31D are used. Is determined as to whether to execute or not (determined as “no execution”, “executed, first effect” or “executed, second effect”). Note that the determination of “no execution” means that the effect is not executed, and it is determined as “execution, first effect mode” or “execution, second effect mode”. That is, it is determined that the effect is to be executed in the “first effect mode” or the “second effect mode”.

  In this embodiment, as shown in FIG. 31 (B), the button serif notice effect can be executed in the “first effect mode” or “second effect mode” effect mode. For example, when the operation of the push button 120 is detected within the detection period of the button serif notice effect, the first button serif notice effect image indicating the character that says “?” Is displayed in the “first effect mode”. In the “second effect mode”, a second button serif notice effect image indicating a character that says “chance!” Is displayed. Hereinafter, the first button serif notice effect image and the second button serif notice effect image may be collectively referred to as a button serif notice effect image.

  In this embodiment, as shown in FIG. 31C, the button cut-in notice effect can be executed in the “first effect mode” or the “second effect mode”. For example, when the operation of the push button 120 is detected within the detection period of the button cut-in notice effect, the first button cut-in notice effect image indicating the message “Opportunity!” Is displayed in the “first effect mode”. In the “second effect mode”, a second button cut-in notice effect image showing the message “extremely hot!” Is displayed. Hereinafter, the first button cut-in notice effect image and the second button cut-in notice effect image may be collectively referred to as a button cut-in notice effect image.

  Further, in this embodiment, as shown in FIG. 31D, the lever notice effect can be executed in the “first effect mode” or the “second effect mode”. For example, when the operation of the push button 120 is detected within the detection period of the lever announcement effect, the first lever announcement image indicating the characters “defeat ...” is displayed in the “first effect mode”. In the “second effect mode”, a second lever notice effect image indicating the characters “Victory!” Is displayed. Hereinafter, the first lever notice effect image and the second lever notice effect image may be collectively referred to as a lever notice effect image.

  In each effect execution determination table shown in FIGS. 31A to 31D, what is characteristic is that the variation pattern including the super reach is the variation result including the super reach rather than the variation pattern not including the super reach. The determination value is set so that the ratio of being determined to be “executed” is higher when the jackpot is larger than the loss. By having such a feature, the rate at which an effect design variation pattern (for example, develops to super reach) is higher when the effect is executed than when the effect is not executed. And the rate at which the display result is a big hit can be increased. Therefore, it is possible to give the player a sense of expectation for the execution of the accessory announcement effect, the button serif announcement effect, the button cut-in announcement effect, and the lever notice effect.

  Further, what is characteristic in each of the performance execution determination tables shown in FIGS. 31B to 31D is that the variation pattern including the super reach is displayed more than the variation pattern not including the super reach. The determination value is set so that the ratio determined to the “second effect mode” is higher than the “first effect mode” when the result is a big hit rather than a loss. By having such a feature, the variation pattern of the production pattern that is more advantageous when executed in the “second production mode” than the “first production mode” (for example, develops into super reach). It is possible to increase the ratio of becoming and to increase the ratio that the display result is a big hit. That is, the “second effect mode” is a higher effect mode than the “first effect mode”. Therefore, attention can be paid to in which production mode the button serif notice effect, the button cut-in notice effect, and the lever notice effect are executed.

  Also, in this embodiment, the button serif notice effect is executed before the reach state is reached, and the button cut-in notice effect is executed after the reach state is reached (see FIG. 30A). Furthermore, as shown in FIG. 31C, the button cut-in notice effect is executed only in the case of a variation pattern including super reach. Therefore, the button cut-in notice effect is an effect that has a higher expectation level that is a variation pattern of the effect symbol (e.g., develops to super reach), which is more advantageous than the button serif notice effect, and a high expectation value that is a big hit. In other words, it can be said that the production is highly important. Therefore, in this embodiment, when a button cut-in notice effect with a high degree of expectation (that is, importance) is executed, the accessory notice effect is not executed at the same time (FIG. 30A). reference). With such a configuration, it is possible to focus attention on an effect with a high degree of expectation (that is, importance), and an effect can be effectively performed.

  Further, in this embodiment, as shown in FIG. 31D, in the case of a variation pattern including super reach, a lever notice effect is always executed. When the display result is out of place, the first lever notice effect image indicating the characters “defeat ...” is displayed (the lever notice effect is executed in the first effect form), and the display result is a big hit. In this case, a second lever notice effect image indicating the characters “Victory!” Is displayed (the lever notice effect is executed in the second effect mode). That is, the lever notice effect is an effect indicating whether the display result is out of place or a big hit. Therefore, the lever notice effect is more advantageous than the button serif notice effect or button cut-in notice effect that suggests the possibility of becoming a favorable variation pattern of the effect design (for example, developing to super reach) or the possibility of a big hit. It is a production with high importance. Therefore, in this embodiment, even when the lever announcement effect is executed, the accessory announcement effect is not executed at the same time (see FIG. 30A). With such a configuration, it is possible to focus attention on an effect with a high degree of expectation (that is, importance), and an effect can be effectively performed.

  Further, in this embodiment, the lever warning effect that is executed based on the detection of the operation of the stick controller 122 is the button warning notification effect that is executed based on the detection of the operation of the push button 120. The degree of expectation (that is, the degree of importance) is higher than the button cut-in notice effect. With such a configuration, it is possible to differentiate the effects and to give the player a sense of expectation regarding the operation of the stick controller 122. In other words, the player can have a special expectation for performing a specific operation.

  In this embodiment, among the effects that are executed based on the detection of the player's action, the effects that are executed based on the detection of the operation of the push button 120 (in this example, the button serif notice) In the case of an effect), an accessory announcement effect may be executed at the same time, but a lever notice effect executed based on the detected operation of the stick controller 122 is executed at the same time. It is configured so that there is no case. With such a configuration, it is possible to differentiate the effects and make the effects easy to understand.

  In this embodiment, the execution timing of the accessory announcement effect, the button serif announcement effect, the button cut-in announcement effect, and the lever announcement effect is determined, but for example, during the high-speed fluctuation of the production symbol ( (Before reaching reach) and at multiple timings after reach is established, it is possible to execute an accessory announcement and button serif announcement, and at multiple timings after reach is established, button cut-in announcement and lever announcement You may make it executable. In this case, you may comprise so that an expectation may differ with the timings which an effect is performed. However, in order to pay attention to the production with high expectation (importance) and perform the production effectively, it may be configured not to execute the accessory notice production at the same time as the button cut-in notice production or the lever notice production. desirable.

  In this embodiment, as shown in FIG. 31 (A), the accessory announcement effect is configured to be executed in a single effect mode, but may be executable in a plurality of types of effect modes. . For example, the period during which the accessory 200 stops at the effect position may be different depending on the effect mode, the effect sound output when the accessory 200 is moved may be different, or the accessory 200 may be different. A light emitting body such as an LED provided in the LED may be turned on in a different manner. Also in this case, the suggested degree of expectation may differ depending on the production mode. Moreover, you may comprise so that the accessory notification effect of the production | generation aspect with high expectation degree may not be performed at the same time as a button serif notification effect.

  Further, the accessory 200 may be used in an effect other than the accessory notice effect that is executed after the start of fluctuation. For example, it may also be used for effects performed when reach is established, when reach is developed, or when jackpot is confirmed.

  In the example shown in FIG. 31, the variation pattern is divided into five types and whether or not each effect is executed is determined and the effect mode in the case of executing is determined. However, the method of dividing the change pattern is limited to this. Absent. For example, for a variation pattern including super reach, whether or not to execute each effect is determined according to the type of super reach (in this example, super reach A or super reach B). You may do it.

  Further, the present invention is not limited to the example shown in FIG. 31D, and the lever notice effect may not be executed at a constant rate even when the super reach is lost or the super reach is reached.

  In this embodiment, the player's action is detected based on whether or not the operation of the push button 120 or the stick controller 122 is detected. However, the present invention is not limited to this, and an infrared sensor, an optical sensor, etc. The player's movement may be detected by the non-contact type sensor. Also in this case, the player's action that triggers the performance may differ depending on the degree of expectation. For example, an effect that is executed based on an action detected by a non-contact type sensor has a higher expectation than an effect that is executed based on an operation of the push button 120 or the stick controller 122 being detected. It may be made to become.

  In step S8017 of the effect symbol variation start process, when the effect control CPU 101 decides to execute the variation pattern and the notice effect or suggestive effect, it selects a process table corresponding to the notice effect or suggestive effect ( In step S8017), a process timer in the process data 1 of the selected process table is started (step S8018).

  FIG. 32 is an explanatory diagram of a configuration example of the process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 according to the process data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. In the display control execution data, data indicating each variation aspect constituting the variation aspect during the variable display time (variation time) of the variable display of the effect symbols is described. Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the effect design in the variation mode set in the display control execution data for the time set in the process timer set value.

  The process table shown in FIG. 32 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern.

  In this embodiment, when the execution of the step-up notice effect is determined in step S8003 or when the suggestion effect is determined in step S8004, the step-up notice effect or suggestion effect is set in step S8017. A corresponding process table is selected, and in accordance with the selected process table, a later-described step S8019 or an effect symbol changing process (step S802) is executed, so that a step-up notice effect or a suggestion effect is displayed during the effect symbol change display. Is executed.

  Also, in the process table used when effect control is executed for a variation pattern with reach effect, the left symbol is stopped when a predetermined time has elapsed from the start of the variation, and the right symbol is stopped when a predetermined time further elapses. Process data indicating that it is to be displayed is set. In addition, instead of setting the symbols to be stopped and displayed in the process table, an image for displaying the symbols is synthesized and generated according to the determined stop symbol, the temporary stop symbol in the pseudo-ream and the sliding effect. May be.

  In this embodiment, by performing predetermined processing (for example, processing in steps S8106 to S8175 described later) in the processing during changing the design symbol, the accessory announcement effect, the button line announcement effect, the button cut-in announcement effect, Since the lever notice effect is realized, a process table corresponding to the variation pattern is selected in step S8017 regardless of which of these effects is executed. It should be noted that scenario data (corresponding to a process table in this example) corresponding to the presence or absence of each effect is stored in advance, and each button effect can be realized by executing processing based on those data. However, with the configuration of this embodiment, each effect can be realized while suppressing an increase in the amount of data.

  Further, in this embodiment, as an effect during fluctuation, a case where an accessory announcement effect, a button serif notice effect, a button cut-in notice effect, and a lever notice effect are executable will be described. It may be determined whether or not to execute a mini character notice effect or the like, and the notice effect may be executed based on the determination result. If it is determined to execute such a notice effect, a process table corresponding to the notice effect may be selected in step S8017. That is, scenario data (corresponding to the process table in this example) corresponding to the presence or absence of each notice effect is stored in advance, and the notice effect is realized by executing processing based on the data. Good.

  Next, the effect control CPU 101 performs the effect device (the effect display device 9 as the effect component, the effect component as the effect component according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1). Control of the various lamps and the speaker 27 as a production component is executed (step S8019). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27.

  Next, the effect control CPU 101 sets a value corresponding to the variation time specified by the variation pattern command in the variation time timer (step S8020).

  Next, the effect control CPU 101 sets the value of the effect control process flag to a value corresponding to the effect symbol changing process (step S802) (step S8021).

  In this embodiment, the effect control CPU 101 performs control so that the effect symbol is variably displayed by the change pattern corresponding to the change pattern command on a one-to-one basis. The variation pattern to be used may be selected from a plurality of types of variation patterns corresponding to.

  FIG. 33 is a flowchart showing the step-up notice effect setting process (step S8003) in the effect symbol variation start process. In the step-up notice effect setting process, the effect control CPU 101 first sets the change pattern designated by the change pattern command read in step S8001 as a notice effect determination table for determining the presence and type of the step-up notice effect. A corresponding table is selected (step S5001). Next, the effect control CPU 101 performs lottery processing based on a random number using the selected notice effect determination table, and determines the presence and type of the step up notice effect (step S5002).

  34 and 35 are explanatory diagrams showing specific examples of the notice effect determination table. Among these, FIG. 34A shows a specific example of the non-reach shift notice effect determination table selected when the non-reach shift pattern is designated. FIG. 34B shows a specific example of a notice effect determination table for normal reach deviation selected when a variation pattern of normal reach deviation is designated. FIG. 34C shows a specific example of the preliminary reach determination table for super-reach shift that is selected when the super-reach shift pattern is designated. FIG. 35D shows a specific example of the battle reach deviation notice effect determination table selected when a battle reach deviation variation pattern is designated. FIG. 35 (E) shows a specific example of a jackpot notice effect determination table selected when a jackpot variation pattern is designated.

  In this embodiment, when the reach effect is executed, only the normal reach is executed, when it develops to the super reach effect after the normal reach, and sometimes develops to the battle reach effect after the normal reach. . In this embodiment, when the reach effect is executed, the expectation level (reliability) for the big hit is higher than when the reach effect is not executed (in the case of non-reach). Further, when developing to a super reach production, the expectation (reliability) for the big hit is higher than when only normal reach is executed. Furthermore, in this embodiment, the ratio of development to battle reach production is small, and battle reach production is a relatively rare (low appearance frequency) reach production, but when it develops to battle reach production, super reach Compared with the case where it develops to production, the expectation (reliability) for the big hit is higher.

  As shown in FIGS. 34 and 35, the notice effect determination table includes no step up notice effect, step up notice effect A, step up notice effect B, step up notice effect C, step up notice effect D, and step up. A determination value is assigned to each of the notice effects E.

  “Step-up notice effect” means that a notice effect that changes the aspect of the effect in stages from one stage to a plurality of stages according to a predetermined order can be executed and controlled to an advantageous state (a big hit game state). Is a notice effect in which the effect is performed up to the effect at the predetermined stage (for example, the final stage) at a higher rate than when it is not controlled to the advantageous state. In this embodiment, as shown in FIGS. 34 and 35, five types of step-up notice effects A to E can be executed.

  Step-up notice effect A is a step-up notice effect that ends only with the effect of step A in the first stage. The step-up notice effect B is a step-up notice effect that ends with the effect of step B at the second stage after the effect of step A at the first stage is executed. The step-up notice effect C is a step-up notice effect that ends with the effect of the third step C after the effect of the first step A and the effect of the second step B are executed. The step-up notice effect D ends with the effect of the step D in the fourth step after the effect of the step A in the first step, the effect of the step B in the second step, and the effect of the step C in the third step. This is a step-up notice effect. In addition, the step-up notice effect E is obtained after the effect of Step A in the first stage, the effect of Step B in the second stage, the effect of Step C in the third stage, and the effect of Step D in the fourth stage. This is a step-up notice effect that ends with the effect of step E of the stage.

  As shown in FIG. 34 and FIG. 35, the determination value is assigned so that the expectation level (reliability) for the big hit increases as the step-up notice effect of the type that is executed up to the effect of more stages is executed. In addition, the determination value is assigned so that the rate at which the reach effect with higher expectation is executed is increased.

  The configuration example of the notice effect determination table shown in FIGS. 34 and 35 is an example, and various modes can be considered. For example, the jackpot notice effect determination table may be divided into a notice reach determination table for a normal reach big hit, a super reach big hit, and a battle reach big hit.

  In this embodiment, the step-up notice effect, the accessory notice effect, the button serif notice effect, the button cut-in notice effect, and the lever notice effect are executed as the notice effect. I can't catch it. Not only step-up notice effects, feature notice notice effects, button serif notice effects, button cut-in notice effects, lever notice effects, for example, character notice effects, mini character notice effects, group notice effects, etc. Of course, various notice effects may be executed.

  When it is determined to execute the step-up notice effect (Y in step S5003), the effect control CPU 101 determines the determined step-up notice effect type (in this example, the type of step-up notice effect), for example, Then, it is stored in the notice effect storage area provided in the RAM (step S5004).

  FIG. 36 is a flowchart showing the suggestion effect setting process (step S8004) in the effect symbol variation start process. In the suggestion effect setting process, the effect control CPU 101 uses the suggestion effect determination table for determining whether or not to execute the suggestion effect, performs a lottery process based on a random number, and determines whether or not to execute the suggestion effect. Determination is made (step S5101).

  “Suggested production” is executed in the display of variation of the production design by displaying a plurality of types of suggestion images that suggest the development of production, and selectively displaying one of the plurality of types of suggestion images. It is a production that suggests the development of production. In this embodiment, as will be described later, an image imitating a dart board is displayed as a suggestion effect, and the character display of “reach” indicating a reach or a “super” indicating a super reach effect is displayed on the dart board. An image including the character display is displayed as a suggestion image, and an effect is displayed in which any suggestion image is selected and displayed by a thrown arrow sticking into any suggestion image.

  FIG. 37A is an explanatory diagram showing a specific example of the suggestion effect determination table. As shown in FIG. 37 (A), in this embodiment, in the suggestion effect determination table, determination values are respectively assigned to no suggestion effect and execution of the suggestion effect. In this embodiment, as shown in FIG. 37A, it is determined to execute the suggestive effect at a rate of 50%.

  In this embodiment, the case where the suggestion effect is uniformly executed at a ratio of 50% is shown. However, the suggestion effect is not limited to such a mode, and for example, the suggestion effect is provided at other ratios such as 30% and 70%. It may be configured to execute. Further, for example, the ratio of executing the suggestion effect may be varied according to the jackpot expectation degree, reach expectation degree, and probability variation expectation degree. In this case, for example, it is configured so as to provide a suggestion effect determination table for big hits and a suggestion effect decision table for losing, and in the case of a big hit, the suggested effects are at a higher rate than in the case of a loss. It may be configured to execute.

  When it is determined to execute the suggestion effect (Y in step S5102), the effect control CPU 101 reads out in step S8001 as an suggestion image combination determination table for determining a combination of suggestion images to be displayed in the suggestion effect. The table corresponding to the variation pattern designated by the variation pattern command is selected (step S5103). Next, the effect control CPU 101 uses the selected suggestion image combination determination table to perform a lottery process based on a random number, and determines a suggestion image combination to be displayed in the suggestion effect (step S5104).

  FIGS. 37B to 37D are explanatory diagrams illustrating specific examples of the suggestion image combination determination table. Among these, FIG. 37B shows a specific example of the suggestion image combination determination table selected when the non-reach deviation variation pattern is designated. FIG. 37C shows a specific example of the suggestion image combination determination table selected when the normal reach deviation and the variation pattern for the normal reach big hit are specified. FIG. 37D shows a specific example of the suggested image combination determination table that is selected when a variation pattern for super reach out, super reach big hit, battle reach out, and battle reach big hit is specified. .

  In this embodiment, as shown in FIGS. 37B to 37D, the types of suggestion images include images including a character display of “?”, Images including a character display of “!”, And “reach”. There are four types of images including a character display of “super” and an image including a character display of “super”. Among these, the suggestion image including the character display of “super” is the suggestion image that suggests that it will develop into a super reach production. In addition, the suggestion image including the character display of “reach” is a suggestion image that suggests that the reach is normal reach. In addition, the suggestion image including the character display of “?” And “!” Does not clearly indicate what kind of production will be developed later (implying what kind of production will be developed with low accuracy) Suggested image).

  In this embodiment, eight suggestion images are displayed in the suggestion effect, but as shown in FIGS. 37 (B) to (D), three “?”, Two “!”, And “reach” “,” And “super” one suggestion image combination (hereinafter, also referred to as “combination A”), two “?”, Two “!”, Two “reach”, and “ A combination of suggestion images that display two “super” suggestion images (hereinafter also referred to as combination B), one “?”, Two “!”, Two “reach”, and three “super” suggestions There are combinations of suggestion images for displaying images (hereinafter also referred to as combinations C).

  In this embodiment, as shown in FIG. 37 (B), in the case of non-reach, the ratio at which the combination A including the most “?” Suggestion images is determined is the highest at 50%. Yes. In addition, as shown in FIG. 37C, when the normal reach is lost and the normal reach is a big hit, the combination B having the same number of suggestion images of “?”, “!”, “Reach”, and “super” is obtained. The determined ratio is the highest at 50%. In addition, as shown in FIG. 37C, when the super reach is lost, the super reach big hit, the battle reach is lost, and the battle reach big win, the combination C including the most “super” suggestion images is determined. The ratio is the highest at 50%.

  In this embodiment, as shown in FIGS. 34 and 35, the presence / absence and type of the step-up notice effect are determined according to the variation pattern, and therefore, as shown in FIGS. 37 (B) to (D). Thus, if the combination of the suggestion images is determined according to the variation pattern, as a result, if the step-up notice effect is executed before the suggestion effect, it is displayed in the suggestion effect according to the step-up notice effect. The combination of suggestion images will be different.

  The combination of suggestion images is not limited to that shown in this embodiment. For example, in this embodiment, the case where the combination of the suggestion images is determined from the three types of combinations A to C described above is shown. May be. In addition, regardless of the variation pattern, the combination of suggestion effects may be fixed each time and the same combination may be displayed.

  In addition, for example, in the case of normal reach, a lot of suggestion images of “reach” (for example, three) are determined at a high ratio of suggestion image combinations, or the “super” suggestion image is developed in the case of super reach production. A combination of suggestion images including 4 or more may be determined at a high ratio, and various modes are conceivable.

  Also, in this embodiment, as shown in FIGS. 37B to 37D, a suggestion image combination determination table corresponding to the presence and type of reach is provided regardless of whether it is a big hit or not. However, the present invention is not limited to such a mode, and for example, it may be configured to further subdivide the suggestion image combination determination table for jackpot and the suggestion image combination determination table for deviation. Further, in this embodiment, as shown in FIG. 37 (D), the case where the common suggestion image combination determination table is used in the case of developing to the super reach production and the case of developing to the battle reach production is shown. The suggestion image combination determination table for super reach and the suggestion image combination determination table for battle reach may be provided separately.

  Further, in this embodiment, a case has been shown in which the “reach” suggestion image suggests that the reach is definitely normal reach. However, the present invention is not limited to such a mode. For example, when a suggestion image including the character display of “reach?” Is provided and the suggestion image of “reach?” Is selected and displayed in the suggestion effect, the possibility of normal reach is merely notified (not necessarily normal reach) This may not necessarily be normal and may not be a normal reach. Similarly, if a suggestion image including a character display of “super?” Is provided, and the suggestion image of “super?” Is selected and displayed in the suggestion effect, it is only notified of the possibility of developing into a super reach effect. You may comprise.

  In addition, for example, a suggestion image including a character display of “to” that suggests that it will be a big hit is provided, and if the “hit” suggestion image is selected and displayed in the suggestion effect, the big hit is determined. May be.

  Next, the effect control CPU 101 is designated by the variation pattern command read out in step S8001 as a selection image determination table for determining a suggestion image (hereinafter also referred to as a selection image) to be finally selected and displayed in the suggestion effect. A table corresponding to the variation pattern is selected (step S5105). Next, the effect control CPU 101 uses the selected image determination table to perform a lottery process based on a random number, and finally determines a selected image to be selectively displayed in the suggestion effect (step S5106).

  FIG. 38 is an explanatory diagram of a specific example of the selected image determination table. Among these, FIG. 38A shows a specific example of the selected image determination table selected when the non-reach deviation variation pattern is designated. FIG. 38B shows a specific example of a selected image determination table that is selected when a normal reach deviation variation pattern is designated. FIG. 38C shows a specific example of a selection image determination table that is selected when a super-reach shift pattern is designated. FIG. 38D shows a specific example of a selected image determination table that is selected when a variation pattern of a battle reach deviation is designated. FIG. 38E shows a specific example of a selected image determination table that is selected when a variation pattern per normal reach big hit is specified. FIG. 38F shows a specific example of a selected image determination table that is selected when a variation pattern for a super reach jackpot is designated. FIG. 38G shows a specific example of a selected image determination table that is selected when a variation pattern for battle reach big hit is specified.

  As shown in FIG. 38A, in the case of non-reach, a suggestion image of “?” Or “!” Is finally selected and displayed. As shown in FIG. 38A, the suggestion image of “?” Is determined as a selection image at a rate of 70%, and the suggestion image of “!” Is determined as a selection image at a rate of 30%.

  As shown in FIG. 38B, when the normal reach is shifted, the “reach” suggestion image is determined as the selected image at a high rate of 80%, but “?” At a low rate of 5%. The suggestion image of “!” May be determined as the selection image, and the suggestion image of “!” May be determined as the selection image at a low ratio of 15%.

  As shown in FIG. 38C, when the super reach is shifted, the suggested image of “super” is determined as the selected image at a high rate of 80%, but “?” At a low rate of 5%. The suggestion image of “!” Is determined as the selection image, and the suggestion image of “!” May be determined as the selection image at a low rate of 15%.

  As shown in FIG. 38D, when the battle reach is lost, the suggestion image of “super” is determined as the selection image at a rate of 100%.

  As shown in FIG. 38E, when the normal reach is a big hit, the “reach” suggestion image is determined as the selected image at a high rate of 90%, but “?” At a low rate of 3%. The suggestion image of “!” May be determined as the selection image, and the suggestion image of “!” May be determined as the selection image at a low rate of 7%.

  As shown in FIG. 38 (F), in the case of a super reach big hit, the suggestion image of “super” is determined as a selection image at a high rate of 90%, but “?” At a low rate of 3%. The suggestion image of “!” Is determined as the selection image, and the suggestion image of “!” May be determined as the selection image at a low rate of 7%.

  As shown in FIG. 38G, when the battle reach is a big hit, the “super” suggestion image is determined as the selection image at a rate of 100%.

  In this embodiment, the suggestion images of “?” And “!” Are suggestion images that do not clearly suggest what kind of production will be developed. However, as shown in FIG. When the suggestion image of “!” Or “!” Is finally selected and displayed, it will not reach, and the variable display will end as it is (when it is out of reach), or normal reach will be executed at a low rate or super It may develop into reach production. Also, as shown in FIG. 38, in this embodiment, it is possible that the suggestion image “?” Of the “?” Suggestion image and the “!” Suggestion image is displayed in a non-reachable manner. The ratio of the end of the display is high, and the ratio of the normal reach being executed or the development of the super reach effect is higher when the suggestion image of “!” Is selected and displayed.

  Further, in this embodiment, when the suggestion image of “super” is selected and displayed, it is suggested that it develops into a super reach production, but as shown in FIG. 38, the appearance frequency is low. It is configured to develop into a battle reach production with a high expectation level (reliability) for the big hit.

  In this embodiment, as shown in FIG. 38, in the case of a loss, the ratio of determining the suggestion image of “?” Or “!” As the selected image is higher than in the case of a big hit. It has become.

  When the selected image is determined, the effect control CPU 101 stores the suggested image combination determined in step S5104 and the selected image determined in step S5106, for example, in the suggested effect storage area provided in the RAM (step S5107). .

  FIG. 39 to FIG. 42 are flowcharts showing the effect symbol changing process (step S802) in the effect control process. In the effect symbol variation processing, the effect control CPU 101 first decrements the value of the process timer by 1 (step S8101) and decrements the value of the variation time timer by 1 (step S8102). When the process timer times out (step S8103), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8104). Further, the control state for the effect device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8105).

  Next, the effect control CPU 101 confirms whether or not the accessory announcement effect executing flag indicating that the accessory announcement effect is being executed is set (step S8106). If the accessory announcement effect execution flag is set, the process proceeds to step S8112.

  If the bonus notification effect execution flag is not set, the effect control CPU 101 checks whether or not the bonus notification effect standby flag is set (step S8107). If the bonus notification standby flag is not set, the process proceeds to step S8120.

  When the bonus notification effect standby flag is set, the effect control CPU 101 determines whether or not it is the start timing of the bonus notification effect (that is, the timing of moving the bonus 200 by the bonus notification effect to the rendering position). (Step S8108). If it is not the start timing of the accessory announcement effect, the process proceeds to step S8120.

  When it is the start timing of the accessory announcement effect, the effect control CPU 101 resets the accessory announcement effect standby flag (step S8109), and sets the executing feature announcement effect execution flag (step 8110). In addition, the effect control CPU 101 performs control to move the accessory 200 from the initial position to the effect position (step S8111). Thereafter, the process proceeds to step S8120.

  In step S8112, the effect control CPU 101 confirms whether it is the end timing of the accessory announcement effect (that is, the timing to move the accessory 200 from the effect position to the initial position) (step S8112). If it is the end timing of the accessory announcement effect, control is performed to move the accessory 200 from the effect position to the initial position (step S8113). In addition, the effect control CPU 101 resets the accessory notice effect executing flag (step S8114). Thereafter, the process proceeds to step S8120.

  In step S8120, the effect control CPU 101 confirms whether or not a button serif notice effect valid flag indicating that the button serif notice effect is valid is set (step S8120). If the button line notice effect flag is set, the process proceeds to step S8127.

  If the button serif notice effect valid flag is not set, the effect control CPU 101 checks whether or not the button serif notice effect standby flag is set (step S8121). If the button serif notice effect standby flag is not set, the process proceeds to step S8134.

  When the button serif notice effect standby flag is set, the effect control CPU 101 confirms whether or not it is the start timing of the button serif notice effect (that is, the detection start period of the button serif notice effect detection period) ( Step S8122). If it is not the start timing of the button line notice effect, the process proceeds to step S8134.

  When it is the start timing of the button serif notice effect, that is, when the detection effective period start timing of the button serif notice effect is reached, the effect control CPU 101 resets the button serif notice effect standby flag (step S8123) and the button. A speech advance notice effective flag is set (step 8124). In addition, the effect control CPU 101 controls the effect display device 9 to display the operation promotion image and the remaining effective period image as the operation promotion notification for prompting the operation of the push button 120 (steps S8125 and S8126). . Thereafter, the process proceeds to step S8127.

  In this embodiment, according to the remaining period of the detection effective period, the remaining effective period image in which the ratio of the indication area in the meter display area is different is updated and displayed so that the remaining period of the detection effective period is indicated. It is configured. That is, the meter display area in the remaining effective period image indicates the entire detection effective period, and the instruction area indicates the remaining period of the detection effective period. Specifically, when the detection effective period is started, the remaining effective period image (for example, the remaining effective period image 202 shown in FIG. 45B) in which the instruction area occupies the entire area of the meter display area. The remaining effective period image (for example, the remaining effective period shown in FIG. 45C) in which the proportion of the indication area in the meter display area is reduced in accordance with the decrease in the remaining period of the detected effective period. When the detection effective period ends (or when a predetermined operation is detected), a remaining effective period image in which the ratio of the indication area to the meter display area is 0 is displayed. Therefore, the player can grasp the remaining period of the detected effective period by confirming the state of the remaining effective period image. In this embodiment, the remaining effective period image in which the ratio of the indication area to the meter display area is 0 is also referred to as the effective period end image, and the detection effective period is ended by displaying the effective period end image. An end of detection valid period is notified.

  In step S8127, the effect control CPU 101 confirms whether or not an operation of the push button 120 is detected (step S8127). When the operation of the push button 120 is detected, the effect control CPU 101 determines in the effect symbol variation start process in the effect display device 9 and determines the button serif according to the effect mode of the stored button serif notice effect. Control is performed to display a notice effect image (for example, an image showing a character that says “?” Or “chance!”) (Step S8128). In addition, the effect control CPU 101 controls the effect display device 9 to delete the displayed remaining effective period image (step S8128a).

  Next, the effect control CPU 101 controls the effect display device 9 to delete the displayed operation promotion image (step S8129). In addition, the effect control CPU 101 displays an effective period end image indicating that the detection effective period has ended on the effect display device 9 (step S8130). Then, the effect control CPU 101 resets the button serif notice effect flag (step S8131). Note that the button line notice effect image and the valid period end image are deleted after being displayed for a predetermined period.

  If the operation of the push button 120 is not detected in step S8127, the effect control CPU 101 determines whether or not it is the end timing of the button serif notice effect (that is, the detection effective period end timing of the button serif notice effect). (Step S8132). If it is the end timing of the button line notice effect, the process proceeds to step S8129. If it is not the end timing of the button serif notice effect, the effect control CPU 101 updates the remaining effective period image in accordance with the remaining period of the detected effective period (step S8133). Thereafter, the process proceeds to step S8134.

  In step S8134, the effect control CPU 101 checks whether or not the button cut-in notice effect valid flag indicating that the button cut-in notice effect is being detected is valid (step S8134). If the button cut-in notice effect flag is set, the process proceeds to step S8141.

  When the button cut-in notice effect valid flag is not set, the effect control CPU 101 checks whether or not the button cut-in notice effect standby flag is set (step S8135). If the button cut-in notice effect standby flag is not set, the process proceeds to step S8162.

  When the button cut-in notice effect standby flag is set, the effect control CPU 101 determines whether or not it is the start timing of the button cut-in notice effect (that is, the detection valid period start timing of the button cut-in notice effect). Confirmation is made (step S8136). If it is not the start timing of the button cut-in notice effect, the process proceeds to step S8162.

  If it is the start timing of the button cut-in notice effect, that is, the detection valid period start timing of the button cut-in notice effect, the effect control CPU 101 resets the button cut-in notice effect standby flag (step S8137). At the same time, a button cut-in notice effect flag is set (step 8138). In addition, the effect control CPU 101 controls the effect display device 9 to display the operation promotion image and the remaining effective period image as the operation promotion notification prompting the operation of the push button 120 (steps S8139 and S8140). . Thereafter, the process proceeds to step S8141.

  In step S8141, the effect control CPU 101 confirms whether or not an operation of the push button 120 is detected (step S8141). When the operation of the push button 120 is detected, the effect control CPU 101 determines the effect in the effect symbol variation start process in the effect display device 9 and selects the button according to the effect mode of the stored button cut-in notice effect. Control is performed to display a cut-in notice effect image (for example, a first button cut-in notice effect image showing a message “Opportunity!” Or a second button cut-in notice effect image showing a message “hot”!). (Step S8142). In addition, the effect control CPU 101 controls the effect display device 9 to delete the displayed remaining effective period image (step S8142a).

  Next, the effect control CPU 101 controls the effect display device 9 to delete the displayed operation promotion image (step S8143). In addition, the effect control CPU 101 displays an effective period end image indicating that the detection effective period has ended in the effect display device 9 (step S8144). Then, the effect control CPU 101 resets the button cut-in notice effect valid flag (step S8145). It should be noted that the button cut-in notice effect image and the valid period end image are deleted after being displayed for a predetermined period.

  When the operation of the push button 120 is not detected in step S8141, the effect control CPU 101 is the end timing of the button cut-in notice effect (that is, the detection effective period end timing of the button cut-in notice effect). It is confirmed whether or not (step S8146). If it is the end timing of the button cut-in notice effect, the process proceeds to step S8143. If it is not the end timing of the button cut-in notice effect, the effect control CPU 101 updates the remaining effective period image in accordance with the remaining period of the detected effective period (step S8147). Thereafter, the process proceeds to step S8162.

  In step S8162, the effect control CPU 101 checks whether or not the lever notice effect valid flag indicating that the lever notice effect detection valid period is in effect is set (step S8162). If the lever notice effect flag is set, the process moves to step S8169.

  When the lever notice effect flag is not set, the effect control CPU 101 confirms whether or not the lever notice effect standby flag is set (step S8163). If the lever notice effect standby flag is not set, the process proceeds to step S8176.

  If the lever notice effect standby flag is set, the effect control CPU 101 confirms whether or not it is the start timing of the lever notice effect (that is, the detection valid period start timing of the lever notice effect) (step S8164). . If it is not the start timing of the lever notice effect, the process moves to step S8176.

  When it is the start timing of the lever notice effect, that is, when the detection valid period start timing of the lever notice effect is reached, the effect control CPU 101 resets the lever notice effect standby flag (step S8165) and the lever notice effect is valid. A flag is set (step 8166). Further, the effect control CPU 101 controls the effect display device 9 to display the operation promotion image and the remaining effective period image as the operation promotion notification for prompting the operation of the stick controller 122 (steps S8167 and S8168). . Thereafter, the process proceeds to step S8169.

  In step S8169, the effect control CPU 101 checks whether or not an operation of the stick controller 122 is detected (step S8169). When the operation of the stick controller 122 is detected, the effect control CPU 101 determines in the effect symbol variation start process in the effect display device 9 and the lever notice effect according to the stored effect state of the lever notice effect. Control is performed to display an image (for example, a first lever notice effect image showing the characters “defeat ...” or a second lever notice effect image showing the characters “Victory!”) (Step S 8170). In addition, the effect control CPU 101 controls the effect display device 9 to erase the displayed remaining effective period image (step S8170a).

  Next, the effect control CPU 101 controls the effect display device 9 to delete the displayed operation promotion image (step S8171). Further, the effect control CPU 101 displays an effective period end image indicating that the detection effective period has ended in the effect display device 9 (step S8172). Then, the effect control CPU 101 resets the lever notice effect valid flag (step S8173). The lever notice effect image and the valid period end image are deleted after being displayed for a predetermined period.

  If it is determined in step S8169 that the operation of the stick controller 122 has not been detected, the effect control CPU 101 determines whether it is the end timing of the lever notice effect (ie, the detection valid period end timing of the lever notice effect). Confirmation is made (step S8174). If it is the end timing of the lever notice effect, the process proceeds to step S8171. If it is not the end timing of the lever announcement effect, the effect control CPU 101 updates the remaining effective period image in accordance with the remaining period of the detection effective period (step S8175). Thereafter, the process proceeds to step S8176.

  In step S8176, if the variation time timer has timed out (Y in step S8176), the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the effect symbol variation stop process (step S803) ( Step S8177).

  In this embodiment, even when a predetermined operation is performed until the detection valid period ends by executing the processes of steps S8130, S8144, and S8172 in the effect symbol variation process, the detection is effective. Since the period end notification is performed, it is possible to easily recognize that the detection valid period has ended based on the operation.

  In the example shown in FIGS. 40 to 42, after displaying the button serif notice effect image, the button cut-in notice effect image, and the lever notice effect image, the operation promotion image and the remaining valid period image are deleted, and the valid period ends. The image is configured to be displayed. For example, after the operation promotion image and the remaining effective period image are deleted and the effective period end image is displayed, the button serif notice effect image, the button cut-in notice effect image, and the lever are displayed. You may comprise so that a notice effect image may be displayed.

  Further, in this embodiment, the operation promotion image and the remaining effective period image are erased at the end timing of the detection period of the button serif notice effect image, the button cut-in notice effect, and the lever notice effect. However, the operation promotion image and the remaining effective period image (or only one of them) may be deleted before a predetermined period of the end timing of the detection effective period. With this configuration, the operation performed at the timing when the operation promotion image and the remaining effective period image are erased is not detected as an operation within the detection effective period, and the player is distrusted. Can be avoided. In this case, it is desirable that the state of difficulty in visual recognition due to the accessory 200 is eliminated before a predetermined period before the operation promotion image and the remaining effective period image (or only one of them) are deleted.

  FIG. 43 is a flowchart showing the effect symbol variation stop process (step S803) in the effect control process. In the effect symbol variation stop process, the effect control CPU 101 first checks whether or not a stop symbol display flag indicating that a stop symbol of the effect symbol is being displayed is set (step S8301). If the stop symbol display flag is set, the process proceeds to step S8305. In this embodiment, when a big hit symbol is displayed as the stop symbol of the effect symbol, a stop symbol display flag is set in step S8304. Then, the stop symbol display flag is reset when the fanfare effect is executed. Accordingly, the fact that the stop symbol display flag is set is a stage where the jackpot symbol is stopped and displayed, but the fanfare effect is not yet executed, so the process of confirming and displaying the stop symbol of the effect symbol in step S8302 is executed. Without proceeding to step S8305.

  If the stop symbol display flag is not set, the effect control CPU 101 checks whether or not the confirmation command reception flag is set (step S8301a), and if it is not set, the process ends.

  If the confirmation command reception flag is set, the effect control CPU 101 resets the confirmation command reception flag (step S8301b). In addition, control is performed to confirm and display the stop symbols (outlier symbol, jackpot symbol) of the determined effect symbols (step S8302).

  Next, when neither the big winning symbol nor the small winning symbol is displayed in the process of step S8302 (that is, when the off symbol is displayed) (N in step S8303), the presentation control CPU 101 proceeds to step S8311. To do.

  When the big hit symbol or the small hit symbol is stopped and displayed in the process of step S8302 (Y in step S8303), the effect control CPU 101 sets a stop symbol display flag (step S8304).

  Next, the production control CPU 101 confirms whether or not any of the jackpot start designation commands has been received (step S8305). Whether or not any jackpot start designation command has been received is specifically determined by a flag indicating that the jackpot start designation command set in the command analysis process has been received (a jackpot start designation command reception flag), This determination can be made by checking whether or not a flag indicating that a small hit / sudden probability sudden change big hit start designation command (small hit / sudden probability sudden change big hit start designation command reception flag) is set. If any of the jackpot start designation commands has been received, the effect control CPU 101 resets the stop symbol display flag (step S8306). When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the set flag.

  Next, the effect control CPU 101 selects a process table corresponding to the fanfare effect (step S8307). Then, the production control CPU 101 starts the process timer by setting the process timer set value in the process timer (step S8308), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number) Control of the effect device (the effect display device 9 as the effect component, the various lamps as the effect component, and the speaker 27 as the effect component) is executed according to the data 1 and the movable member control data 1) (step S8309). Thereafter, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) (step S8310).

  When it is determined that neither big hit nor small hit is made (N in step S8303), the effect control CPU 101 resets a predetermined flag (step S8311). For example, the effect control CPU 101 resets the first symbol variation designation command reception flag and the second symbol variation designation command reception flag.

  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S8312).

  Next, an effect aspect of the suggestion effect executed in the effect display device 9 will be described. FIG. 44 is an explanatory diagram for describing a presentation aspect of a suggestion effect. In addition, in FIG. 44, an effect screen changes in order of (1) (2) (3) ....

  If it is decided to execute the suggestion effect, when the execution timing of the suggestion effect is reached during the fluctuation display of the middle left and right effect symbols shown in FIG. 44 (1), as shown in FIG. 44 (2). The suggestion production is started. In the example shown in FIG. 44 (2), an effect imitating a dart is executed as the suggestive effect, and an image 500 imitating a dart board is displayed on the effect display device 9, and an image imitating an arrow toward the dart board. An effect in such a manner that 501 is thrown is executed. In the example shown in FIG. 44 (2), the combination B is determined as a combination of suggestion images, and two suggestion images of “?”, Two “!”, Two “reach”, and two “super” Is displayed on an image 500 imitating a dart board. In this embodiment, as shown in FIG. 44 (2), when the suggestion effect is started, the change display of the effect symbol is displayed in a reduced manner on the upper right end portion on the display screen of the effect display device 9. And

  Next, as shown in FIG. 44 (3), an image 501 simulating an arrow reaches an image 500 simulating a dart board, and any suggestion image displayed on the image 500 simulating a dart board is selected. The displayed effect is executed. In the example shown in FIG. 44 (3), the “super” suggestion image is determined as the selection image, and an image 501 simulating an arrow is displayed as if it is stuck in the “super” suggestion image. The case where the suggestion image of “” is selected and displayed is shown.

  Thereafter, the left and right effect symbols are stopped and displayed at the same symbol (in this example, the same symbol “7”), and normal reach occurs. Then, at the timing of further development to the super reach production, as shown in FIG. 44 (4), the super reach production is started in the production display device 9. In the example shown in FIG. 44 (4), a case where a predetermined character 502 is displayed and a super reach effect is executed in such a manner that a character display of “Super Reach occurs!” Is displayed as a dialogue of the character 502 is shown. ing.

  In the example shown in FIG. 44, the case where the suggestion effect is developed into a super reach effect is shown. For example, when the suggestion image of “?” Or “!” Is selected and displayed in the suggestion effect, There are cases where the variable display ends without reaching reach at a high rate, and normal reach is executed at a low rate or develops into a super reach effect. In addition, when the suggestion image of “reach” is selected and displayed in the suggestion effect, normal reach is subsequently executed. Further, in the example shown in FIG. 44, a case where the suggestion image of “super” is selected and displayed in the suggestion effect and then developed into the super reach effect as it is is shown, but the suggestion image of “super” is selected and displayed. Later, although the appearance frequency is low, there is a case where it develops into a battle reach effect with a high expectation level (reliability) for the big hit (see FIG. 38).

  In addition, in the example shown in FIG. 44, a case is shown in which the suggestion effect is executed only once during the variation display of the effect symbol, but the suggestion effect is executed a plurality of times during the variation display of the effect symbol once. You may comprise. For example, in the case of executing variation display with pseudo-continuations, a suggestion effect may be performed for each re-variation. In this case, the suggestion image selected and displayed in the suggestion effect executed later is not expected to be lower than the suggestion image selected and displayed in the suggestion effect executed earlier (the expectation does not fall). It is preferable to make it. For example, when the “reach” suggestion image is selected and displayed in the first suggestion effect, the “reach” or “super” suggestion image is selected and displayed in the second suggestion effect. It is desirable not to select and display the suggestion image of “!”.

  According to this embodiment, a plurality of types of predetermined images (in this example, “?”, “!”, “Reach” and “super” suggestion images) suggesting the development of the presentation are displayed, and the plurality of types are displayed. By selecting and displaying any one of the predetermined images, it is possible to execute a suggestion effect that suggests the development of the effect (in this example, the suggestion effect shown in FIG. 44). In addition, as a plurality of types of predetermined images, a first predetermined image (in this example, a suggestion image of “reach” or “super”) and a first that suggests the development of production with low accuracy compared to the first predetermined image. 2 If a predetermined image (in this example, a suggestion image of “?” Or “!”) Can be displayed and is not controlled in an advantageous state (in this example, a big hit gaming state), it is more than the first predetermined image. The second predetermined image is selected and displayed at a high rate (in this example, as shown in FIG. 38, in the case of losing, a suggestion image of “?” Or “!” Is displayed in comparison with the case of a big hit. The ratio determined as the selected image is high). For this reason, when the first predetermined image is selected and displayed, the development of the effect is suggested with high accuracy, so that the expectation for the effect to be executed thereafter can be enhanced. On the other hand, when the second predetermined image is selected and displayed, the development of the production is suggested with low accuracy, so that when the highly advantageous production is subsequently executed, the player is surprised. be able to. Therefore, the combination of the first predetermined image and the second predetermined image can increase the player's expectation and can give the player an unexpected feeling.

  In this embodiment, the case of displaying a suggestion image of “?”, “!”, “Reach”, and “super” as a predetermined image (in this example, a suggestion image) to be displayed in the suggestion effect is shown. However, it is not limited to such an embodiment. For example, a suggestion image including a character string “NEXT” suggesting that it is a pseudo-ream can be displayed, and a pseudo-ream is executed after a suggestion image of “NEXT” is selectively displayed in the suggestion effect. It may be configured. Further, for example, a suggestion image including a character string of “act” that suggests an effect effect that moves a movable member (an accessory) can be displayed, and the suggestion image of “act” is selectively displayed in the suggestion effect. It may be configured such that the accessory effect is executed after being performed. Further, for example, a suggestion image including a character string of “button” suggesting a button effect accompanied by a button operation can be displayed, and the button effect is executed after the suggestion image of “button” is selected and displayed in the suggestion effect. You may comprise.

  Further, in this embodiment, when developing to a super reach effect, a case is shown in which an image including a character display of “super” is selectively displayed as a suggestion image in the suggest effect effect. It may be configured so that a suggestion image corresponding to the type of super reach effect is displayed. For example, when there are three types of super reach effects A, super reach effects B, and super reach effects C as super reach effects, the character images of “super A”, “super B”, and “super C” are included as suggested images. You may comprise so that an image can be displayed. When the suggestion image including the character display of “Super A” is selected and displayed in the suggestion effect, the suggestion image develops to the super reach effect A, and when the suggestion image including the character display of “Super B” is selected and displayed. May be developed into a super reach production B, and may be developed into a super reach production C when a suggestion image including the character display of “super C” is selected and displayed.

  Further, in this embodiment, the case where the suggestion image including the character display such as “super” or “reach” is displayed, but the suggestion image does not necessarily include the character display. For example, an image including a picture of one display screen during a super reach effect is displayed as a suggestion image, and the suggestion image is configured to develop into a super reach effect when a suggestion image including the pattern is selected and displayed in the suggestion effect. Also good. Furthermore, an image including a character display such as “?” Is displayed in addition to the image of one display screen during the super reach production as a suggestion image, and the suggestion image including the design and “?” Is selectively displayed in the suggestion production. In such a case, it may be configured not only to develop into a super reach production, but also to have a case where the reach is not reached or a case where the reach ends with a normal reach.

  Moreover, in this embodiment, although the case where the effect imitating dart is performed as a suggestion effect is shown, it is not restricted to such an aspect. For example, a plurality of suggestion images may be displayed on an image simulating roulette, and a roulette effect may be executed as a suggestion effect, or a plurality of images simulating cards such as playing cards may be displayed as suggestion effects, You may comprise so that the effect which imitated the card game may be performed as a suggestion effect. As long as a plurality of suggestion images can be displayed in some form and any suggestion image can be selected and displayed, it is sufficient.

  Moreover, in this embodiment, although the case where the suggestion effect is executed in the period in which all of the effect symbols on the left middle right before the super reach is being executed is shown, the execution timing of the suggestion effect is The present invention is not limited to that shown in this embodiment. For example, after the reach has occurred, the suggestion effect may be configured to be executable, or the suggestion effect may be configured to be suggested to develop into a super reach effect or a battle reach effect during the normal reach state. Good.

  Further, for example, it is configured to pre-read whether or not a big hit or reach is reached at the timing of the start winning prize, and in the variation display before the start of the variation display of the notice target You may comprise so that a suggestion effect may be performed. Then, for example, when a suggestion image such as “super” is selected and displayed in the suggestion effect and it is suggested that it will develop into a super reach effect, the super reach is displayed in the variable display of the notice target after the suggestion effect is executed. You may comprise so that an effect may appear.

  In this embodiment, each button effect such as a button serif notice effect, a button cut-in notice effect, and a lever notice effect can be executed, and a detection valid period image by each operation means is displayed. . Therefore, a combination of suggestion images including the suggestion image of “button” may be displayed in the suggestion effect, and each button effect may be executed after the suggestion image of “button” is selected and displayed. With such a configuration, when the execution of the button effect is suggested in the suggestion effect, it is possible to prevent the button effect from ending without the player's recognition of the displayed operation promotion effect. it can.

  Further, according to this embodiment, the proportion of the type of the predetermined image displayed in the suggestion effect varies depending on the effect (in this example, the step-up notice effect) executed before the suggestion effect (this book In the example, as shown in FIGS. 34 and 35, the presence / absence and type of the step-up notice effect are determined according to the variation pattern, and the suggestion image is displayed according to the variation pattern as shown in FIGS. 37 (B) to (D). Since the combination is determined, as a result, if the step-up notice effect is executed before the suggestion effect, the combination of the suggested images displayed in the suggestion effect differs depending on the step-up notice effect) . Therefore, it is possible to give a sense of expectation to the effect to be executed, including the suggestion effect and the effect executed before the suggestion effect.

  Further, according to this embodiment, after the second predetermined image is selected and displayed in the suggestion effect, the execution of variable display may be terminated without developing the effect (in this example, FIG. 38A). As shown in the above, since the suggestion image of “?” Or “!” May be selected and displayed in the suggestion effect in the case of non-reach, the suggestion image of “?” Or “!” Is selected and displayed. Later, the variable display may end without reaching reach). Therefore, it is possible to execute the suggestion effect even with variable display with a short non-reach.

  Further, according to this embodiment, it is possible to display a plurality of types of second predetermined images (in this example, a suggestion image of “?” And a suggestion image of “!”). Then, different types of second predetermined images can be displayed in accordance with the variable display mode (in this example, as shown in FIG. 38, when the non-reach is shifted, the suggestion image of “?” Is selectively displayed. The ratio of “!” Suggestion images is high when normal reach is executed or when it develops to super reach production). Therefore, the suggestion effect can be executed corresponding to various variable display modes. Further, since the ratio of the variable display mode having the different degree of advantage differs depending on which second predetermined image is selectively displayed, it can be noted which second predetermined image is selected and displayed.

  In addition, in this embodiment, the case where two types of suggestion images “?” And “!” Are provided as suggestion images that do not clearly suggest the development of the production is shown. It may be configured to provide a suggestion image that does not clearly suggest the development of three or more types of effects, such as a suggestion image including a character display of “No way !?”.

  Further, according to this embodiment, when the first predetermined image is selected and displayed in the suggestion effect display, an effect different from the effect suggested by the first predetermined image (in this example, a battle reach effect). There is a case of developing (see FIGS. 38D and 38G). For this reason, there is a case where an effect different from the effect suggested by the first predetermined image is developed, so that the suggestion effect can have a sense of expectation. In particular, in this embodiment, when the suggestion image of “super” is selected and displayed in the suggestion effect, it may be developed into a battle reach effect with a higher expectation level (reliability) for the big hit. Therefore, it is possible to give a sense of expectation to the suggestion production.

  In this embodiment, the case where the “super” suggestion image is selected and displayed in the suggestion effect has been shown to develop into a battle reach effect, but this is not the only mode. For example, when a suggestion image of “super” is selected and displayed, an effect other than reach, such as a pseudo-ream or other notice effect, may be executed. On the contrary, it may be configured such that an effect with a lower expectation may be executed, for example, the display may be terminated with only normal reach or may be terminated with non-reach.

  FIG. 45 is an explanatory diagram showing a specific example of an accessory announcement effect and a button serif announcement effect. In the effect display device 9, after the effect symbol variation display is started (FIG. 45 (A)), when the accessory announcement effect and the button serif announcement effect are started, the control of moving the accessory 200 to the effect position is performed. At the same time, an operation promotion image 201 simulating the appearance of the push button 120 and a remaining effective period image 202 are displayed on the display screen of the effect display device 9 (FIG. 45B). Then, the accessory 200 is gradually moved toward the effect position, and the remaining effective period image 202 is displayed in accordance with the elapsed period (that is, according to the remaining period of the detected effective period) indicating the remaining period (see FIG. 45 (corresponding to the shaded area) is updated so that the proportion of the meter display area decreases (FIG. 45C).

  Next, when the accessory 200 reaches the effect position, it stops for a predetermined period (FIG. 45 (D)). At this time, the operation promotion image 201 and the remaining effective period image 202 resulting from the button line notice effect are covered with the accessory 200 and are difficult to view. However, in this embodiment, as shown in FIG. 45 (D), the operation promotion image 201 and the remaining effective period image 202 are configured to be larger in size than the accessory 200, and thus are completely visible. It is not impossible to do so, and some of them are always visible. Therefore, it is possible to prevent the player from overlooking the detection valid period (that is, the button line notice effect).

  Next, the accessory 200 moves to the initial position after stopping at the effect position for a predetermined period (FIG. 45 (E)). In this embodiment, the button serif notice effect is configured to end after the accessory notice effect. That is, the detection effective period of the button line notice effect is configured to end after a period in which the operation promotion image 201 and the remaining effective period image 202 are in a state in which it is difficult to visually recognize. Therefore, as shown in FIG. 45 (E), the operation promotion image 201 and the remaining effective period image 202 are displayed in the effect display device even after the accessory 200 has returned to the initial position, that is, after the difficult-to-view state has been resolved. 9 is displayed.

  Here, when the operation of the push button 120 is detected, a first button serif notice effect image 203 showing a character saying a “chance!” Serif is displayed (FIG. 45 (F)).

  As described above, according to this embodiment, the detection means (in this example, the push button 120 and the stick controller 122) that can detect the player's motion, and the movable member (this book) that performs a predetermined motion. In the example, there are provided an accessory 200) and a detection effective period display means for displaying a detection effective period display (in this example, a remaining effective period image) indicating that the detection means is an effective detection effective period. Yes. And the detection effective period display is a state in which at least a part is concealed when the movable member is operated (for example, a state where the remaining effective period image 202 shown in FIG. ) And the detection effective period ends after the period in which the detection effective period display is in a visually difficult state (for example, as shown in FIG. 30B, the accessory is moved from the effect position to the initial position). After returning, that is, after the state of difficulty in visually recognizing the remaining effective period image is resolved, the detection effective period ends). Therefore, it is possible to make the movable member operable and to prevent the player from overlooking the detection valid period.

  For example, when a configuration that displays a detection effective period display indicating that the detection by the detection means is an effective detection effective period and a configuration that executes an effect that operates the movable member are simply combined, the movable member operates. As a result, the display of the detection valid period is concealed, and the player may miss the detection valid period. Therefore, in this embodiment, the detection effective period display is configured to end after the period in which the detection effective period display becomes difficult to visually recognize by the movable member, thereby making it possible to execute the effect of operating the movable member. The player is prevented from overlooking the detection valid period.

  In this embodiment, the player's operation is detected based on whether or not the operation of the push button 120 or the stick controller 122 is detected. However, the present invention is not limited to this, and the push button 120 or the stick controller is not limited thereto. Whether or not an operation such as 122 continuous hitting operation or long press operation is detected, or whether or not an operation of inputting predetermined information (for example, a specific command or the like) using the push button 120 or the stick controller 122 is performed. Thus, the player's action may be detected. Further, in place of or in addition to the push button 120 and the stick controller 122, when a player's movement is detected, a non-contact type sensor such as an infrared sensor or an optical sensor for inputting a detection signal is provided, and these sensors are used. Thus, the player's motion may be detected.

  Further, in this embodiment, the detection effective period display is at least partially visible even in the case where the visual recognition is difficult (for example, as shown in FIG. 45D, the remaining effective period image 202 is displayed). , Even if it is covered with the accessory 200, it is not completely invisible, and a part of it is always visible). Therefore, it is possible to make the movable member operable and to prevent the player from overlooking the detection valid period.

  In this embodiment, the detection effective period display (in this example, the remaining effective period image) is configured so that at least a part of the detection effective period display is visible even when it is in a visually difficult state. The member (in this example, the accessory 200) may be configured to be in a visually difficult state where it is completely hidden by operation.

  Further, in this embodiment, as an example of the case where the detection valid period display is in a visually difficult state, the movable member operates (in this example, the accessory 200 moves to the effect position and stops for a predetermined period). The state where the portion overlapping the movable member cannot be visually recognized and only the portion not overlapping is visible has been described. However, the present invention is not limited to this. For example, the movable member operates continuously (specifically, the accessory 200 In this state, the detection effective period display becomes difficult to see (the remaining effective period image can be visually recognized at a timing that is difficult to see but does not overlap with the accessory 200). In addition, when the translucent movable member overlaps the detection effective period display, it becomes difficult to see the detection effective period display (the remaining effective through the accessory 200 although it is difficult to see). During image visually recognizable), etc. are also included when detection validity indication is concealment state.

  Further, in this embodiment, there is provided an effect execution means for executing an effect during variable display, and the effect execution means detects a detection effect (in this example, a button based on the detection of the player's action). Detection effect execution means for executing a serif notice effect, button cut-in notice effect, lever notice effect), movable member effect execution means for executing a movable member effect (in this example, an accessory notice effect) for operating the movable member, In the period before the variable display becomes the reach state, the detection effect and the movable member effect can be executed at the same time (for example, the period before the reach state as shown in FIG. 30A). The button serif notice effect and the accessory notice effect can be executed at the same time). For this reason, it is possible to pay attention to an important performance and to perform the effect effectively.

  Note that “execution of the detection effect and the movable member effect at the same time” is not limited to the case where the execution periods completely coincide with each other but includes a concept in which the execution periods partially overlap. Even when the execution periods of the detection effect and the movable member effect are completely the same, the operation mode of the movable member (for example, the movement start timing and movement speed to the effect position, the movement route, the stop period at the effect position, the initial The detection effective period display (in this example, within the detection effective period) is adjusted by adjusting the movement start timing, moving speed, moving path) to the position and the display mode of the detection effective period display (for example, display size and display position). It is possible to provide a period during which the remaining effective period image) is not in a visually difficult state.

  Further, in this embodiment, the detection effect execution means can execute a plurality of types of detection effects (in this example, button serif notice effect, button cut-in notice effect, lever notice effect) with different expectations. The execution means does not execute the detection effect and the movable member effect whose expectation level is higher than the predetermined level at the same time (in this example, the button cut-in notification effect and the expectation level (importance) higher than the button line notification effect) The lever notification effect and the accessory notification effect are not executed at the same time (see FIG. 30). Therefore, it is possible to prevent a production having a high expectation from being missed.

  Further, in this embodiment, a plurality of detection means (in this example, the push button 120 and the stick controller 122) capable of detecting different player actions are provided, and the detection effect execution means is a plurality of detection means. The specific detection means (in this example, the stick controller 122) can execute a specific detection effect (in this example, a lever notice effect) based on the detection of the player's action. The specific detection effect and the movable member effect are not executed at the same time (for example, the lever notice effect and the accessory notice effect are not executed at the same time, see FIG. 30). Therefore, providing the specific detection effect that is not executed simultaneously with the movable member effect can make the effect easy to understand. That is, out of the detection effects that are executed based on the detection of the player's movement, the detection effects that are executed based on the detection of the push button 120 by the player are executed at the same time as the bonus announcement effect. However, the specific detection effect that is executed based on the detection of the player by the stick controller 122 is configured not to be executed at the same time as the accessory notice effect. The detection effect can be differentiated, and the effect can be easily understood.

  In this embodiment, a detection effect (in this example, a button cut-in notice effect and a lever notice effect) and a specific detection effect (in this example, a lever notice effect) with an expectation level higher than a predetermined degree are in a reach state. However, it may be configured to be executable even before reaching the reach state. Also, when executed before reaching the reach state, a detection effect (in this example, a button cut-in notice effect and a lever notice effect) with a higher degree of expectation than a predetermined degree or a specific detection effect (in this example, a lever notice) The effect) may not be executed at the same time as the movable member effect (in this example, the effect announcement effect).

  Further, in this embodiment, after executing the accessory announcement effect and the button serif announcement effect according to a predetermined execution period and execution timing, the accessory announcement effect ends (that is, the remaining effective period image). However, the present invention is not limited to such a configuration. For example, in the effect symbol variation start process, an accessory announcement effect and a button are provided. The execution period and execution timing of the serif notice effect are respectively determined, and the effective period of detection by the button serif notice effect ends after the accessory notice effect ends (that is, after the difficulty of visually recognizing the remaining effective period image is resolved). As described above, the process of adjusting the execution period and the execution timing may be performed. In addition, for example, in the effect symbol variation start process, a process for determining the execution period and execution timing of the accessory announcement effect and the button serif notification effect is performed, respectively, When performing the control for operating the object 200, the execution period (that is, the detection effective period) of the button serif notice effect is extended, or the execution process of the execution timing is shifted, thereby completing the accessory notice effect (ie, The effective period of detection by the button serif notice effect may be terminated after the difficulty of visually recognizing the remaining effective period image is resolved.

  Further, the timing for executing the detection effect based on the detection of the player's action by the detection means is not limited to the example shown in this embodiment. It may be at an arbitrary timing such as during production. In this case, one of a plurality of detection effects may be executed at a different rate according to the execution timing. For example, when the detection effect is executed during the pseudo-continuous performance, at different ratios before and after the temporary stop of the effect symbol in the pseudo-continuous effect (or depending on the number of the pseudo-continuous). You may comprise so that either a button serif notice effect and a button cut-in notice effect may be performed.

  Further, in this embodiment, the movable member effect (in this example, the accessory notice effect) and the detection effect (in this example, the button serif notice effect, the button cut-in notice effect, and the lever notice effect) are displayed during the variable display. It was suggested by different expectation that it would be an advantageous variation mode (super reach, etc.) and that the jackpot symbol would be derived and displayed as the display result of the variation display. As described above, it may be indicated by different expectations that the jackpot symbol is derived and displayed as the display result of the variable display based on any one of the stored storages. For example, it is a big hit with different expectations by changing the hold display to one of a plurality of display modes based on the operation of the movable member or the operation detected during the detection valid period. You may make it suggest. Also in this case, the operation effective image and the remaining effective period image are configured so as to end the detection effective period after the period in which the movable member is in a state where it is difficult to visually recognize the operation promoting image and the remaining effective period image. Even in a difficult state, it is desirable that at least a part is always visible.

  Further, in this embodiment, in the effect symbol variation start processing, it is configured to determine the effect mode of each effect of the button serif notice effect, the button cut-in notice effect, and the lever notice effect. You may comprise so that it may determine in a middle process. For example, in the effect symbol variation start process, whether or not each effect is executed is determined, a detection valid period when it is executed, and displayed when an operation is detected during the detection valid period in the effect symbol variation process An effect mode such as an image to be output and an effect sound to be output may be determined, and the effect may be performed according to the determined effect mode.

  Note that the structure described in the above embodiment can also be applied to a game system called a so-called portable interlocking system. A gaming system called a mobile-linked system generally has a gaming machine that outputs predetermined information based on establishment of a predetermined condition, and a predetermined privilege for a player based on the predetermined information output by the gaming machine. A privilege granting device for performing the granting process.

  Specifically, in the gaming system as described above, the gaming machine has a predetermined condition such as the number of fluctuations, the number of jackpots, the so-called consecutive resort number (the number of jackpots during the probability variation state), the number of mission achievements, etc. It is stored as a history, and a two-dimensional code or the like is displayed as predetermined information at the end of the game. Further, the player uses a mobile terminal such as a mobile phone with a camera function to photograph the two-dimensional code displayed on the gaming machine and transmits it to a Web server (privilege granting device) on the Internet. Then, the Web server manages the game history of the player based on the received information, and performs a process of giving a predetermined privilege according to the game history. For example, as a predetermined privilege, the Web server transmits digital content such as image content and music content to the player's mobile terminal, or transmits a predetermined password to the player's mobile terminal and the player next time When playing a game, the display screen of the gaming machine is processed so as to be customized according to the player's preference.

  When the configuration shown in the above embodiment is applied to the gaming system as described above, for example, the fact that the button cut-in notice effect in the second effect mode is executed and a big hit is made is established as a predetermined condition. The number of times may be managed as a game history by the Web server. Then, according to the number of times that the button cut-in notice effect of the second effect mode is executed and the jackpot is achieved, digital content may be transmitted as a predetermined privilege or the display screen of the gaming machine may be customized. .

  In the above-described embodiment, in order to notify the effect control microcomputer 100 of the change pattern indicating the change mode such as the change time, the type of reach effect, the presence / absence of the pseudo-ream, etc., 1 is used when the change is started. Although an example in which one variation pattern command is transmitted has been shown, the variation pattern may be notified to the effect control microcomputer 100 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 microcomputer 100 may perform effect control in variable display based on the variable time derived from the combination of two commands. The game control microcomputer 560 notifies the change time by each of the two commands, and the effect control microcomputer 100 selects the specific change mode executed at each timing. It may be. 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 command can be reduced.

  Further, in the above-described embodiment, “the ratio is different” is not limited to only those having different ratios such as A: B = 70%: 30% or A: B = 30%: 70%, This is a concept including a ratio that is different in a relationship of A: B = 100%: 0% (that is, one with 100% allocation and the other with 0% allocation).

  In the above-described embodiment, the production control board 80, the audio output board 70, and the lamp driver board 35 are provided as the boards on which the circuit for controlling the production apparatus is mounted. You may mount on one board | substrate. Further, a first effect control board (display control board) on which a circuit for controlling the effect display device 9 and the like is mounted and a circuit for controlling other effect devices (lamps, LEDs, speakers 27, etc.) are mounted. You may make it provide two board | substrates with two production | presentation control boards.

  In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 transmits another command (for example, FIG. 4). The sound output board 70 and the lamp driver board 35 shown in FIG. 5 or the sound / lamp board having the function of the circuit mounted on the sound output board 70 and the function of the circuit mounted on the lamp driver board 35). A control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to sound control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command directly received from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in accordance with commands received from the board 35 or the sound / lamp board.

  In the above embodiment, a pachinko machine is taken as an example of the gaming machine. However, according to the present invention, a predetermined number of bets are set by inserting medals, and a plurality of types are set according to the operation of the operation lever by the player. When the symbol is rotated and the symbol is stopped according to the stop button operation by the player, if the combination of the stop symbol becomes a specific symbol combination, it applies to a slot machine in which a predetermined number of medals are paid out to the player It is also possible. For example, when the configuration shown in the above embodiment is applied to a slot machine, a movable member effect that moves the movable member can be executed at any timing such as during rotation of the symbol, and the operation promotion image and the remaining effective By displaying a period image and performing a detection effect based on the operation of a stop button (or an operation button provided separately from the stop button), a winning combination (for example, a big bonus or a regular bonus) It may be configured to suggest the presence or absence of a freeze effect, the result of RT (replay time) lottery, the result of AT (assist time) lottery, the result of ART (assist replay time) lottery, and the like. Also in this case, the operation effective image and the remaining effective period image are configured to end the detection effective period after the period in which the movable member is in a state where it is difficult to visually recognize the operation promoting image and the remaining effective period image. Even in a difficult state, it is desirable that at least a part of the structure is visible.

  In the above embodiment, the game machine uses a game medium as an example. However, 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 ball The present invention can also be applied to an enclosed game machine that encloses game media such as the above and gives a score when a prize granting condition is satisfied.

  Also, in the above embodiment, the gaming machine controlled to the probable change state after the big hit game is shown based on the fact that the big hit type is a probable big hit or a normal big hit and the big hit type is determined to be a promiscuous big hit. It is not limited to such a gaming machine. For example, a special variable winning ball apparatus in which a predetermined probability changing area is provided (a certain variable winning ball apparatus may be provided in a single special variable winning ball apparatus, or a plurality of special variable winning balls may be provided. A probability variation area may be provided in a part of the device), and the probability variation is determined based on the fact that the game ball has passed through the probability variation area in the special variable winning ball device during the big hit game. The configuration described in the above embodiment can also be applied to a gaming machine that is controlled to be in a probable state after completion.

  Further, in the above-described embodiment, for example, a case where a plurality of types of special symbols and production symbols “1” to “9” are variably displayed and the display result is derived and displayed is shown. It cannot be caught. For example, the symbol that is variably displayed and the symbol that is derived and displayed are not necessarily the same, and a symbol that is different from the symbol that is variably displayed may be derived and displayed. Further, it is not always necessary to variably display a plurality of types of symbols, and variable display may be executed using only one type of symbols. In this case, for example, variable display may be executed by alternately turning on and blinking one kind of symbol display. Even in this case, one type of symbol used for the variable display may be derived and displayed last, or a symbol different from the one type of symbol may be derived and displayed last. It may be a thing.

  In addition to the configuration of the above-described embodiment, the game control microcomputer 560 side determines whether or not it is a big hit and determines whether or not the variation pattern type is a prize (pre-reading judgment), and shows a result of the prize judgment result (Design designation command, variation category command) may be transmitted, and the pre-reading notice effect may be executed on the side of the effect control microcomputer 100 based on the command indicating the determination result at the time of winning. Further, for example, the winning control determination (prefetching determination) may be performed on the production control microcomputer 100 side. In this case, for example, the game control microcomputer 560 transmits a command for designating only the values of the jackpot determination random number (random R) and the variation pattern type determination random number (random 2) extracted at the time of starting winning. In addition, the presentation control microcomputer 100 side may be configured to make a winning determination (pre-reading determination) based on random number values specified by these commands.

  The present invention is preferably applied to a gaming machine such as a pachinko gaming machine or a slot machine in which a player can play a predetermined game.

DESCRIPTION OF SYMBOLS 1 Pachinko machine 8a 1st special symbol display device 8b 2nd special symbol display device 9 Production display device 9c, 9d 4th symbol display area 13 1st start winning port 14 2nd starting winning port 18c Total reserved memory display part 20 Special Variable winning ball equipment 31 Game control board (main board)
56 CPU
560 Game control microcomputer 80 Production control board 100 Production control microcomputer 101 Production control CPU
109 VDP
200 character

Claims (2)

  1. A gaming machine that can be controlled to an advantageous state advantageous to a player,
    Detection means capable of detecting the player's movement;
    A movable member that performs a predetermined operation;
    A detection valid period display means for displaying a detection valid period display indicating that the detection by the detection means is a valid detection valid period;
    A detection effect executing means for executing a detection effect based on the fact that the detection means detects the player's movement during the detection valid period;
    Movable member presentation execution means for executing a movable member presentation for operating the movable member;
    A suggestion effect that can execute a suggestion effect that suggests the development of the effect by displaying a plurality of kinds of predetermined images that suggest the development of the effect, and selectively displaying one of the predetermined images of the plurality of kinds of predetermined images. Execution means,
    The suggestion effect execution means includes:
    As the plurality of types of predetermined images, a first predetermined image and a second predetermined image that suggests the development of performance with low accuracy compared to the first predetermined image can be displayed.
    If not controlled to the advantageous state, the second predetermined image is selected and displayed at a higher rate than the first predetermined image,
    The detection valid period display may be in a visually difficult state in which at least a part is concealed by operating the movable member,
    The detection effective period ends after the period in which the detection effective period display is in the visually difficult state ,
    The movable member effect executing means is
    It is possible to perform multiple types of movable member effects with different expectations.
    A gaming machine characterized in that a movable member effect having an expected degree higher than a predetermined degree is not executed during the detection valid period .
  2. A step-up notice effect executing means capable of executing a step-up notice effect that changes the aspect of the effect in stages from one stage to a plurality of stages;
    The suggestion effect execution means can display different types of predetermined images depending on to which stage the effect mode has changed in the step-up notice effect.
    The gaming machine according to claim 1.
JP2016222670A 2016-11-15 2016-11-15 Game machine Active JP6487892B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2016222670A JP6487892B2 (en) 2016-11-15 2016-11-15 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2016222670A JP6487892B2 (en) 2016-11-15 2016-11-15 Game machine

Publications (2)

Publication Number Publication Date
JP2018079030A JP2018079030A (en) 2018-05-24
JP6487892B2 true JP6487892B2 (en) 2019-03-20

Family

ID=62197339

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2016222670A Active JP6487892B2 (en) 2016-11-15 2016-11-15 Game machine

Country Status (1)

Country Link
JP (1) JP6487892B2 (en)

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5259799B2 (en) * 2011-10-03 2013-08-07 株式会社三共 Game machine
JP5701232B2 (en) * 2012-02-22 2015-04-15 株式会社平和 Game machine
JP5370877B1 (en) * 2012-07-31 2013-12-18 株式会社大都技研 Amusement stand
JP5993434B2 (en) * 2014-12-25 2016-09-14 京楽産業.株式会社 Game machine

Also Published As

Publication number Publication date
JP2018079030A (en) 2018-05-24

Similar Documents

Publication Publication Date Title
JP6204297B2 (en) Game machine
JP5943783B2 (en) Game machine
JP6193775B2 (en) Game machine
JP6285389B2 (en) Game machine
JP5932677B2 (en) Game machine
JP6209368B2 (en) Game machine
JP6498875B2 (en) Game machine
JP2016064129A (en) Game machine
JP6280160B2 (en) Game machine
JP2015173721A (en) Game machine
JP6122600B2 (en) Game machine
JP6328962B2 (en) Game machine
JP6285388B2 (en) Game machine
JP6570828B2 (en) Game machine
JP6577445B2 (en) Game machine
JP6053399B2 (en) Game machine
JP6053713B2 (en) Game machine
JP6099590B2 (en) Game machine
JP6099589B2 (en) Game machine
JP2014180369A (en) Game machine
JP2015139644A (en) Game machine
JP6280159B2 (en) Game machine
JP6151730B2 (en) Game machine
JP6590478B2 (en) Game machine
JP6349598B2 (en) Game machine

Legal Events

Date Code Title Description
A977 Report on retrieval

Free format text: JAPANESE INTERMEDIATE CODE: A971007

Effective date: 20180912

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20180918

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20181116

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

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20190219

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20190222

R150 Certificate of patent or registration of utility model

Ref document number: 6487892

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150