JP6487955B2 - Game machine - Google Patents

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Publication number
JP6487955B2
JP6487955B2 JP2017035948A JP2017035948A JP6487955B2 JP 6487955 B2 JP6487955 B2 JP 6487955B2 JP 2017035948 A JP2017035948 A JP 2017035948A JP 2017035948 A JP2017035948 A JP 2017035948A JP 6487955 B2 JP6487955 B2 JP 6487955B2
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effect
game
variable display
push button
display
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JP2018139867A (en
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小倉 敏男
敏男 小倉
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株式会社三共
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Description

  The present invention relates to a gaming machine such as a pachinko gaming machine.
  As a gaming machine, when a game medium such as a game ball is launched into a game area by a launching device, and the game medium wins a prize area such as a prize opening provided in the game area and a start condition is satisfied, a plurality of types of identification are made. Information is variably displayed on the variable display device (hereinafter also referred to as “variable” or “variable display”), and whether or not a predetermined game value is given is determined according to the display result. There is a gaming machine that has improved. In such a gaming machine, when the stop symbol form when the variable display of the display symbol in the variable display game is completely stopped becomes the specific display aspect, an advantageous state (big hit game state) advantageous to the player is obtained. For example, a gaming machine that has become a big hit gaming state has a special electric accessory called a big prize opening or an attacker opened, and continuously provides a state where a player can win a game ball for a certain period of time. To do.
  As such a gaming machine, there is one configured to include an operation means that can be operated by a player, and to execute an operation effect that prompts an operation on the operation means and produces an effect corresponding to the operation on the operation means. For example, Patent Document 1 discloses a gaming machine that includes a plurality of operation means and performs operation effects according to effective operation means.
JP 2011-217766 A
  However, in the gaming machine described in Patent Document 1, the mode of the operation means is constant regardless of the gaming situation, so that the production effect is poor and there is a possibility that the gaming interest is reduced.
  This invention is made | formed in view of said point, and makes it a subject to provide the game machine which can improve a production effect and can prevent the fall of a game entertainment attraction.
(A) In order to achieve the above object, a gaming machine according to the present invention includes:
A gaming machine for playing games,
First operating means;
A second operating means;
A first operation effect that executes a first promotion notification that validates an operation on the first operation means while invalidating an operation on the second operation means and prompts an operation on the first operation means; and on the second operation means A second operation effect for executing a second promotion notification that invalidates the operation on the first operation means and prompts the operation on the second operation means while validating the operation; and on the first operation means and the second operation means An operation effect executing means capable of executing a first operation notification and executing a first operation notification while not executing a second operation notification;
The second operating means can be any one of a plurality of aspects,
In the first operation effect, the second operation means is disabled.
In the second operation effect, the second operation means is an effective mode,
In the third operation effect, the second operation means is a special aspect different from the invalid aspect and the effective aspect.
It is characterized by that.
In the above gaming machine,
The operation effect executing means can execute the third operation effect after executing the first operation effect,
The special mode is a mode that is easier for the player to recognize than the invalid mode, and a mode that is more difficult for the player to recognize than the valid mode.
It may be a thing.
(1) In order to achieve the above object, a gaming machine according to the present invention provides:
A gaming machine for playing games,
First operating means (for example, the first push button 31B),
A second operating means (for example, the second push button 31C),
A first operation effect that executes a first promotion notification that validates an operation on the first operation means while invalidating an operation on the second operation means and prompts an operation on the first operation means; and the first operation means and A second operation effect that validates an operation on the second operation means and executes a first promotion notification; an operation on the second operation means is validated while an operation on the first operation means is invalidated; and the second operation means And a third operation effect for executing a second promotion notification for urging the user to perform an operation, and an operation effect execution means (for example, an effect control CPU 120 for executing the processes of steps S803 and S807).
The second operating means can be any one of a plurality of modes (for example, any one of the first mode, the second mode, and the third mode).
In the first operation effect, the second operation means is a first aspect,
In the second operation effect, the second operation means is set as a second aspect,
In the third operation effect, the second operation means is a third aspect.
It is characterized by that.
  According to such a configuration, it is possible to improve the production effect and prevent a decrease in gaming interest.
(2) In the gaming machine of (1) above,
Can be controlled to an advantageous state advantageous to the player,
The operation effect execution means executes the operation effect so that the proportion of the controlled state is higher when the second operation effect is executed than when the first operation effect is executed. When the third operation effect is executed, the operation effect is executed so that the proportion of the controlled state is higher when the third operation effect is executed (for example, the operation effect is executed). The second operation effect is more likely to be a big hit than the first operation effect, and the third operation effect is more likely to be a big hit than the second operation effect).
You may do it.
  According to such a configuration, it is possible to attract the player's attention to the type of operation effect to be executed.
(3) In the above gaming machine (1) or (2),
The second mode is a mode that is easier for the player to recognize than the first mode, and the third mode is a mode that is easier for the player to recognize than the second mode (for example, the second mode is more second than the first mode). For example, the third aspect is more conspicuous than the second aspect),
You may do it.
  According to such a structure, it can be set as the aspect according to the condition of a game, a presentation effect can be improved and the fall of a game interest can be prevented.
(4) In any of the above gaming machines (1) to (3),
Can be controlled to an advantageous state advantageous to the player,
There are a plurality of types of the first promotion notification and the second promotion notification (for example, two types of “large” and “small” are prepared corresponding to each operation effect).
Depending on whether or not it is controlled to the advantageous state, the operation effect and the promotion notification are executed so that the combination of the type of the operation effect to be executed and the type of the promotion notification is different (for example, the higher the possibility of being a big hit, the more 3 operation effects are performed, and a promotion notification of the “large” mode is performed)
You may do it.
  According to such a configuration, the player's attention can be attracted to the combination of the type of operation effect to be executed and the type of promotion notification.
(5) In any of the above gaming machines (1) to (4),
The operation effect execution means is capable of executing a specific effect that updates an effect mode according to an operation on an effective operation means among the first operation means and the second operation means,
The first operating means and the second operating means differ in the production mode updated according to the operation.
You may do it.
  According to such a structure, a specific effect can be suitably performed according to the kind of operation means.
(6) In any of the above gaming machines (1) to (5),
The operation effect executing means includes
An operation-time effect can be executed in response to an operation to an effective operation means (for example, an after-operation effect performed in response to an operation by a player)
The remaining amount of the effective period corresponding to the effective operation means is displayed in a recognizable manner for the player, and when the remaining amount of the effective period is exhausted and when an operation is performed on the effective operation means, the effective period Display the end indicator indicating that the period has ended (for example, when the operation is performed and the effective period ends, or when the period ends, the meter display is updated once without remaining)
You may do it.
  According to such a configuration, it is possible to make the player recognize that the subsequent operation is no longer effective with the operation.
It is a front view of the pachinko gaming machine in this embodiment. It is a block diagram which shows the various control boards etc. which were mounted in the pachinko game machine. It is a flowchart which shows an example of a game control process process. It is a figure which shows the setting example of various commands. It is explanatory drawing which shows the fluctuation pattern in this embodiment. It is explanatory drawing which shows the example of determination of a fluctuation pattern. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a variable display start setting process. It is a flowchart which shows an example of an operation effect execution setting process. It is a figure which shows the structural example of an operation effect execution determination table and a promotion alerting | reporting aspect determination table. It is a flowchart which shows an example of the production process during variable display. It is a flowchart which shows an example of the operation effect control process. It is a figure which shows the image display example of each operation effect and operation promotion alerting | reporting. It is a timing chart which shows the execution timing of each operation effect.
  Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment and shows an arrangement layout of main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a gaming board (gauge board) 2 constituting a gaming board surface and a gaming machine frame (base frame) 3 for supporting and fixing the gaming board 2. The game board 2 is formed with a substantially circular game area surrounded by guide rails. In this game area, a game ball as a game medium is launched from a predetermined hitting ball launching device and driven.
  At predetermined positions of the game board 2 such as inside or outside of the game area, a first special symbol display device 4A, a second special symbol display device 4B, an image display device 5, a normal winning ball device 6A, a normal variable winning ball device 6B, A special variable winning ball device 7, a normal symbol display 20, a first hold indicator 25A, a second hold indicator 25B, a general hold indicator 25C, a passing gate 41, and the like are provided. Speakers 8L and 8R capable of reproducing and outputting sound effects and the like are provided at the left and right upper positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the game area. In the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) operated by a player or the like to launch a game ball as a game medium toward the game area is provided. The resilience of the game ball is adjusted according to the operation amount (rotation amount). A predetermined position of the gaming machine frame 3 below the gaming area is provided with an upper plate (batting ball supply tray) that holds (stores) game balls and a lower plate that holds (stores) extra balls from the upper plate. It has been. A stick controller 31A is attached to a member forming the lower plate, and a first push button 31B is provided to the member forming the upper plate. The first push button 31B incorporates an LED (light emitting diode), and the LED emits light according to the progress of the game, as will be described later. A second push button 31C is provided on the right side of the upper plate. The second push button 31C has a built-in LED (light emitting diode). In this embodiment, as will be described later, the second push button 31C can be in any one of a plurality of modes by causing the LED to emit light according to the progress of the game. The first push button 31B and the second push button 31C may incorporate a motor in addition to the LED or in addition to the LED. In this case, the operation feeling for the player may be different, for example, each push button is vibrated according to the progress of the game, or the button pressing operation becomes heavy.
  On the screens of the first special symbol display device 4A, the second special symbol display device 4B, and the image display device 5, a special symbol and a decorative symbol are variably displayed. These variable indications are based on the occurrence of the first start winning due to the game ball passing (entering) the first starting winning opening formed in the normal winning ball device 6A, or on the normal variable winning ball device 6B. Execution is possible based on the occurrence of the second start winning due to the game ball passing (entering) through the formed second starting winning opening. Each of the first special symbol display device 4A and the second special symbol display device 4B is composed of, for example, 7-segment or dot matrix LEDs (light emitting diodes). A special symbol (also referred to as “special symbol”) that is special identification information) is displayed variably (variably displayed). The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. On the screen of the image display device 5, variable display of a special symbol (also referred to as “first special symbol”) by the first special symbol display device 4 </ b> A in the special symbol game and special symbol (“first” by the second special symbol display device 4 </ b> B). Corresponding to each of the variable display (also referred to as “2 special figure”), a decorative symbol as identification information (decorative identification information) is variably displayed in a decorative symbol display area serving as a plurality of variable display portions such as three. The This variable display of decorative designs is also included in the variable display game.
  As an example, “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged on the screen of the image display device 5. And in response to the start of one of the changes in the first special symbol in the first special symbol display device 4A and the second special symbol in the second special symbol display device 4B in the special symbol game, In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R, the variation of decorative symbols (for example, vertical scroll display) is started. Thereafter, when the confirmed special symbol is stopped and displayed as a display result of variable display in the special game, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5 are displayed. Then, the finalized design symbol (final stop symbol) that is the display result of the variable display of the ornament symbol is stopped and displayed. The display result in the variable display of special symbols and decorative designs is also referred to as a variable display result. In particular, a special symbol variable display result in a special figure game is also referred to as a special figure display result. In this way, on the screen of the image display device 5, a special game using the first special graphic in the first special symbol display device 4A or a special graphic using the second special graphic in the second special symbol display device 4B. In synchronism with the figure game, variable display of a plurality of types of decorative symbols that can be identified is performed, and a definite decorative symbol that is a variable display result is derived and displayed (or simply referred to as “derivation”). In addition, for example, deriving and displaying various display symbols such as a special symbol and a decorative symbol means that identification information such as a decorative symbol is stopped and displayed (also referred to as a complete stop display or a final stop display) and the variable display is ended. .
  On the screen of the image display device 5, a first hold display unit 5HL and a second hold display unit 5HR are provided. The first hold display unit 5HL and the second hold display unit 5HR are display units for performing a hold display corresponding to the variable display that has not yet been started in the image display device 5. The 1st reservation display part 5HL displays the 1st special figure reservation memory number so that identification is possible. The second hold display unit 5HR holds the variable display corresponding to the special figure game that displays the second special figure hold storage number in an identifiable manner based on the occurrence of the first start prize or the second start prize. That is, the start condition (also referred to as “execution condition”) for executing a variable display game such as a special figure game or a variable display of decorative symbols has been established, but a variable display game based on the previously established start condition is being executed. When the start condition that allows the start of the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, etc., the start condition is still started in response to the established start condition. There is no variable display hold. If the special game using the first special figure cannot be started when the first start winning is generated, the first special figure holding memory number is incremented by 1 and the special figure using the first special figure is added. Game execution is put on hold. If the special game using the second special figure cannot be started when the second start prize is generated, the second special figure holding memory number is incremented by 1 and the special figure using the second special figure is added. Game execution is put on hold. On the other hand, when the execution of the special figure game using the first special figure is started, the first special figure holding memory number is decremented by 1 (decrement), and the special figure game using the second special figure is executed. Is started, the second special figure reserved memory number is decremented by 1 (decremented). If the first special figure holding storage number reaches a predetermined upper limit (for example, “4”) when the first start winning is generated, the special drawing game based on the start winning is invalidated, and the prize is Only the ball may be paid out. In addition, if the second special figure holding storage number reaches a predetermined upper limit value (for example, “4”) when the second starting winning is generated, the special drawing game based on the starting winning is invalidated, Only the ball may be paid out. The decrease in the number of reserved memories (the number of first special figure reserved memories or the number of second special figure reserved memories) due to the start of the special figure game is also referred to as digestion of the pending.
  In the first hold display section 5HL, a hold display corresponding to the hold storage of the special figure game using the first special figure is performed. In the second hold display section 5HR, a hold display corresponding to the hold storage of the special figure game using the second special figure is performed. For example, when the upper limit value of the number of first special figure hold memory is “4”, the first hold display portion 5HL is provided with four display parts corresponding to the upper limit value, and the hold number “1” in order from the right end. ”,“ 2 ”,“ 3 ”,“ 4 ”. For example, when the upper limit value of the second special figure reservation storage number is “4”, the second hold display portion 5HR is provided with four display parts corresponding to the upper limit value, and the hold number “1” in order from the left end. ”,“ 2 ”,“ 3 ”,“ 4 ”.
  Various control boards such as a main board 11, an effect control board 12, an audio control board 13, and a lamp control board 14 as shown in FIG. 2 are mounted on the pachinko gaming machine 1. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as a payout control board, an information terminal board, a launch control board, an interface board, and a touch sensor board are arranged on the back of the game board or the like in the pachinko gaming machine 1.
  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. A game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like are mounted on the main board 11 shown in FIG. The switch circuit 110 takes in detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The solenoid circuit 111 transmits the solenoid drive signal from the game control microcomputer 100 to the solenoid 81 for the ordinary electric accessory and the solenoid 82 for the big prize door. The solenoid 81 for the ordinary electric accessory can be changed between a state where the game ball hardly passes (or a state where it does not pass) and a state where it easily passes through the second start winning opening formed in the normally variable winning ball apparatus 6B. . The solenoid 82 for the special electric accessory allows the game ball to change between a state where the game ball does not pass and a state where it easily passes through the large winning opening formed in the special variable winning ball device 7.
  The effect control board 12 is a sub-side control board independent of the main board 11, and based on reception of the control signal transmitted from the main board 11 via the relay board 15, the image display device 5, the speaker 8L, Various circuits for controlling the rendering operation by the electrical components for rendering such as the 8R and the game effect lamp 9 and the decoration LED are mounted. The effect control board 12 shown in FIG. 2 includes an effect control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, I / O 125, and the like. The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and outputs sound from the speakers 8 </ b> L and 8 </ b> R based on commands and control data from the effect control board 12. For example, a processing circuit for executing audio signal processing is mounted. The lamp control board 14 is a control board for lamp output control that is provided separately from the effect control board 12, and based on commands and control data from the effect control board 12, the game effect lamp 9, LED for decoration, etc. A lamp driver circuit that performs on / off driving is mounted.
  As shown in FIG. 2, detection signals from various switches such as a gate switch 21, a start port switch (first start port switch 22 </ b> A and second start port switch 22 </ b> B), and a count switch 23 are transmitted to the main board 11. Wiring is connected. In addition, various switches should just have arbitrary structures which can detect the game ball | bowl as game media like what is called a sensor, for example. Further, the main board 11 is connected with wiring for transmitting a command signal for performing display control, such as the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20. The gate switch 21 detects a game ball (gate passing ball) that has passed through the passing gate 41. Based on the detection of the gate passing ball by the gate switch 21, variable display of the normal symbol by the normal symbol display 20 can be executed. The first start port switch 22A detects a game ball that has passed (entered) the first start winning port. The second start port switch 23A detects a game ball that has passed (entered) the second start winning port. The count switch 23 detects a game ball that has passed (entered) a special winning opening formed in the special variable winning ball apparatus 7. When a game ball that has passed through various winning holes such as the first starting winning hole, the second starting winning hole, and the big winning hole is detected, a predetermined number of balls corresponding to each winning hole is determined. As a game ball is paid out.
  A control signal transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15. The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted and received as an electric signal. The effect control command includes, for example, a display control command used for controlling an image display operation in the image display device 5, a voice control command used for controlling sound output from the speakers 8L and 8R, and a game effect lamp 9. And a lamp control command used for controlling the lighting operation of the decorative LED and the like. Each of these effect control commands has, for example, a 2-byte configuration, the first byte indicates MODE (command classification), and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to “1” and the first bit of the EXT data may be set to “0” in advance.
  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM 101 that stores a game control program and fixed data, and a RAM 102 that provides a game control work area. A CPU 103 that executes a game control program to perform a control operation, a random number circuit 104 that updates a numerical data indicating a random number value independently of the CPU 103, and an I / O (Input / Output port) 105 It is prepared for. As an example, in the game control microcomputer 100, a process for controlling the progress of the game in the pachinko gaming machine 1 is executed by the CPU 103 executing a program read from the ROM 101. At this time, the CPU 103 reads out fixed data from the ROM 101, the CPU 103 writes various fluctuation data in the RAM 102, temporarily stores the fluctuation data, and the CPU 103 temporarily stores various fluctuation data in the RAM 102. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed.
  The effect control CPU 120 mounted on the effect control board 12 uses the effect control program read from the ROM 121, fixed data, and the like to execute a process for controlling the effect operation by the effect electric parts. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores them, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed.
  The display control unit 123 mounted on the effect control board 12 determines the control content of the display operation in the image display device 5 based on the display control command from the effect control CPU 120. For example, the display control unit 123 performs control for executing decorative display variable display and various effect displays by determining the switching timing of effect images to be displayed on the display screen of the image display device 5.
  In the game control microcomputer 100 mounted on the main board 11, various random values used for controlling the progress of the game are obtained by, for example, a random number circuit 104 or a game random counter provided in a predetermined area of the RAM 102. The numerical data shown is counted (generated) in an updatable manner. The random number used for controlling the progress of the game is also called a game random number. On the effect control board 12, for example, a random counter for effects provided in a predetermined area of the random number circuit 124 or the RAM 122 counts numerical data indicating various random numbers used for controlling the execution of the effect in an updatable manner ( Generated). The random number used to control the execution of the effect is also referred to as an effect random number.
  In the pachinko gaming machine 1, a predetermined game using a game ball as a game medium is performed, and a predetermined game value can be given based on the game result. As an example of a game using a game ball, a predetermined hitting ball is emitted based on a predetermined operation (for example, a rotation operation) performed by a player on a hitting operation handle installed on the lower right side of the front surface of the housing of the pachinko gaming machine 1 A game ball as a game medium is launched toward a game area by a launch motor provided in the apparatus. When the game ball that has flowed down the game area passes (enters) through various winning holes, the game ball as a prize ball is paid out. If the variable display result of special symbols and decorative symbols is “big hit”, it will be in an advantageous state that is advantageous to the player by opening the big prize opening and making it easy for the game ball to pass (enter) It becomes a big hit game state.
  FIG. 3 is a flowchart showing an example of the game control process. In the game control process shown in FIG. 3, the CPU 103 of the game control microcomputer 100 first determines whether or not a start winning has occurred (step S11). When it is determined that a start winning has occurred (step S12; Yes), a winning random number is acquired and determined (step S12). The random number at the time of winning only needs to include the random value MR1 for determining the variable display result, the random value MR2 for determining the jackpot type, and the random value MR3 for determining the variation pattern among the game random numbers. . The determination result in step S12 only needs to include “general when lost”, “super reach determination when lost”, and “big hit”. When it is determined that the variable display result is determined to be “big hit”, that is, controlled to the big hit gaming state as an advantageous state, using the random number MR1 for determining big hit, It becomes a judgment result. When it is determined that the variable display result is determined to be “losing” instead of “big hit”, that is, it is determined that it is not controlled to the big hit gaming state as an advantageous state, the random value MR3 for determining the variation pattern is used. Then, it is determined whether or not the super reach variation pattern is determined regardless of the number of stored storage. When it is determined that the super reach variation pattern is determined, the determination result is “Super reach determination at the time of loss”, whereas when it is not determined that the super reach variation pattern is determined. The determination result is “general when lost”. For example, in the determination example of the loss variation pattern as shown in FIG. 6B1 and FIG. ”To“ 300 ”are assigned to the variation patterns PA2-2 and PA2-3. In such a setting, when the random value MR3 is any one of “295” to “300”, the determination result may be “super reach determination at the time of loss”.
  Subsequent to step S12, an effect control command serving as a start winning command is transmitted (step S13). The start winning command only needs to include a start opening winning designation command, a pending storage number notification command, and a winning determination result command. The start opening prize designation command is an effect control command for notifying that the occurrence of a start prize such as a first start prize or a second start prize can be specified. The reserved memory count notification command is an effect control command for notifying that the number of reserved memories such as the first special figure reserved memory count and the second special figure reserved memory count can be specified. The determination result command at the time of winning is an effect control command for identifiable notification of determination results such as “general when lost”, “super reach determination when lost”, and “hit”.
  FIG. 4A shows a start opening winning designation command (first starting opening winning designation command and second starting opening winning designation command), a reserved memory number notification command (first reserved memory number notification command and second reserved memory number notification). Command), a determination example of a winning determination result command. In this embodiment, a command B100H serving as a first start opening winning designation command and a command B200H serving as a second starting opening winning designation command are prepared in advance as start opening winning designation commands. Note that the subscript H indicates a hexadecimal number. In addition, as a reserved memory count notification command, a command C1XXH serving as a first reserved memory count notification command and a command C2XXH serving as a second reserved memory count notification command are prepared in advance. XXH indicates an unspecified hexadecimal number, and may be a value arbitrarily set according to the instruction content by the effect control command. In the reserved memory count notification command, different EXT data (for example, any one of 00H to 04H) is set according to the special figure reserved memory count. Further, a command C4XXH serving as a winning determination result command is prepared in advance.
  FIG. 4B exemplifies the contents of notification by a winning determination result command. Of the winning determination commands, command C400H notifies that the winning determination in step S12 is restricted. The command C401H notifies that the determination result in step S12 is “big hit”. Command C402H notifies that the determination result in step S12 is “Super reach determination at time of loss”. The command C403H notifies that the determination result in step S12 is “general when lost”.
  When it is determined in step S11 that a start winning has not occurred (step S11; No), after the command transmission in step S13 is performed, the value of the game process flag is determined (step S21). The game process flag is provided, for example, in a predetermined area (such as a game control flag setting unit) of the RAM 102, and one of values “0” to “3” is variably set according to the progress of the game control.
  If it is determined in step S21 that the value of the game process flag is “0” (step S21; “0”), it is determined whether variable display can be started (step S101). If it is determined that the variable display can be started (step S101; Yes), the variable display result is determined (step S102). In step S102, the random display value for determining the variable display result and the variable display result determination table are used to determine whether the variable display result is “lost” or “big hit” at a predetermined ratio. When the gaming state in the pachinko gaming machine 1 is a probable change state, the determined value in the variable display result determination table is such that the variable display result is determined as “big hit” at a higher rate than in the normal state or the short time state. It only has to be set. Subsequently, an internal flag such as a big hit flag is set (step S103). Next, after the value of the game process flag is updated to “1” (step S104), the game control process process is terminated.
  If it is determined in step S21 that the value of the game process flag is “1” (step S21; “1”), a variation pattern or the like is determined (step S111). In step S111, the rate at which the variable display result becomes “big hit” corresponding to each variation pattern by varying the decision rate of each variation pattern depending on whether or not the variable display result is decided to be “big hit”. (Big hit expectation) can be varied.
  FIG. 5 shows a variation pattern in this embodiment. In this embodiment, among the cases where the variable display result (special drawing display result) is “lost”, the variable display state of the decorative symbol is “non-reach” which does not reach the reach state, and the reach state is reached. A plurality of variation patterns are prepared in advance corresponding to each of the cases of “reach” and the case of the variable display result (special drawing display result) being “big hit”. The variation pattern corresponding to the case where the variable display content is “non-reach” is referred to as a non-reach variation pattern (also referred to as a non-reach loss variation pattern), and the variation pattern corresponding to the case where the variable display content is “reach” is This is referred to as a reach variation pattern (also referred to as a reach loss variation pattern). The non-reach variation pattern and the reach variation pattern are included in the loss variation pattern corresponding to the case where the variable display result is “lost”. A variation pattern corresponding to the case where the variable display result is “big hit” is referred to as a big hit variation pattern. The big hit variation pattern and the reach variation pattern include a normal reach variation pattern in which a reach effect in normal reach is executed and a super reach variation pattern in which a reach effect in super reach is executed. Corresponding to a plurality of fluctuation patterns as shown in FIG. 5, a special figure fluctuation time which is a variable symbol display time of a special symbol is determined in advance. Therefore, when variable display using the variation pattern determined in step S111 is executed, after the variable display of special symbols or the like is performed in the variable display period corresponding to the special diagram variation time, the special diagram display result or the like The variable display result is derived and displayed.
  FIG. 6A shows an example of determining the big hit variation pattern. When it is determined that the variable display result is “big hit” and control is made to the big hit gaming state, for example, the fluctuation pattern at the time of big hit is determined based on the setting of the determined value as shown in FIG. At this time, the random number MR3 for determining the variation pattern is compared with a predetermined value set in advance in the jackpot variation pattern determination table. Then, a variation pattern to be a usage pattern is determined in accordance with a determination result as to which range includes the random value MR3 in the range of the determination value illustrated in FIG. In the example shown in FIG. 6A, any one of the variation patterns PA3-1 to PA3-3 is determined as the variation pattern at the time of the big hit.
  FIG. 6B1 and FIG. 6B2 show examples of determining the loss variation pattern. In the normal time when the time reduction control is not performed, for example, the fluctuation pattern at the time of the loss is determined based on the setting of the determination value as shown in FIG. 6 (B1). On the other hand, during the time reduction in which the time reduction control is performed, the fluctuation pattern at the time of loss is determined based on the setting of the determination value as shown in FIG. At this time, the random value MR3 for determining the variation pattern is compared with a predetermined value set in advance in the loss variation pattern determination table. In a normal state, a variation pattern to be a usage pattern is determined according to a determination result as to which range includes the random value MR3 in the range of determination values shown in FIG. 6 (B1). During the time reduction, a variation pattern to be a usage pattern is determined according to a determination result as to which range includes the random value MR3 in the range of the determination values shown in FIG. 6B2. During the time reduction, the ratio of the fluctuation pattern having a shorter special figure fluctuation time than the normal time is higher. As a result, in the time-short state in which the time reduction control is performed, the ratio determined as the second display time that is shorter than the first time as the variable display time for variable display is higher than in the normal state in which the time-short control is not performed.
  Subsequent to step S111 shown in FIG. 3, an effect control command serving as a variable display start command is transmitted (step S112). The variable display start command only needs to include a change start command, a variable display result notification command, and a change pattern designation command. After the command transmission in step S112 is performed, the game process flag is updated to “2” (step S113), and the game control process process is terminated.
  When it is determined in step S21 that the value of the game process flag is “2” (step S21; “2”), it is determined whether or not the variable display time has elapsed (step S121). If it is determined that the variable display time has not elapsed (step S121; No), control for variable display of special symbols and the like is performed (step S122), and the game control process is terminated.
  If it is determined in step S121 that the variable display time has elapsed (step S121; Yes), control for stopping and displaying special symbols and the like is performed (step S123). Subsequently, a variable display end command is transmitted (step S124), and a gaming state at the end of variable display is set (step S124A). In step S124A, the time saving state in which the time saving control is performed is terminated when a predetermined time saving end condition is satisfied, for example, when the number of executions of the variable display reaches a predetermined time saving end determination value. Is set to control to the normal state. Thereafter, it is determined whether or not the variable display result is “big hit” (step S125). If it is “big hit” (step S125; Yes), the value of the game process flag is updated to “3”. (Step S126) If it is “losing” instead of “big hit” (Step S125; No), the value of the game process flag is updated (initialized) to “0” (Step S127), and then the game control is performed. End process processing.
  If it is determined in step S21 that the value of the game process flag is “3” (step S21; “3”), it is determined whether or not the big hit game state is over (step S131). ). When it is determined that the big hit is not finished (step S131; No), the big hit control controlled to the big hit gaming state is performed (step S132), and the game control process is finished. On the other hand, when it is determined in step S131 that the big hit has ended (step S131; Yes), the gaming state after the big hit ends is set (step S133). In step S133, for example, in accordance with the big hit type, settings for starting the time reduction state in which the time reduction control is performed, settings for starting the probability variation state in which the probability variation control is performed, and the like are performed. Subsequent to step S133, the value of the game process flag is updated (initialized) to “0” (step S134), and the game control process process is terminated.
  Next, the operation in the effect control board 12 will be described. In the effect control board 12, when the supply of the power supply voltage is received from the power supply board or the like, the effect control CPU 120 is activated to execute a predetermined effect control main process. In the effect control main process, the effect control is initially set by executing an initialization process or the like. After that, whenever a predetermined control interrupt time (for example, 2 milliseconds) elapses and a control control timer interrupt occurs, command analysis processing, effect control process processing, effect random number update processing, etc. are executed. Is done. When an interrupt for command reception occurs separately from the timer interrupt for effect control, a control signal serving as an effect control command transmitted from the main board 11 is fetched, for example, in a predetermined area (effect control buffer setting unit) of the RAM 122. The effect control command is stored in a provided effect control command reception buffer or the like.
  FIG. 7 is a flowchart illustrating an example of the effect control process. In the effect control process shown in FIG. 7, according to the value of the effect process flag stored in a predetermined area (such as the effect control flag setting unit) of the RAM 122, a plurality of processes described in advance in the effect control computer program are used. Perform the selected process. The processing executed in accordance with the value of the effect process flag includes variable display start waiting processing (step S170), variable display start setting processing (step S171), variable display effect processing (step S172), and wait processing per special figure. (Step S173), an attacker opening effect process (Step S174), and an ending effect process (Step S175) are included.
  The variable display start waiting process of step S170 shown in FIG. 7 is executed when the value of the effect process flag is “0”, and includes a process of determining whether or not to start variable display of decorative symbols. . The variable display start setting process of step S171 is executed when the value of the effect process flag is “1”, and includes a process for setting and determining variable display of decorative symbols and other various effect operations. It is. The effect processing during variable display in step S172 is executed when the value of the effect process flag is “2”, and includes processing for performing various effects control during variable display of decorative symbols. The special symbol waiting process in step S173 is executed when the value of the effect process flag is “3”, and when the definite decorative symbol (final stop symbol) that is the variable display result of the decorative symbol is derived and displayed, the big hit game The process etc. which determine whether it is controlled by a state are included. The effect process at the time of opening the attacker in step S174 is executed when the value of the effect process flag is “4”, and includes a process for enabling an effect to be executed in a predetermined period in which the big winning opening such as a big hit game state is in an open state. It is. The ending effect process in step S175 is executed when the value of the effect process flag is “5”, and includes a process for enabling the effect at the end of the big hit gaming state.
  FIG. 8 is a flowchart showing an example of the variable display start setting process executed in step S171 of FIG. In the variable display start setting process shown in FIG. 8, the effect control CPU 120 first, for example, based on a display result designation command (command stored in the display result designation command storage area) transmitted from the main board 11 or the like. Then, it is determined whether or not the special figure display result is “losing” (step S552). When it is determined that the special figure display result is “losing” (step S552; Yes), the effect control CPU 120, for example, the variation pattern designation command transmitted from the main board 11 (stored in the variation pattern designation command storage area). Whether or not the variation pattern designated by the command) is a non-reach variation pattern (PA1-1, PA1-2, etc.) corresponding to the case of “non-reach” in which the decorative display variable display mode is not the reach mode. Is determined (step S553).
  When it is determined in the process of step S553 that the pattern is a non-reach variation pattern (step S553; Yes), the effect control CPU 120 determines a combination of confirmed decorative symbols that will be the final stop symbol constituting the non-reach combination (step S554). ). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining a decorative design of a non-reach combination that is updated by an effect random counter or the like provided in a predetermined area of the random number circuit 124 or the RAM 122 and stores it in the ROM 121. The determined decorative pattern (decorative decorative pattern of non-reach combination) is determined by referring to a decorative design determining table of non-reach combination prepared and stored in advance.
  When it is determined in the process of step S553 that the pattern is not a non-reach variation pattern (step S553; No), the effect control CPU 120 determines a combination of fixed decorative symbols that will be the final stop symbol constituting the reach combination (step S555). ). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining the decorative symbol of the reach combination updated by the random number circuit 124 or the effect random counter, and the reach combination prepared in advance in the ROM 121 is prepared. The determined decorative design (decorative decorative design) is determined by referring to the decorative design determination table.
  When it is determined in the process of step S552 that the special figure display result is not “losing” (step S552; No), the effect control CPU 120 determines the combination of the confirmed decorative symbols that will be the final stop symbol constituting the jackpot combination. (Step S557). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining the jackpot determined symbol updated by the random number circuit 124 or the effect random counter. Subsequently, by referring to the jackpot determination symbol determination table prepared and stored in advance in the ROM 121 according to the jackpot type specified by the display result designation command transmitted from the main board 11, the image display device 5 The decorative symbols having the same symbol number that is stopped and displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the display area are determined.
  After executing any of the processes of steps S554, S555, and S557, the effect control CPU 120 performs an operation effect execution setting process for determining whether or not to execute the operation effect (step S558). The operation effects in this embodiment include an operation promotion notification that prompts the player to operate the first push button 31B or the second push button 31C, and a post-operation effect that is performed in response to an operation by the player. The post-operation effect is, for example, an effect that displays a message or a character (or may be a voice output) and displays an expected degree of big hit depending on the type of the displayed item so that the player can recognize it.
  FIG. 9 is a flowchart showing an example of the operation effect execution setting process executed in step S558 of FIG. In the operation effect execution setting process shown in FIG. 9, the effect control CPU 120 first determines whether or not the operation effect is executed and the type with reference to the operation effect execution determination table shown in FIG. 10A (step S581). . FIG. 10A is a diagram illustrating a configuration example of the operation effect execution determination table. In this embodiment, as shown in the drawing, in addition to “no execution” indicating that the operation effect is not executed, “first operation effect”, “second operation effect”, “third operation effect”, “first + The types of operation effects such as “second” and “first + third” are set.
  The “first operation effect” is an operation effect that is performed during variable display before the reach state, and the operation on the first push button 31B is enabled and the operation on the second push button 31C is disabled. This is an effect of performing an operation promotion notification for prompting an operation on the push button 31B. In the first operation effect, the LED provided inside the second push button 31C is not caused to emit light, and the second push button 31C is left in the first mode (normal mode), thereby operating the second push button 31C. Make the player aware that is invalid. The “second operation effect” and the “third operation effect” are effects that are executed at the timing immediately after the variable display result is derived after the super reach. The “second operation effect” is an effect of performing an operation promotion notification that validates the operation on the first push button 31B and the operation on the second push button 31C and prompts the operation on the first push button 31B. In the second operation effect, the fact that the operation on the second push button 31C is effective by slightly emitting the LED provided inside the second push button 31C and setting the second push button 31C to the second mode. Make people aware. The “third operation effect” is an effect of performing operation promotion notification that invalidates the operation on the first push button 31B, validates the operation on the second push button 31C, and prompts the operation on the second push button 31C. In the third operation effect, the LED provided inside the second push button 31C is made to emit light stronger than the second operation effect, and the second push button 31C is set to the third mode, so that the operation on the second push button 31C is performed. Emphasize that the player is effective. “First + second” indicates that both the first operation effect and the second operation effect are executed at respective timings, and “first + third” indicates the first operation effect and the third operation effect. Both are executed at the respective timings. As described above, in the “first operation effect”, the “second operation effect”, and the “third operation effect”, the second push button 31C becomes the first mode, the second mode, and the third mode, respectively. However, the second aspect is more prominent than the first aspect, and the third aspect is more conspicuous than the second aspect.
  As shown in FIG. 10A, the operation effect execution determination table in this embodiment is more likely to be a big hit when the operation effect is executed than when the operation effect is not executed. Is set to Further, when the operation effect is executed, the second operation effect is more likely to be a big hit than the first operation effect, and the third operation effect is more likely to be a big hit than the second operation effect. Has been. Note that, for example, the case where a plurality of operation effects are performed may be set to be more likely to be a big hit than the case where one operation effect is performed.
  In the process of step S581 in FIG. 9, an example in which a plurality of operation effects are determined in accordance with the operation effect execution determination table shown in FIG. The type of operation effect to be executed may be determined in two steps, such as first determining whether to perform, and then determining whether to perform the second or third operation effect.
  After performing the process of step S581, the CPU 120 for effect control determines whether or not it is determined to execute the operation effect in step S581 (step S582). When it is determined that the operation effect is to be executed (step S582; Yes), referring to the promotion notification mode determination table shown in FIG. Either one is determined (step S583).
  FIG. 10B is a diagram illustrating a configuration example of the promotion notification mode determination table. As shown in the figure, in this embodiment, two types of modes of “large” and “small” are prepared as promotion notification modes corresponding to each operation effect. The “large” mode indicates a mode that is easier for the player to recognize than the “small” mode (for example, a large display or a loud sound is output). Further, in the promotion notification mode determination table in this embodiment, the “large” mode is more likely to be determined as the probability of a big hit is increased, and the “small” mode is set to be easier to be determined as the possibility of a big hit is reduced. Has been. Therefore, the player's attention can be gathered not only about which operation effect is performed but also about the mode of promotion notification to be executed. In the illustrated example, for example, even when a plurality of operation effects such as “first + second” and “second + third” are performed, the mode of promotion notification is collectively determined. When executing a plurality of operation effects, the mode of promotion notification may be determined for each operation effect. Note that two or more types of promotion notification modes may be prepared instead of two types. Moreover, you may alert | report also about the possibility of performing a 2nd or 3rd operation effect at the time of execution of a 1st operation effect.
  After executing the process of step S583 or when it is determined not to execute the operation effect in step S582 (step S582; No), the effect control CPU 120 ends the operation effect execution setting process.
  Returning to FIG. 8, after performing the operation effect execution setting process in step S558, the effect control CPU 120 determines the effect control pattern as one of a plurality of patterns prepared in advance (step S560). For example, the effect control CPU 120 selects and uses one of a plurality of prepared effect control patterns (effect control pattern during special figure change) corresponding to the change pattern indicated by the change pattern determination result designation command. Set as a pattern. Further, the effect control CPU 120 selects one of a plurality of prepared effect control patterns (holding display change patterns) corresponding to the operation effect (including the promotion notification mode) determined in step S558, and uses it as a use pattern. set.
  Subsequent to the process of step S560, the CPU 120 for effect control corresponds to, for example, the variation pattern designated by the variation pattern determination result designation command and the operation effect (including the promotion notification mode) determined in step S558. An initial value of an effect control process timer provided in a predetermined area (such as an effect control timer setting unit) is set (step S561). Then, the setting for starting the variation of the decorative design or the like on the display screen of the image display device 5 is performed (step S562). At this time, the CPU 120 for effect control, for example, displays the display control command designated by the display control data included in the effect control pattern (the effect control pattern at the time of special figure fluctuation) determined in the process of step S560. , Etc., to start the variation of the decorative symbols in the “left”, “middle” and “right” decorative symbol display areas 5L, 5C and 5R provided in the display area of the image display device 5. Just do it.
  After executing the process of step S562, the effect control CPU 120 updates the value of the effect process flag to “2”, which is a value corresponding to the effect process during variable display (step S563), and then starts the variable display start setting process. Exit.
  FIG. 11 is a flowchart showing an example of the variable display effect process executed in step S172 of FIG. When the variable display effect process shown in FIG. 11 is started, the effect control CPU 120 first determines whether or not the variable display time corresponding to the variation pattern has passed based on the timer value of the effect control process timer or the like. (Step S801). The effect control CPU 120 updates (for example, subtracts 1) the timer value of the effect control process timer, and when an end code is read from the effect control pattern corresponding to the updated effect control process timer value, for example. In addition, it may be determined that the variable display time has elapsed.
  If it is determined in step S801 that the variable display time has not elapsed (step S801; No), the effect control CPU 120 determines whether or not it is the first operation effect period for executing the first operation effect. Determination is made (step S802). The first operation effect period is determined in advance in the effect control pattern determined according to the first operation effect when it is determined that the first operation effect is performed in the process of step S558 of FIG. That's fine.
  When it determines with it being the 1st operation effect period (step S802; Yes), CPU120 for effect control performs an operation effect (in this case 1st operation effect) by performing an operation effect control process (step S803). ). FIG. 12 is a flowchart showing an example of the operation effect control process executed in step S803 (or step S807 described later) in FIG. In the operation effect control process shown in FIG. 12, the effect control CPU 120 first determines whether or not the effective period has expired (step S881). The valid period is a period during which an operation for a valid push button is effectively received. When it is determined that an operation effect is to be performed in the process of step S558 in FIG. 8, the effective period depends on the type of the determined operation effect. In the production control pattern determined in advance, it may be determined in advance. When it determines with it being within an effective period (step S881; No), CPU120 for presentation control performs the promotion alert | report corresponding to the kind of operation presentation to perform in the aspect determined in step S583 of FIG. The remaining amount of the valid period indicating the period during which the button operation is valid is displayed by, for example, a meter (step S882). Note that the displayed promotion notification and remaining amount of the effective period are deleted when an effective operation is performed by the player or when the effective period is exhausted as described later.
  After executing the process of step S882, the CPU 120 for effect control determines whether an effective operation by the player has been detected (step S883). For example, in the process of step S883, if the first operation effect is being executed, since the push button 31B is valid, it is determined whether or not the player's operation on the push button 31B has been detected. If it is determined that a valid operation by the player has been detected (step S883; Yes), an end suggestion display that suggests to the player that the effective period has ended and an end setting for ending the operation effect period are performed ( Step S884). Specifically, in the process of step S884, the meter display of the remaining effective period displayed in the process of step S882 is updated to indicate that there is no remaining amount, thereby indicating to the player that the effective period has ended, and then the meter display is displayed. to erase. Instead of this, for example, a message such as “End of validity period!” Or a voice may be output. In the process of step S886, which will be described later, the meter display whose effective period remaining amount gradually decreased becomes no remaining amount, whereas in the process of step S884, despite the remaining effective period remaining, When the operation is detected, the meter display instantaneously has no remaining amount.
  After executing the processing of step S884, the effect control CPU 120 performs an after-operation effect corresponding to the type of the operation effect being executed (step S885). In the process of step S885, for example, in the case of the first operation effect, displaying a message such as “Chance!” Any one of a plurality of modes, such as a low one, etc.) may be used, and if it is a second operation effect or a third operation effect, “big hit!” Or “sorry!” Etc. are variable. Any effect that notifies the player of the display result may be used. In this embodiment, the second operation effect or the third operation effect is an effect that is executed at the timing immediately after the variable display result is derived after becoming super reach. Or “unfortunate!”, Etc., but the second operation effect or the third operation effect is executed at a timing before the timing immediately before the variable display result is derived. In that case, it may be an effect notifying the possibility of a big hit, as in the case of the first operation effect, instead of the effect of notifying the variable display result. Further, the post-operation effect may be an effect of operating an accessory instead of displaying a message.
  After performing the process of step S884 or when determining in step S883 that a valid operation by the player is not detected (step S883; No), the effect control CPU 120 ends the operation effect control process. When it is determined in step S881 that the effective period has ended (step S881; Yes), as described above, the end indication indicating that the effective period has ended by updating the meter display to indicate no remaining amount. And an end setting for ending the operation effect period (step S886), and the operation effect control process ends. As described above, in this embodiment, in order to update the meter display once without remaining amount (that is, the effective period) even when the operation is performed by the player and the effective period ends or when the effective period ends. Therefore, it is possible to make the player recognize that the subsequent operation is no longer effective with the operation.
  Returning to FIG. 11, after performing the process of step S803 or when it is determined in step S802 that it is not the operation effect period (step S802; No), the effect control CPU 120 performs the reach effect period for executing the reach effect. It is determined whether or not (step S804). The reach production period may be determined in advance, for example, in the production control pattern determined according to the variation pattern. When it is determined that it is the reach production period (step S804; Yes), the production control CPU 120 performs control for executing the reach production (step S805). In this embodiment, as described above, the first operation effect is performed during the variable display before reaching the reach state, and after the super reach, the second operation is performed immediately before the variable display result is derived. An effect or a third operation effect is performed. Therefore, when the first operation effect is performed, the first operation effect is performed in the process of step S803, the reach effect control of step S805 is not performed, and the second operation effect or the third operation effect is performed. In step S803, the second operation effect or the third operation effect is performed, and reach effect control is performed in step S805.
  After executing the process of step S805, the effect control CPU 120 determines whether or not it is the operation effect period for executing the second or third operation effect (step S806). In the effect control pattern determined according to the type of the determined operation effect, when the first operation effect period is determined to be the second or third operation effect in the process of step S558 of FIG. What is necessary is just to be predetermined. When it determines with it being the 2nd or 3rd operation effect period (step S806; Yes), CPU120 for effect control performs operation effect control processing mentioned above, and operation effect (in this case 2nd or 3rd operation) (Production) is executed (step S807).
  After performing the process of step S807, when it determines with it not being the 2nd or 3rd operation production period in step S806 (step S806; No), or when it determines with not being a reach production period (step S804; No), production The control CPU 120 performs control for executing effects during variable display including variable display operations of decorative symbols, based on the settings in the effect control pattern determined corresponding to the variation pattern (steps). 808).
  If it is determined in step S801 that the variable display time has elapsed (step S801; Yes), it is determined whether a symbol determination command transmitted from the main board 11 has been received (step S809). At this time, if there is no reception of the symbol confirmation command (step S809; No), the variable display effect processing is terminated and awaits. If the predetermined time has elapsed without receiving the symbol confirmation command after the variable display time has elapsed, predetermined error processing is executed in response to the failure to successfully receive the symbol confirmation command. You may make it do.
  When the symbol confirmation command is received in step S809 (step S809; Yes), the effect control CPU 120 transmits a predetermined display control command to the VDP or the like of the display control unit 123, for example. Control is performed to derive and display a final stop symbol (definite decorative symbol) that is a display result in variable symbol display (step S810). Subsequently, the effect control CPU 120 sets a predetermined time as a jackpot start designation command reception waiting time (step S811). Next, the effect control CPU 120 updates the value of the effect process flag to “3”, which is a value corresponding to the waiting process per special figure (step S812), and ends the effect process during variable display.
  FIG. 13 is a diagram illustrating an image display example of each operation effect and operation promotion notification. Specifically, FIG. 13A shows an example of the first operation effect. As described above, in the first operation effect, the operation for the first push button 31B is validated and the operation for the second push button 31C is invalidated. Is done. Further, the LED provided inside the first push button 31B that is valid emits light, while the LED provided inside the second push button 31C that is invalid does not emit light, and the second push button 31C is not the first push button 31C. It becomes an aspect (normal aspect). In addition, when a motor is built in each push button, the motor built in the effective button may be driven to vibrate the effective button (instead of LED light emission). Or may be performed in accordance with the light emission of the LED).
  FIG. 13B shows an example of the second operation effect. In the second operation effect, as described above, the operation for the first push button 31B and the operation for the second push button 31C are validated, and the operation promotion notification for urging the operation on the first push button 31B is performed as illustrated. The operation promotion notification in the illustrated example shows the operation promotion notification in the same mode as the mode shown in FIG. 13A. For example, instead of “Press!”, The message “Push!” For example, the operation promotion notification may be performed in a mode different from the mode of the operation promotion notification in the first operation effect, such as outputting a voice or displaying a small image of the second push button 31C. Further, as shown in the figure, the LED provided inside the effective first push button 31B emits light, and the LED provided inside the effective second push button 31C emits light, so that the second push button Let 31C be the second aspect. When each push button includes a motor, as described above, the motor may be driven to vibrate the effective button.
  FIG. 13C shows an example of the third operation effect. In the third operation effect, as described above, the operation with respect to the first push button 31B is invalidated and the operation with respect to the second push button 31C is validated. Notification is performed. Further, the LED provided inside the valid second push button 31C emits light stronger than the second operation effect, while the LED provided inside the invalid first push button 31B does not emit light. Thus, the second push button 31C is in the third mode. In addition, when each push button has a built-in motor, the motor built in the effective second push button 31C may be driven to vibrate more strongly than in the second operation effect (LED You may carry out instead of light emission, and you may carry out according to light emission of LED). In addition, for example, in the first operation effect, the motor is driven so that the pressing operation of the second push button 31C becomes difficult (the button pressing operation becomes heavy), and in the second operation effect, the pressing operation of the second push button 31C is performed. Is driven more easily than in the first operation effect (so that the button pressing operation is slightly heavier), and in the third operation effect, the pressing operation of the second push button 31C is more than in the second operation effect. Alternatively, the motor may be driven so as to facilitate the operation (so that the button pressing operation becomes lighter).
  Further, in the example shown in FIG. 13, when the operation on the first push button 31B is effective (that is, the first operation effect and the second operation effect), the LED built in the first push button 31B emits light in the same manner. For example, the first operation effect may emit light more intensely than the second operation effect. For example, the first operation effect may be different depending on the type of operation effect. The same applies to the operation feeling such as weight).
  FIG. 14 is a timing chart showing the execution timing of each operation effect. As shown in the drawing, when variable display is started, if it is determined to execute the first operation effect, it becomes the first operation effect period. When the player performs an effective operation (operation on the push button 31B) within the effective period corresponding to the first operation effect or when the effective period elapses, the first operation effect period ends. When the first operation effect period ends, reach is established and a reach state is established. Then, when it is determined that the second or third operation effect is to be executed, it becomes the second operation effect period or the third operation effect period immediately before the end of the variable display. In the illustrated example, the second operation effect period and the third operation effect period are in the same period, but the start timing of the operation effect period may be different depending on the type of the operation effect period (time The end timing by the same timing is the same). Also, the first operation effect period and the second or third operation effect period may have different lengths, and the operation effect period may be different for each operation effect. When the player performs an effective operation within the effective period corresponding to the second or third operation effect, or when the effective period elapses, the second or third operation effect period ends, and the variable display result Is derived (variable display ends).
  As described above, according to the pachinko gaming machine 1 in the present embodiment, the following effects can be achieved.
  In the first operation effect, the effect control CPU 120 validates the operation on the first push button 31B, invalidates the operation on the second push button 31C, and performs an operation promotion notification for prompting the operation on the first push button 31B. Then, the LED provided inside the second push button 31C is not caused to emit light, and the second push button 31C is left in the first mode (normal mode), so that the operation on the second push button 31C is invalid. Let the player recognize this. Further, in the second operation effect, the operation for the first push button 31B and the operation for the second push button 31C are validated, and an operation promotion notification for urging the operation on the first push button 31B is performed. Then, by causing the LED provided inside the second push button 31C to emit light slightly and setting the second push button 31C to the second mode, the player can recognize that the operation on the second push button 31C is effective. . Further, in the third operation effect, the operation with respect to the first push button 31B is invalidated, the operation with respect to the second push button 31C is validated, and the operation promotion notification for prompting the operation with respect to the second push button 31C is performed. Then, the LED provided inside the second push button 31C is made to emit light stronger than the second operation effect, and the second push button 31C is set to the third mode, so that the operation on the second push button 31C is effective. Emphasize this to the player. Therefore, since the mode of the operation means is set according to the state of the game, it is possible to improve the production effect and prevent the game interest from deteriorating.
  In addition, when the operation effect is executed, the operation effect execution determination table can be a big hit for the second operation effect than for the first operation effect and for the third operation effect than the second operation effect. The effect control CPU 120 determines the type of operation effect to be executed according to the operation effect execution determination table. Accordingly, it is possible to attract the player's attention to the type of operation effect to be executed. In the “first operation effect”, “second operation effect”, and “third operation effect”, the second push button 31C is in the first mode, the second mode, and the third mode, respectively. The second aspect is more conspicuous in the third aspect than in the second aspect. Therefore, it can be set as the mode according to the situation of the game, the effect of production can be improved, and the fall of the game interest can be prevented.
  Further, two types of “Large” and “Small” modes are prepared corresponding to each operation effect as the promotion notification mode. In the promotion notification mode determination table, “Large” is higher as the probability of a big hit is higher. It is set to be easy to be determined as a “small” mode as the probability of being a big hit is low. The effect control CPU 120 determines the promotion notification execution mode according to the promotion notification mode determination table. Therefore, depending on whether or not a big hit is made, in addition to which operation effect is executed, which type of operation notification is performed, the type of operation effect to be executed and the type of promotion notification The player's attention can be attracted to the combination. In addition, the effect control CPU 120 once updates the meter display with no remaining amount even when the operation is performed by the player and the effective period ends or when the effective period ends (that is, the effective period ends). To suggest to the player). Therefore, it is possible to make the player recognize that the subsequent operation is no longer effective with the operation.
  The present invention is not limited to the above embodiment, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not have to include all the technical features shown in the above embodiment, and the part described in the above embodiment so as to solve at least one problem in the prior art. It may be provided with the following structure.
  In the above-described embodiment, the example in which the first push button 31B and the second push button 31C are provided as the operation unit has been described, but this is an example. For example, one or both may be constituted by a non-contact sensor other than a button (such as an infrared sensor). Further, the number of operation means is not limited to two, but three or more operation means may be provided. In that case, an operation effect corresponding to each operation means may be performed. Moreover, in the said embodiment, LED and a motor are incorporated in the 2nd push button 31C, The 2nd push button 31C itself is 1st aspect, 2nd aspect according to the light emission degree of the said LED, or the drive amount of a motor. Although an example of any one of the third modes has been shown, this is an example. For example, the second push button 31C may be indirectly set to any one of the first mode, the second mode, and the third mode by controlling an LED and a motor provided in the vicinity of the second push button 31C (that is, LED and motor may not be built in). Specifically, as in the above-described embodiment, the LED provided in the vicinity of the second push button 31C is not caused to emit light in the first mode, and the LED is slightly emitted in the second mode. If there are three modes, the LED pushes the second push button 31C indirectly by changing the amount of light emitted to the second push button 31C, such as by emitting light stronger than the second mode. What is necessary is just to be either a 2nd aspect and a 3rd aspect. Similarly to the above-described embodiment, by driving a motor provided in the vicinity of the second push button 31C to vibrate the second push button 31C (changing the driving amount to vary the speed of vibration). 2) The push button 31C may be indirectly set to any one of the first mode, the second mode, and the third mode. In addition, for example, a movable member is provided in the vicinity of the second push button 31C, and in the first mode, the movable member is operated so as to be superimposed on the second push button 31C and cannot be operated. The movable member may be operated so as to be superimposed on the second push button 31 </ b> C by one third, and the movable member may not be operated in the third mode.
  Moreover, in the said embodiment, in the operation effect, the example which terminates an effective period when an effective operation is performed once was shown (that is, the example which performs a post-operation effect if an operation is performed once is shown). This is just an example. For example, when a continuous operation is performed instead of a single operation and a predetermined number of operations are performed, a post-operation effect may be performed and the effective period may be terminated. Specifically, the player is notified to perform a certain amount (number of times) of operation, and a meter is displayed, and the meter is increased in response to one operation being performed (specification of updating the meter display) It is also possible to execute the effect), end the effective period when a certain amount is reached, and perform the post-operation effect. In this case, the amount of increase in meter (that is, the update mode) in one operation may be different between one operation using the first push button 31B and one operation using the push button 31C. Note that the continuous operations may include, for example, repeated hits, long presses, and a plurality of operations performed in accordance with timing. In addition, the first push button 31B and the push button 31C may have different operation feelings such as a heavy button press operation, and light when the button operation with the heavy button press operation is performed. It is sufficient that the amount of increase in the meter is larger than that of the method. Note that the button feel of each push button may be set according to the case where it is determined that the operation effect is to be executed. According to this, a specific effect can be suitably performed according to the kind of operation means. Moreover, about the 1st promotion information, the 2nd promotion information, and the mode of promotion information, etc., after carrying out common promotion information, such as message display, such as "Press a button" once, it develops to each promotion information. (Branch) may be used.
  In addition, the advantageous state advantageous to the player is not limited to the big hit gaming state, for example, the probability changing state in which the probability change control is performed, the short time state in which the time reduction control is performed, and the upper limit number of rounds that can be executed in the big hit gaming state. A state in which the number of first rounds (for example, “16”) is greater than the number of second rounds (for example, “7”), and the upper limit number of variable displays for which time-shortening control is performed is greater than the second number of times (for example, “50”). A state in which the first number of times (for example, “100”) is reached, a state in which the jackpot probability in the probability variation state is a first probability (for example, 1/20) higher than the second probability (for example, 1/50), and a normal state For players who are in a state where the number of consecutive chunks that is repeatedly controlled to the big hit gaming state is a first consecutive number of chunks (eg, “10”) greater than the second consecutive number of chunks (eg, “5”). It may be an advantageous any state I.
  In the above embodiment, in order to notify the effect control board 12 side of the change pattern indicating the change mode such as the change time, the type of reach effect, and the presence or absence of the pseudo-continuous, one change pattern command is used when starting the change. In the example shown in FIG. 1, the variation pattern may be notified to the effect control board 12 by using two or more commands. Specifically, in the case of notifying by two commands, the game control microcomputer 100 uses the first command to indicate whether there is a pseudo-ream, a slide effect, etc. before reaching (so-called first if not reaching). (2) Before the stop, a command indicating the fluctuation time and the fluctuation mode is transmitted, and the second command is a so-called second in the case where the reach is reached, such as the type of reach and the presence / absence of a redrawing effect. You may make it transmit the command which shows the fluctuation | variation time and fluctuation | variation aspect (after a stop). In this case, the effect control board 12 may perform the effect control in the change display based on the change time derived from the combination of the two commands. In the game control microcomputer 100, the change time is notified by each of the two commands, and the specific change mode executed at each timing is selected on the side of the effect control board 12. Good. When sending two commands, two commands may be sent within the same timer interrupt. After sending the first command, a certain period of time has passed (for example, the next timer interrupt). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be changed as appropriate. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern command can be reduced.
  In the above-described embodiment, for example, a plurality of types of special symbols composed of numbers indicating “0” to “9”, symbols indicating “−”, or lighting patterns of segments not limited to numbers and symbols, etc. An example of variable display is shown. However, the variable display result displayed on the first special symbol display device 4A and the second special symbol display device 4B and the special symbol variably displayed are a number indicating "0" to "9" and a symbol indicating "-". It is not limited to what consists of etc. For example, a lighting pattern during variable display of a special symbol may include a pattern in which all LEDs are turned off, and a pattern in which all LEDs are turned off and one pattern in which at least some LEDs are lit (for example, a lost symbol) Are also included in the special symbol variable display (in this case, the one pattern (eg, the lost symbol) appears to blink). Further, the special symbol displayed during variable display may be different from the special symbol displayed as the variable display result. As a special symbol variable display, for example, “−” is blinked, and as a variable display result, other special symbols (“7” for “big hit”, “1” for “losing”, etc. ) Is also included in the special symbol variable display. In addition, the variable display of the decorative design includes a blinking display or scroll display of one type of decorative design. The lighting pattern during the variable display of the normal symbol may include a pattern in which all the LEDs are extinguished, and a pattern in which all the LEDs are extinguished and one pattern in which at least some of the LEDs are lit (for example, a lost symbol). It is also included in the variable display of normal symbols to repeat alternately. Also, the decorative symbol or normal symbol displayed during variable display may be different from the decorative symbol or normal symbol displayed as a variable display result.
  In the above-described embodiment, the ratio (including the determination ratio, etc., the same applies to the probability) may include 0%. In other words, the ratio and probability may be between 0 and 100%. For example, to make one ratio different from the other ratio means that one ratio is, for example, 30%, the other ratio is 70%, and the other ratio is, for example, 0%, and the other ratio is 100%. Including. Further, the sum of one ratio and the other ratio may not be 100% (there may be a part that is not included in either one or the other and may have a predetermined ratio). In addition, when the ratio of the other is higher than the ratio of one, the ratio of one is set to 0% and the ratio of the other is set to 100%. For example, in the above, the variable display pattern selected on the other side is selected on the other side to differentiate the variable display pattern determination rate in the specific period after the advantageous state from the variable display pattern determination ratio outside the specific period. This includes cases where the variable display pattern selected on one side and the variable display pattern selected on the other side partially overlap or do not completely overlap. These may be defined by the contents of a table that defines the ratio.
  Further, in the above embodiment, the pachinko gaming machine 1 performs probability variation control in which the jackpot type is “probability variation” when a jackpot symbol indicating a predetermined number is derived and displayed as a variable symbol display result of the special symbol. For example, a probability variation determination device type pachinko gaming machine in which probability variation control is performed based on a game ball passing through a specific region in an attacker provided in the game region may be used.
  In addition, the device configuration and data configuration of the gaming machine, the processing shown in the flowchart, and various presentation operations including image display on the image display device are arbitrarily changed and modified within the scope of the present invention. Is possible. In addition, the gaming machine of the present invention is not limited to a payout type gaming machine that pays out a predetermined number of gaming media as prizes based on the occurrence of winnings, and is scored based on the occurrence of winnings by enclosing gaming media It can also be applied to an enclosed game machine that gives
  The program and data for realizing the present invention are limited to a form distributed and provided by a detachable recording medium to a computer device included in a gaming machine such as a pachinko gaming machine 1 or a slot machine. Instead of this, a form distributed by preinstalling in a storage device such as a computer device may be adopted. Furthermore, the program and data for realizing the present invention are distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit. It doesn't matter.
  The game execution mode is not only executed by attaching a removable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 5 ... Image display apparatus 5HL ... 1st reservation display part 5HB ... 2nd reservation display part 11 ... Main board 12 ... Production control board 100 ... Microcomputer 103 for game control ... CPU
120 ... CPU for effect control
123 ... Display control unit

Claims (2)

  1. A gaming machine for playing games,
    First operating means;
    A second operating means;
    A first operation effect that executes a first promotion notification that validates an operation on the first operation means while invalidating an operation on the second operation means and prompts an operation on the first operation means; and on the second operation means A second operation effect for executing a second promotion notification that invalidates the operation on the first operation means and prompts the operation on the second operation means while validating the operation; and on the first operation means and the second operation means third and operation effect is not executed effectively and to one second promoting notification to perform first promoting notification operation, and operations that can be performed demonstration execution means comprises,
    The second operating means can be any one of a plurality of aspects,
    In the first operation effect, the second operation means is disabled .
    In the second operation effect, the second operation means is an effective mode ,
    In the third operation effect, the second operation means is a special aspect different from the invalid aspect and the effective aspect .
    A gaming machine characterized by that.
  2.   The operation effect executing means can execute the third operation effect after executing the first operation effect,
      The special mode is a mode that is easier for the player to recognize than the invalid mode, and a mode that is more difficult for the player to recognize than the valid mode.
      The gaming machine according to claim 1.
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JP4672478B2 (en) * 2005-07-29 2011-04-20 株式会社三共 Game machine
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JP2016073494A (en) * 2014-10-07 2016-05-12 京楽産業.株式会社 Game machine
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JP6457464B2 (en) * 2016-11-09 2019-01-23 株式会社三共 Game machine
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