JP6555823B2 - Game machine - Google Patents

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Publication number
JP6555823B2
JP6555823B2 JP2016210587A JP2016210587A JP6555823B2 JP 6555823 B2 JP6555823 B2 JP 6555823B2 JP 2016210587 A JP2016210587 A JP 2016210587A JP 2016210587 A JP2016210587 A JP 2016210587A JP 6555823 B2 JP6555823 B2 JP 6555823B2
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effect
output
button
sound
special symbol
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JP2018068565A (en
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直幸 渡辺
直幸 渡辺
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine.

  In the conventional gaming machine, when the start condition is satisfied, the determination information as to whether or not to execute a special game advantageous to the player is acquired, and the determination information is stored. When the determination condition is satisfied, the stored determination information is determined, a variation effect according to the result of the determination is executed, and a special game is executed when the variation effect becomes a special result.

  Some of these gaming machines output a production sound or a sound effect from a sound output unit in accordance with a variation production (see, for example, Patent Document 1).

  In addition, the gaming machine described in Patent Document 1 improves the fun of the game by outputting effect sound and sound effect from the sound output means.

JP 2014-1003006 A

  However, the gaming machine described in Patent Document 1 still has room for improvement in order to improve the interest of the game.

  In view of the above problems, an object of the present invention is to provide a gaming machine that can improve the interest of games.

The gaming machine according to the present invention has a determination means for determining whether or not to enter a special gaming state advantageous to a player, and an effect execution means capable of executing an effect using an effect means including a sound output means and a movable effect means. And the movable effect means performs an effect by moving the movable effect member, and the effect execution means suggests prompting the player to operate the operation means based on the result of the determination. When the suggestion effect is executed, when the first effect sound is output from the sound output means, the second effect sound different from the first effect sound is output as the sound. The suggestion effect includes a first suggestion effect that can be executed before the reach effect is executed, and a second suggestion effect that can be executed during the execution of the reach effect. Yes, a predetermined sound is output before the execution of the first suggestion effect While in the first suggested effect running for outputting a first effect sound to continue the output of said predetermined sound, and outputs a predetermined sound before the execution of the second suggested effect, the first effect sound or does not output the predetermined sound during execution of the second suggested effect of outputting the second effect sound, after performing the second suggested effect, and when executing the first effect, the There is a time to execute a second effect different from the first effect, and when the result of the determination is to change to the special game state, the second effect is before the special game state. It is an effect that can be executed using the movable effect means, and is more easily executed when the second effect sound is output than when the first effect sound is output. .

  According to the gaming machine of the present invention, it is possible to improve the interest of the game.

It is a figure which shows an example of the front view of a gaming machine. It is a figure which shows an example of the block diagram of the whole gaming machine. It is a figure which shows an example of the main process in a main control board. It is a figure which shows an example of the timer interruption process in a main control board. It is a figure which shows an example of the input control process in a main control board. It is a figure which shows an example of the 1st starting port detection switch input process in a main control board. It is a figure which shows an example of the special figure special electric power control process in a main control board. It is a figure which shows an example of the kind of command transmitted to a production | presentation control board from a main control board. It is a figure which shows an example of the change effect pattern determination process in an effect control board. It is a figure which shows the timing chart 1 of a fluctuation effect. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure which shows the timing chart 2 of a fluctuation effect. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure which shows the timing chart 3 of a fluctuation effect. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure which shows the timing chart 4 of a fluctuation effect. (A) is a figure which shows an example of a button production | presentation determination table, (b) is a figure which shows an example of an effect sound determination table, (c) is a figure which shows an example of a button production | presentation determination table. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed. It is a figure showing a mode that the change production is performed.

  Hereinafter, a first embodiment of the present invention (also referred to as “this embodiment”) will be specifically described with reference to the drawings.

(Composition of gaming machine)
First, the configuration of the gaming machine Y will be described with reference to FIG. FIG. 1 is an example of a front view of a gaming machine Y in the present embodiment.

  The gaming machine Y includes an outer frame 1, a game board mounting frame 2A that is rotatably supported with respect to the outer frame 1, a glass frame 2B that is rotatably supported with respect to the game board mounting frame 2A, A game board 3 having a game area 3A in which game balls flow down is provided.

  The outer frame 1 is fixed to an island facility of a game store via a fixing member (for example, a nail or a stopper).

The game board mounting frame 2A is detachably connected to the outer frame 1 via the first hinge mechanism part 7a on one end side in the horizontal direction, and is supported rotatably about the first hinge mechanism part 7a. Has been.
Therefore, when the game board mounting frame 2A is rotated like a door with respect to the outer frame 1, the back side of the game board mounting frame 2A is exposed forward, so various devices provided on the back side of the game board mounting frame 2A Maintenance can be performed.

The glass frame 2B is detachably connected to the game board mounting frame 2A via the second hinge mechanism portion 7b on one end side in the horizontal direction, and is supported rotatably about the second hinge mechanism portion 7b. Yes.
Therefore, when the glass frame 2B is rotated like a door with respect to the game board mounting frame 2A, the game area 3A of the game board 3 and the front portion of the game board mounting frame 2A can be opened and closed.

  An opening (window) that opens in the front-rear direction is formed in a substantially central portion near the upper portion of the glass frame 2B, and a transparent member (a glass plate, an acrylic plate, or the like) is attached so as to close the opening from the rear. The game area 3A is visible through the opening and the transparent member.

  Around the opening of the glass frame 2B, a sound output device 33 including a speaker, a frame illumination device 35 having a plurality of lamps (LEDs), and a game ball payout device 60 (not shown) described later are paid out. An upper plate 50 for storing a plurality of game balls such as game balls, and a lower plate 51 for receiving and storing game balls that have not entered the upper plate 50 and have flowed into a predetermined ball flow path (not shown). And a firing operation device 4 capable of performing an operation for firing a game ball.

  The audio output device 33 is provided at intervals in the upper two portions of the glass frame 2B, and produces an effect by sound (music, voice) by outputting BGM (background music), SE (sound effect), and the like. It has become.

  Further, a plurality of frame illumination devices 35 are provided around the opening, and an effect by illumination is performed by changing the light irradiation direction and emission color of each lamp (LED).

  The upper plate 50 has a game ball storage portion 50a (not shown) inclined downward toward the direction side (right direction) of the firing operation device 4, and a ball feed solenoid 50b ( 2).

  When the game balls stored in the storage section 50a of the upper plate 50 flow down and reach the ball feed solenoid 50b, the game balls are sent one by one toward the game board mounting frame 2A by the operation of the ball feed solenoid 50b.

  In addition, an effect button device 37 </ b> A and a selection button device 38 </ b> A functioning as an input device for performing determination operations and selection operations related to various effects are provided side by side on the front side portion of the upper plate 50. .

  The effect button device 37A moves the effect button 37 in the vertical direction, an effect button 37 that can perform an operation such as a determination operation, an effect button detection switch 37a (see FIG. 2) that detects an operation on the effect button 37, and the effect button 37. An effect button drive motor 37b (see FIG. 2) is provided to allow the player to input predetermined information to the gaming machine Y.

The production button 37 is in a normal state as shown in FIG. 1 and a projection state in which the production button drive motor 37b moves (projects) to a position above the non-projection state according to the production. (Not shown) and a state when detecting a pressing operation can be changed between a pressing state (not shown) which is a position below the non-projecting state.
In the non-projecting state, the production button 37 is a state in which only the tip portion slightly protrudes upward from the surface around the upper plate 50. In the projecting state, the effect button 37 is more than the non-projecting state from the surface around the upper plate 50. Is a state of protruding upward several times (about 7 to 10 times).

  The selection button device 38A has a cross key 38 capable of performing a selection operation and the like, and a cross key detection switch 38a connected to the cross key 38 to detect an operation on the cross key 38 (see FIG. 2). Is provided so that the player can input predetermined information to the gaming machine Y.

  Further, a lending / returning operation unit 70 (not shown) that can perform a lending operation of game balls and a return operation of a storage medium such as a card storing a balance is provided on the right side of the upper plate 50. . When a lending button 71 (not shown) of the lending / returning operation unit 70 is operated, the remaining amount of the storage medium received by a ball lending machine 73 (not shown) attached to the gaming machine is subtracted to lend gaming balls. When the return button 72 (not shown) of the lending return operation unit 70 is operated, the storage medium is returned from the ball lending machine 73.

Between the upper plate 50 and the lower plate 51, a ball passage for guiding game balls that cannot fit into the upper plate 50 to the lower plate 51 is formed.
Further, a lower plate full detection switch 51a for detecting that the game ball is full in the lower plate 51 is provided in the middle of the ball flow path, and the lower plate 51 is detected to be full by the lower plate full detection switch 51a. During the period, the game ball payout device 60 stops paying out the game balls.

The firing operation device 4 includes a base 5 (not shown) fixed to the glass frame 2B, a launch handle 40 rotatably provided on the base 5, and a player's hand touching the launch handle 40. A touch sensor 40a to detect (see FIG. 2) and a firing volume 40b (see FIG. 2) including a variable resistor whose resistance value changes depending on the rotation angle of the firing handle 40 are provided.
When it is detected by the touch sensor 40a that the player's hand is touching the launch handle 40, the ball feed solenoid 50b is activated to send out the game balls one by one.

  The game board mounting frame 2A has a game board mounting part (not shown) for mounting the game board 3, a game ball launching device 41 (not shown) for launching a game ball toward the game area 3A, and a game A lock mechanism 6 for locking the panel mounting frame 2A and the glass frame 2B in a closed state and an open detection switch 42a (see FIG. 2) for detecting the opening of the glass frame 2B are provided.

  The game ball launching device 41 includes a launching member for launching the game ball, a launching solenoid 41b (see FIG. 2) for driving the launching member, and an upward slope from the launching member toward the lower left end of the game board. And a stopper for stopping the game ball at the launch position that is the inclined lower end of the launch rail. When the game ball sent out by the ball feed solenoid 50b is received at the launch position, the game ball is launched toward the game area 3A by the operation of the launch member.

  The lock mechanism 6 is provided on the right side of the game board mounting portion, and the front end portion of the cylinder in which the keyhole is formed is exposed to the front side of the glass frame 2B. When a dedicated key is inserted into the keyhole of the cylinder and rotated in one direction, the game board mounting frame 2A is unlocked, and the game board mounting frame 2A can be opened and closed. The lock of 2B is released and the glass frame 2B can be opened and closed.

  At a position near the outer edge of the game board 3, a curved inner rail 8B, a curved outer rail 8C positioned outside the inner rail 8B, and a guide member for guiding the game ball toward the center of the game area 3A 8D is provided. A launch ball guide path is formed between the inner rail 8B and the outer rail 8C to guide the game ball launched by the game ball launching device 41 to the upstream portion of the game area 3A. In addition, an out-out port 17 is formed in the most downstream part of the game area 3A to guide the game balls that have flowed down to the outside of the game area (the collection part of the game board mounting frame 2A).

  Near the center of the game area 3A, a so-called center case is provided with a frame-shaped decorative frame 8A that restricts the entry of the game ball into the interior, and an effect space is formed inside the decorative frame 8A.

  Below the game area 3A, a plurality of (four in the present embodiment) general winning holes 10 in which game balls can always win (win) are provided at intervals. 10 is detected by the general winning opening detection switch 10a (see FIG. 2), a predetermined number (for example, 10) of game balls are paid out from the game ball payout device 60 as prize balls. It is.

  A game gate 11 through which a game ball can pass is provided on the lower right side of the decoration frame 8A in the game area 3A (above the big prize opening 15 to be described later), and the game that has passed through this game gate 11 When the ball is detected by the normal gate detection switch 11a (see FIG. 2), a normal symbol winning lottery described later is performed.

Below the game area 3A, there is provided a first start port 13 through which a game ball can always win (enter), and the game ball that has won (entered) the first start port 13 has a first start port. When detected by the detection switch 13a, a predetermined number of game balls (for example, three) are paid out from the game ball payout device 60 as prize balls.
In addition to the payout of the winning ball, a big hit lottery (special game determination) of a first special symbol, which will be described later, is performed.

  Directly under the first starting port 13, the game ball is in a closed state (basic form) where it is impossible or difficult to win a game ball (entry) based on the establishment of a predetermined condition (the fact that a lottery was won for a normal symbol). Is provided with a second start-up port control device 14A that is converted into an open state (special mode) in which a winning (pick-up) is possible or easy.

  The second start port control device 14A includes a second start port 14 that allows a game ball to win (enter) and a second start port detection that detects the winning (entrance) of the game ball to the second start port 14. A switch 14a, a movable member 14c that converts (variably) the second start port 14 between a closed state and an open state, and a second start port opening / closing solenoid 14b for opening / closing the movable member 14c are provided. When the second start port 14 is closed, it becomes impossible or difficult to win the game ball. When the second start port 14 is open, the game ball wins ( Is possible or easy.

  In addition, when a game ball that wins (enters) the second start port 14 is detected by the second start port detection switch 14 a, a predetermined number of game balls (for example, three) are awarded from the game ball payout device 60. It has come to be paid out as. In addition to the payout of prize balls, a big win lottery of the second special symbol described later is performed.

  A closed state above the guiding member 8D and downstream of the right-hand general gate 11 is that it is impossible to win (win) a game ball based on the establishment of a predetermined condition (the winning of a special symbol jackpot lottery). A large winning opening control device 15A is provided which is converted from the (basic mode) to an open state (special mode) in which a game ball can be won (pick-up).

  The big prize opening control device 15A has a big prize opening 15 through which a game ball can win (win), and a big prize opening detection switch 15a for detecting the winning of the game ball (winning) into the big prize opening 15. An open / close member 15c for converting (variing) the special winning opening 15 between a closed state and an open state, and a special winning opening / closing solenoid 15b for opening / closing the open / close member 15c. When the grand prize opening 15 is closed, it becomes impossible or difficult to win the game ball. When the big prize opening 15 is open, the game ball wins ) Is possible or easy.

  In addition, when a game ball that has won (entered) the big prize opening 15 is detected by the big prize opening detection switch 15a, a predetermined number of game balls (for example, 15 balls) are paid out from the game ball payout device 60 as prize balls. It is.

  The first start port 13 can be won (entered) through the left area of the game area 3A, but can be won through the right area of the game area 3A. (Entering ball) is impossible.

  In addition, the winning (winning) to the second start opening 14 is provided only in the right area of the game area 3A, the normal gate 11 that triggers the control of the second start opening 14 to the open state, Although it is possible to win a game ball through the right area of the game area 3A (win), it is impossible or difficult to win a game ball through the left area of the game area 3A. Yes. Therefore, in the short-time gaming state to be described later, it is better to fire a game ball (hereinafter referred to as “right-handed”) toward the right area of the game area 3A.

In addition, the winning (entry) to the big winning opening 15 can be won (entering) a game ball through the right area of the game area 3A, but the game ball passing through the left area of the game area 3A. Winning (balling) is impossible.
That is, the first start port 13, the second start port 14, and the big winning port 15 can play game balls separately.

  On the lower left side outside the game area 3A, a first special symbol display 20, a second special symbol display 21, a normal symbol display 22, a first special symbol hold indicator 23, and a second special symbol hold indicator 24 are displayed. The normal symbol hold display 25, the round number display 26 for displaying the number of round games when a later-described jackpot state (special game state) occurs, and the jackpot state (special game state), and the short-time game A right-handed indicator 27 is provided to encourage right-handing during the state.

  The first special symbol display 20 is a variable indicator for displaying (notifying) the result of the big win lottery of the first special symbol performed on the condition that the game ball wins (wins) at the first start port 13. The second special symbol display 21 displays (notifies) the result of the big special lottery drawing of the second special symbol performed on the condition that the game ball wins (wins) at the second starting port 14. The normal symbol display 22 is a variable display for displaying (notifying) the result of the lottery of the normal symbol that is performed on the condition that the game ball wins (wins) in the normal gate 11. It is a vessel.

The first special symbol jackpot lottery (bonus determination) is to obtain a jackpot symbol determination random value when a game ball wins (enters) the first start port 13, and the acquired jackpot symbol determination random value It is to determine whether or not it is a “big hit” by comparing with the big hit determination value.
When the first special symbol jackpot lottery is performed, the first special symbol display 20 displays a variation of the first special symbol, and a stop display of the first special symbol indicating the lottery result is performed after a predetermined time. Is called. That is, the stop display of the first special symbol is a notification of the lottery result.

The jackpot lottery for the second special symbol (decision determination) is that when a game ball wins (wins) the second starting port 14, a jackpot symbol determination random value is acquired, and the acquired jackpot symbol determination random value This corresponds to determining whether or not the jackpot determination value is compared with the jackpot determination value.
When the big special lottery drawing of the second special symbol is performed, the second special symbol display 21 displays the variation of the second special symbol, and the stop display of the second special symbol indicating the lottery result is performed after a predetermined time. Is called. That is, the stop display of the second special symbol is a notification of the lottery result.

  Note that the first special symbol display 20 and the second special symbol display 21 are each composed of a plurality of LEDs, and the LEDs of the corresponding indicators blink in a predetermined interval or order in the variable display of each special symbol. When the special symbol is stopped and displayed, one or a plurality of LEDs are turned on in a mode (a mode indicating the type of special symbol) indicating the result of each jackpot lottery. That is, the type of jackpot, which will be described later, can also be determined by the lighting state of the LEDs of the first special symbol display 20 and the second special symbol display 21.

  In the present embodiment, “big hit” means a state in which the right to execute the big win state (special game state) is obtained in the big special lottery drawing of the first special symbol or the big special lottery drawing of the second special symbol. . The “hit state (special game state)” refers to a game state in which a round game in which the big prize opening 15 is opened in a predetermined manner is performed a predetermined number of times (for example, 4 times or 16 times).

Note that the maximum number of times and the maximum opening time of the grand prize opening 15 in each round game are determined in advance, but a predetermined number of game balls in the big prize opening 15 even before reaching the maximum number of times and the maximum opening time. When (for example, 10) wins (enters a ball), one round game ends.
That is, the “hit state (special game state)” is a game state that is advantageous for a player who can easily win a prize ball. In this embodiment, a plurality of types of jackpot states (special game states) having different degrees of advantage for the player are provided, which will be described in detail later.

The normal symbol winning lottery means that when a game ball passes through the general gate 11, the winning symbol determination random number value is acquired, and the acquired winning symbol determination random number value is compared with the winning determination value. This corresponds to determining whether or not there is.
When the normal symbol winning lottery is performed, the normal symbol display unit 22 displays the variation of the normal symbol, and after the predetermined time has elapsed, the normal symbol indicating the lottery result is stopped. That is, the stop display of the normal symbol is a notification of the lottery result.

  The normal symbol display 22 is composed of one or a plurality of LEDs, and the LEDs blink at a predetermined interval or order in the normal symbol variation display. When the normal symbol is stopped and displayed, one or a plurality of LEDs are lit in a mode indicating the result of the winning lottery (a mode indicating the type of the normal symbol). That is, the hit type described later can be determined by the lighting state of the LED of the normal symbol display 22.

  In the present embodiment, “winning” refers to a state in which a right to execute a winning state (auxiliary game) is acquired in a normal symbol winning lottery. The “winning state (auxiliary game)” means a gaming state in which the second start port 14 is opened in a predetermined manner.

In addition, although the maximum opening number and the maximum opening time of the second starting port 14 in the hit state (auxiliary game) are determined in advance, even before the maximum opening number and the maximum opening time are reached, the second starting port 14 When a predetermined number of game balls (for example, 10) wins (wins), the winning state (auxiliary game) ends.
That is, the “hit state (auxiliary game)” is a game state in which the variable display of the second special symbol is easily executed (start condition is easily established). In this embodiment, a plurality of types of hit states (auxiliary games) having different degrees of advantage for the player are provided, which will be described in detail later.

  The first special symbol hold indicator 23 is constituted by a plurality of LEDs, and the first special symbol jackpot lottery (the first special symbol of the first special symbol) that is stored when a game ball wins (enters) the first starting port 13 is won. This is for displaying the number of rights (hereinafter referred to as “first hold”) for performing the variable display), and lights or blinks in a manner indicating the number of the first hold. In the present embodiment, up to four first holds are stored, but the number may be less than or more than four.

  When there is one first hold, the LED on the left side of the first special symbol hold indicator 23 lights up, and when there are two first holds, two LEDs on the first special symbol hold indicator 23 Lights up. Further, when there are three first holds, the LED on the left side of the first special symbol hold indicator 23 blinks and the right LED is lit. When there are four first holds, the first special symbol is displayed. Two LEDs of the hold indicator 23 blink.

  The second special symbol hold indicator 24 is constituted by a plurality of LEDs, and the second special symbol jackpot lottery (the second special symbol of the second special symbol is stored when a game ball wins (wins) in the second starting port 14). This is for displaying the number of rights (hereinafter referred to as “second hold”) for performing the variable display), and lights or blinks in a manner indicating the number of second hold. In the present embodiment, up to four second suspensions are stored, but the number may be less than or more than four.

  In addition, when there is one second hold, the LED on the left side of the second special symbol hold indicator 24 is lit, and when there are two second holds, two LEDs of the second special symbol hold indicator 24 Lights up. In addition, when there are three second holds, the LED on the left side of the second special symbol hold indicator 24 blinks and the right LED is lit. When there are four second holds, the second special symbol is displayed. Two LEDs of the hold indicator 24 blink.

  In the following description, the term “first hold number” may be expressed as “first hold number” and the term “second hold number” as “second hold number”.

  The normal symbol hold indicator 25 is constituted by a plurality of LEDs, and is used for performing a lottery drawing (normal symbol variation display) of a normal symbol stored when a game ball wins (wins) in the general gate 11. It is for displaying the number of rights (hereinafter referred to as “general map hold”), and lights or blinks in a manner indicating the number of general map hold. In the present embodiment, up to four ordinary map holds are stored, but the number may be less than or more than four.

  When there is one common symbol hold, the LED on the left side of the normal symbol hold indicator 25 is lit, and when there are two common symbol hold indicators, the two LEDs on the normal symbol hold indicator 25 are lit. Further, when there are three common symbol holds, the LED on the left side of the normal symbol hold indicator 25 blinks and the right LED is lit. When there are four common symbol hold indicators, the normal symbol hold indicator 25 The two LEDs flash.

  In the following description, the phrase “the number of ordinary maps reserved” may be expressed as “the number of ordinary maps reserved”.

The round number display 26 is composed of a plurality of LEDs, and is for displaying the number of round games when a big hit state (special game state) occurs, and is a predetermined number indicating the number of round games at the start of the big win state. In this mode, the LED is turned on, the LED is continuously turned on during the jackpot state, and the LED is turned off at the end of the jackpot state.
For example, if the number of round games is a big hit game of 4 times, the first and third LEDs from the left will light, and if the number of round games is a big hit game of 16 times, only the fifth LED from the left Lights up.
This jackpot game corresponds to the special game state of the present invention.

The right-handed indicator 27 is composed of a single LED, and displays a display (hereinafter referred to as “right-handed display”) that prompts the player to hit the right in the jackpot state (special game state) and in the short-time game state. The LED lights up during the jackpot state (special game state) and during the short-time game state.
The right-handed indicator 27 starts lighting the LED at the start of the opening effect in the jackpot state, and continues to light the LED during the jackpot state, regardless of the type of jackpot. When the transition is made after the end, the LED is turned off when the short game state ends.
In addition, if the jackpot is won during the short game state at that time, the LED is continuously turned on. Moreover, if it is a case where it does not transfer to a time-saving game state after a jackpot state, LED will be light-extinguished at the time of a jackpot state end. That is, once the LED of the right-handed display 27 starts to be turned on, the LED is continuously turned on until the gaming state to be right-handed (a big hit state, a short-time gaming state) is completed.

  In addition, the 1st special symbol display 20 and / or the 2nd special symbol display 21 can be comprised also by 7 segment LED. For example, if a special symbol jackpot lottery is won, “7” is stopped and “−” is stopped if it is lost. It ’s a good idea to repeat “ It should be noted that since the change display of the last change display is displayed at the time of starting the change display of the special symbol, it is easy to grasp that the change display is started by starting from turning off the LED.

  An image display device 30 including a liquid crystal display is provided in the back of the effect space, and a movable effect member 36A is provided in the upper part of the effect space.

  The image display device 30 displays various effects according to the progress of the game. As the effect display, there is a customer waiting demonstration effect executed when the special symbol variation display is not performed, or the variation display of the effect symbols TZ1 to TZ3 performed when the special symbol variation display is performed. is there.

  In addition, the display unit 300 of the image display device 30 includes three columns of variable display areas such as a left area, a center area, and a right area, and the first effect symbol TZ1 and the first effect symbol TZ1 displayed in each variable display area. By scrolling the two effect symbols TZ2 and the third effect symbol TZ3 in the vertical direction (from top to bottom in the present embodiment), the effect symbols TZ1 to TZ3 are displayed in a variable manner.

  The production symbols TZ1 to TZ3 are composed of symbols indicating numbers from “1” to “9”, for example, and are special symbols executed by the first special symbol display 20 and the second special symbol display 21. Corresponding to the variable display, the variable symbols TZ1 to TZ3 are displayed in a variable manner. That is, the change display of the effect symbols TZ1 to TZ3 is started in response to the start of the change display of the special symbol, and the change display of the effect symbols TZ1 to TZ3 is stopped in response to the stop of the change display of the special symbol. ing. In addition, as design symbols TZ1 to TZ3, symbols indicating alphabets such as “A” to “I” may be provided in addition to symbols indicating numbers.

  Specifically, the special control fluctuation pattern designation command (or start opening prize designation command) transmitted from the main control board 110 is received by the effect control board 120, and the special figure fluctuation pattern designation command (or start opening prize designation command) is received. The display unit 300 is determined by causing the image display device 30 to output an effect image (an image including the effect symbols TZ1 to TZ3) corresponding to the determined change effect pattern. The effect symbols TZ1 to TZ3 are displayed in a variable manner.

In the stop display of the effect symbols TZ1 to TZ3, the effect symbols TZ1 to TZ3 are stopped for a predetermined time in a predetermined mode (losing mode, jackpot mode, etc.) indicating the result of the big hit lottery. The big hit mode (special result mode) is a combination of the same design symbols such as “777” or a regular design combination such as “357”, and the loss mode is any other mode. is there.
In addition, the mode of the variable display of the production symbols TZ1 to TZ3 is not limited to this, and may be one that scrolls in the left-right direction or one that rotates (spins) on the spot.

  Specifically, when a predetermined fluctuation time (time corresponding to the special figure fluctuation pattern) has elapsed since the start of the fluctuation display of the special symbol, the production symbols TZ1 to TZ3 indicate a predetermined lottery lottery result. In a manner, a stop display is performed for a predetermined time.

  In the variation display of the effect symbols TZ1 to TZ3, various effect images such as a reach effect, a background image, a character, and a variable effect such as a movie are displayed on the image display device 30 according to the result of the big hit lottery. So, the player's expectation for winning the jackpot is increased.

  Here, the reach effect is to give a player a sense of expectation for winning a big hit, such that a part of the combination of effect symbols TZ1 to TZ3 for notifying the jackpot is temporarily stopped and other effect symbols fluctuate. This means a variation mode. For example, when the combination of the three-digit production symbols TZ1 to TZ3 of “777” is set as the combination of the production symbols TZ1 to TZ3 for notifying the jackpot (the jackpot result mode), two left and right regions This is a mode in which the first effect symbol TZ1 and the third effect symbol TZ3 are temporarily stopped at “7”, and the remaining second effect symbol TZ2 is changing in the central region.

  “Temporary stop” means that the effect symbols TZ1 to TZ3 are shaken small, or the effect symbols TZ1 to TZ3 are deformed to a small extent, so that the player feels that the effect symbols TZ1 to TZ3 are stopped. It is an aspect (not completely stopped).

  In the present embodiment, there are five types of reach effects: “normal reach effect”, “long reach effect”, “SP reach effect”, “SPSP reach effect”, and “full rotation reach effect”.

  “Normal reach effect” is a state in which the background image before the normal reach effect is displayed, two effect symbols TZ1 to TZ3 are temporarily stopped in the left region and the right region, and the remaining one effect symbol in the center region It is a reach effect in which TZ1 to TZ3 fluctuate.

  “Long reach effect” means that two effect symbols TZ1 to TZ3 are temporarily stopped in the left and right regions, and the remaining one effect symbol TZ1 to TZ3 is fluctuated in the central region, before the long reach effect. This is a reach effect in which a movie (moving image, animation, etc.) of a relatively short time (short) different from the background image flows.

  The “SP reach effect” is longer than the movie related to the long reach effect while the two effect symbols TZ1 to TZ3 temporarily stop in the left region and the right region, and the remaining one effect symbol TZ1 to TZ3 fluctuates in the central region. Reach production where time movies (movies, animations, etc.) flow.

  “SPSP reach production” means that two production symbols TZ1 to TZ3 are temporarily stopped in the left region and the right region, and the remaining one production symbol TZ1 to TZ3 is fluctuating in the central region and is longer than the movie related to the SP reach production. It is a reach production in which time (long feature) movies (movies, animations, etc.) flow.

  The “full rotation reach effect” is a reach effect that fluctuates at a low speed in a state in which all combinations of a plurality of effect symbols TZ1 to TZ3 for notifying the jackpot are prepared. In the present embodiment, it is a reach effect that is executed only when winning in the jackpot lottery.

  In the present embodiment, the expectation degree for winning the jackpot for the reach effect is higher in the order of normal reach effect <long reach effect <SP reach effect <SPSP reach effect <full turn reach effect (decision of jackpot).

In addition, the display unit 300 of the image display device 30 displays a first hold icon display area 301 for displaying the number of first hold icons corresponding to the first hold number (U1) that is the current first hold number. A second hold icon display area 303 for displaying the number of second hold icons corresponding to the second hold number (U2), which is the current number of second hold, and a special symbol being executed (effect design TZ1) The changing icon display area 302 for displaying the changing icon corresponding to (related to) the changing display of ˜TZ3) is formed.
In FIG. 11 and subsequent drawings, the first hold icon display area 301, the second hold icon display area 303, and the changing icon display area 302 are not shown.

  The first hold icon display area 301 is partitioned in the form of a first display section 301a, a second display section 302b, a third display section 302c, and a fourth display section 302d from the side close to the changing icon display area 302. In each of the display units 301a to 301d, the number of first hold icons corresponding to the first hold number (U1) is displayed. That is, the number of first hold icons is increased or decreased in correspondence with the increase or decrease of the first hold number (U1).

  The first display unit 301a displays a first hold icon indicating the first hold on which the variable display of the first special symbol is executed first, and the second display unit 301b displays the first special symbol second. A first hold icon indicating the first hold on which the variable display is executed is displayed, and a first hold icon indicating the first hold on which the variable display of the first special symbol is executed third is displayed on the third display unit 301c. Is displayed on the fourth display portion 301d, and the first hold icon indicating the first hold in which the variable display of the first special symbol is executed fourth is displayed.

  Specifically, the production control board 120 receives the first start opening winning designation command transmitted from the main control board 110 when the game ball wins the first starting opening 13, and the first start opening winning designation command is received. Based on this, the hold icon is determined, and the image control unit 160 outputs the determined hold icon to the image display device 30, whereby the first hold icon is newly displayed on the display unit 300. Further, based on the fact that the effect control board 120 has received the special figure variation pattern transmitted at the start of the variation of the first special symbol, the image control unit 160 displays a hold icon for updating the hold icon in the image display device 30. The display of the first hold icon is updated and displayed on the display unit 300.

  The second hold icon display area 303 has substantially the same configuration as the first hold icon display area 301, and thus the description thereof is omitted.

The changing icon display area 302 corresponds to the first hold icon or the first hold icon displayed on the first display portion 301a of the first hold icon display area in response to the start of the change display of the special symbols (effect designs TZ1 to TZ3). 2 When the second hold icon displayed on the first display portion 303a of the hold icon display area moves (shifts), the change icon is displayed, and the change display of the special symbols (effect designs TZ1 to TZ3) is displayed. At the end, the change icon disappears (erases).
In addition, you may make the said fluctuation | variation icon disappear in the middle of the fluctuation | variation display of a special symbol (effect | production symbols TZ1-TZ3).

  Specifically, the production control board 120 receives the special figure fluctuation pattern transmitted at the start of the fluctuation of the first special symbol or the second special symbol, the fluctuation icon is determined, and the image control unit 160 is determined. By causing the image display device 30 to output the variation icon, the variation icon is displayed on the display unit 300.

  The movable effect member 36A can perform a light emission effect by emitting light from the panel illumination device 34 having a plurality of lamps (LEDs, etc.), and the panel drive device 36 configured by a solenoid, a motor, or the like. It is possible to perform a movement effect by moving up and down.

  Specifically, during the variation display of the effect symbols TZ1 to TZ3 executed by the image display device 30, light is emitted with a predetermined light emission color, or the effect is moved from the standby position located above to the effect position located below. By doing so, a light emission effect and a movement effect are performed. In addition, you may comprise so that a light emission effect and a movement effect may be performed by operation of the effect button 37. FIG.

  On the back side of the game board mounting frame 2 </ b> A and the game board 3, a main control device 110 </ b> A (not shown) having a main control board 110 for comprehensively controlling the progress of the game, and a command from the main control board 110. Effect control including a payout control device 130A (not shown) having a payout control board 130 for controlling the game ball payout device 60 and an effect control board 120 for controlling the effect in response to a command from the main control board 110. A device 120A (not shown), a power supply device 180A (not shown) incorporating a power supply board 180 for supplying power supply voltage to various control devices, and for outputting game information (game signal) to the outside of the gaming machine A game information output terminal board 100 (see FIG. 2) is provided.

(Control configuration of gaming machine Y)
Next, the control configuration of the gaming machine Y will be described with reference to FIG. FIG. 2 is an example of an overall block diagram of the gaming machine Y in the present embodiment.

  The main control board 110 comprehensively controls the progress (basic operation) of the game. The main control board 110 includes a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores a game control program and the like, and a main RAM 110c that serves as a work area during the arithmetic processing, and an input for main control. Port and output port.

  The main CPU 110a receives the operation clock from the crystal oscillator 111, reads the program stored in the main ROM 110b, performs arithmetic processing related to the game while utilizing the main RAM 110c, and controls the controlled device or performs arithmetic processing. A predetermined command based on the result is transmitted to the effect control board 120, the payout control board 130, or the like.

  Here, the communication between the main control board 110 and the effect control board 120 is configured to be able to communicate commands (data) only in one direction from the main control board 110 to the effect control board 120. The communication with the payout control board 130 is configured such that commands (data) can be communicated in both directions.

  The input port of the main control board 110 includes a general winning opening detection switch 10a, a universal gate detection switch 11a, a first starting opening detection switch 13a, a second starting opening detection switch 14a, a large winning opening detection switch 15a, and a payout control board. 130 etc. are connected. Detection signals and the like from various detection switches are input to the main control board 110 through the input port, and control processing according to the detection signals is performed.

  The output port of the main control board 110 includes a second start port opening / closing solenoid 14b, a special prize opening / closing solenoid 15b, a first special symbol display 20, a second special symbol display 21, a normal symbol display 22, and a first special display. The symbol hold indicator 23, the second special symbol hold indicator 24, the normal symbol hold indicator 25, the round number indicator 26, the right-handed indicator 27, and the game information output terminal board 100 are connected. Via the output port, drive control signals for controlling various solenoids, display control signals for controlling various displays, game information notified from the game information output terminal board to the outside of the gaming machine (such as a hall computer), etc. Is output.

  The payout control board 130 controls the payout of the game ball based on the reception of the payout control command from the main control board 110 and also controls the launch of the game ball. The payout control board 130 includes a payout CPU 130a that performs arithmetic processing, a payout ROM 130b that stores a payout program, a payout RAM 130c that serves as a work area during the arithmetic processing, an input port for the payout control board, and an output port. Yes.

  The payout CPU 130a receives an operation clock from a crystal oscillator (not shown), reads a payout control program stored in the payout ROM 130b, and performs arithmetic processing related to payout of the game ball while utilizing the payout RAM 130c, thereby paying out the game ball The device 60 is controlled, or a predetermined command based on the result of the arithmetic processing is transmitted to the main control board 110, the effect control board 120, or the like.

  To the input port of the payout control board 130, an open detection switch 42a, a lower pan full detection switch 51a, a payout ball detection switch 60a provided in the game ball payout device 60, a touch sensor 40a, a launch volume 40b, and the like are connected.

  In the payout control board 130, when an opening detection signal indicating that the glass frame 2B is opened is input from the opening detection switch 42a, an error designation command is transmitted to the effect control board 120. In the effect control board 120, when an error designation command is received, an error notification is performed.

  In addition, when the payout control board 130 detects that the player's hand is touching the firing handle 40 by a touch signal input from the touch sensor 40a, the firing solenoid 41b is allowed to be energized and the firing volume 40b is used. When it is detected that the rotation angle of the firing handle 40 has been changed by the detection signal, the firing solenoid 41b is driven to fire the game ball so that the firing intensity according to the rotation angle of the firing handle 40 is obtained. It has become.

The launching solenoid 41b is composed of a rotary solenoid, and a launching member is directly connected to a rotating shaft, and the launching member rotates to launch a game ball by rotating the rotating shaft.
The operation of the firing solenoid 41b is set to about 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator (not shown), so the number of game balls fired per minute is about 99. .9 (pieces / minute). That is, the game ball is fired about every 0.6 seconds.

  A payout motor 60 b provided in the game ball payout device 60 is connected to the output port of the payout control board 130. When the payout control board 130 receives a payout command from the main control board 110, the payout motor 60b is driven to control paying out a predetermined number of game balls, and the payout ball detection switch 60a pays out a predetermined number of game balls. When it is detected, the control for paying out the game ball is ended.

The effect control board 120 receives a command from the main control board 110 and controls an effect related to the game.
The effect control board 120 stores a sub CPU 120a that performs arithmetic processing, a sub ROM 120b that stores an effect control program, an effect control unit 120m that includes a sub RAM 120c that serves as a work area during the arithmetic processing, an audio processor 150a, audio data, and the like. A voice control unit 150 including a recorded voice ROM 150b, a VDP (Video Display Processor) 160a serving as an image processor, a CGROM 160b storing image data, and a frame buffer for temporarily storing drawing data generated from the image data An image control unit 160 composed of a VRAM 160c, a general control unit 140 that controls the audio control unit 150 and the image control unit 160, a panel illumination device 34, a frame illumination device 35, a panel drive device 36, and the like. Production button Lamp / drive control unit 170 for controlling the motor 37b or the like, and has an input port and an output port, or the like for the performance control.

  The sub CPU 120a receives the operation clock from the crystal oscillator 121, reads out the game program stored in the sub ROM 120b, and performs the arithmetic processing related to the presentation while using the sub RAM 120c as a work area, thereby receiving it from the main control board 110. In accordance with the input signals from the command and the effect button detection switch 37a and the cross key detection switch 38a, control is performed for causing the various control units (the general control unit 140 and the lamp / drive control unit 170) to execute various effects (data). Or command).

An effect button detection switch 37a, a cross key detection switch 38a, and the like are connected to the input port of the effect control board 120.
On the effect control board 120, an effect button detection signal indicating that the effect button 37 has been operated is input from the effect button detection switch 37a, or a cross key detection indicating that the cross key 38 has been operated from the cross key detection switch 38a. When a signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) is input, processing for executing an effect corresponding to the detection signal is performed.

  The overall control unit 140 includes an overall CPU 140a that performs arithmetic processing, an overall ROM 140b that stores an overall control program, an overall RAM 140c that serves as a work area during arithmetic processing, and an input / output port.

  The overall CPU 140a receives an operation clock from a crystal oscillator (not shown), reads an overall control program stored in the overall ROM 140b, and performs an operation process related to the effect while using the overall RAM 140c as a work area, thereby producing an effect control unit. In accordance with commands received from 120 m, etc., control (data and command output, etc.) for causing the audio control unit 150 and the image control unit 160 to execute various effects, and voice / sound output from the audio output device 33 Control for changing the volume (volume value) and control for changing the luminance (luminance value) of the image display device 30 and various lamps / LEDs are performed.

  The general ROM 140b is configured by a mask ROM or the like, and displays a display control program for displaying an image, a display list generation program for generating a display list composed of a group of drawing control commands, and an animation of an effect pattern. Anime patterns and animation scene information are stored.

This animation pattern is referred to when displaying an animation that constitutes the specific content of the effect by the image, and the animation pattern is associated with the animation scene information, the display order of each animation scene, and the like.
The animation scene information includes weight frame (display time), target data (sprite identification number, transfer source address, etc.), drawing parameters (sprite display position, display magnification, transmittance, etc.), drawing method. Various information such as a duty ratio that is a luminance parameter of the image display device 30 is included.

  The voice control unit 150 includes a voice processor 150 a and a voice ROM 150 b and is connected to the voice output device 33. The voice control unit 150 outputs voice data, music data (BGM, SE) and the like in accordance with the display of the image display device 30 based on the various production data (including commands) transmitted from the production control unit 130m. The control which outputs from 33 is performed.

  The image control unit 160 includes a VDP 160a, a CGROM 160b, and a VRAM 160c. The image control unit 160 performs control to display a predetermined image on the image display apparatus 30 in response to a command (display list, drawing command, etc.) from the overall control unit 140 (overall CPU 140a).

  The VDP 160a generates drawing data that is a source of a video signal (RGB signal or the like) based on a command (display list, drawing command, etc.) from the overall control unit 140 (overall CPU 140a) and image data stored in the CGROM 160b. The image data is material data representing an individual image such as an image (frame) to be displayed on the image display device 30, for example, an effect symbol image, a background image constituting a background of the effect symbol, a character image, and a serif image. . On the other hand, the drawing data is synthetic data representing an image of the entire frame formed by combining (superimposing) individual images.

The CGROM 160b includes a flash memory, an EEPROM, an EPROM, a mask ROM, and the like, and compresses and stores image data (sprite, movie), etc., which is a collection of pixel information in a predetermined range of pixels (for example, 32 × 32 pixels). ing.
The pixel information is composed of color number information for specifying a color number for each pixel and an α value indicating the transparency of the image. The CGROM 160b is read in units of image data by the VDP 160a, and image processing is performed in units of image data of this frame.

The CGROM 160b stores palette data in which color number information for specifying a color number and display color information for actually displaying colors are associated with each other without being compressed.
The CGROM 160b may have a configuration in which only a part of the image data is compressed without being compressed. As a movie compression method, various known compression methods such as MPEG4 can be used.

  The VRAM 160c is composed of an SRAM that can write or read image data at high speed. The VRAM 160c has a display list storage area for temporarily storing a display list output from the overall control unit 140 (overall CPU 140a), a frame buffer area corresponding to the image display device 30, and the like.

  The frame buffer area is a storage area for drawing or displaying an image, and further includes a first frame buffer area and a second frame buffer area. The first frame buffer area and the second frame buffer area are alternately switched to a “drawing frame buffer” and a “display frame buffer” each time drawing is started.

  Therefore, the VDP 160a draws the drawing data stored in the CGROM 160b in the “drawing frame buffer” of the frame buffer area of the VRAM 160c based on an instruction (display list) from the overall control unit 140 (overall CPU 140a), and the frame buffer. Drawing data is read from the “display frame buffer” in the area, a video signal (RGB signal or the like) is generated based on the read drawing data, and is output to the image display device 30 to display various images.

  The VDP 160a is supplied with an operation clock from a crystal oscillator (not shown). By dividing the operation clock, a synchronization signal (horizontal synchronization signal / vertical synchronization) for synchronizing with the image display device 30 is obtained. Signal) is generated and output to the image display device 30.

  Further, a general-purpose board 190 that converts image data into a predetermined image format and outputs it is connected between the image control unit 160 and the image display device 30.

  The general-purpose substrate 190 has a bridge function for converting to an image format corresponding to the performance of the image display device 30 that displays image data. For example, a 19-inch liquid crystal display device of SXGA (1280 dots × 1080 dots) is used. It absorbs the difference in resolution between when it is connected and when a 17-inch liquid crystal display device of XGA (1024 dots × 768 dots) is connected.

  The lamp / drive control unit 170 includes a lamp CPU 170a that performs calculation processing, a lamp ROM 170b that stores a lamp / drive control program, a lamp RAM 170c that serves as a work area during the calculation processing, an input / output port, and the like.

  The lamp CPU 170a receives an operation clock from a crystal oscillator (not shown), reads the lamp / drive control program stored in the lamp ROM 170b, and performs calculation processing related to the effect while using the lamp RAM 170c as a work area. In accordance with a command received from the control unit 120m, control for causing a controlled device such as various lighting devices and various driving devices to perform a predetermined effect is performed (data and commands are output).

  The panel illumination device 34, the frame illumination device 35, the panel drive device 36, the production button drive motor 37b, and the like are connected to the input / output ports of the lamp / drive control unit, and the production control unit 120m (sub CPU 130a). Based on the various effect data (including commands) transmitted from the panel lighting device 34 and the lighting device 35, the lighting device 35 performs lighting control by controlling the lighting of various LEDs, the panel driving device 36, For example, a movement effect is performed by performing drive control of a drive source such as a motor or a solenoid of the effect button drive motor 37b.

  The power supply board 180 supplies a power supply voltage to the gaming machine Y (the main control board 110, the effect control board 120, the payout control board 130, and various electronic components). The power supply board 180 detects whether or not a power interruption (power failure) has occurred, and outputs a power interruption detection signal 182 to the main control board 110 based on the occurrence of the power interruption (power failure). A backup power supply circuit 183 is provided for supplying backup power to the main control board 110 and the payout control board 130 when power is interrupted (power failure).

  The power interruption detection circuit 182 monitors the power supply voltage supplied to the gaming machine Y, and outputs a power interruption detection signal to the main control board 110 when the power supply voltage becomes a predetermined value or less. More specifically, the main CPU 110a whose power interruption detection signal is at a high level is in an operable state, and when the power interruption detection signal is at a low level, the main CPU 110a is in an operation stop state.

  The backup power supply circuit 183 includes a capacitor that stores electricity when the game machine is energized, and the power supply voltage for backup stored in the capacitor when the power interruption (power failure) occurs is supplied to the main RAM 110c of the main control board 110 or the payout control. Supply to the payout RAM 130c of the substrate 130. As a result, the stored contents of the main RAM 110c and the payout RAM 130c are retained even in the event of a power failure (power failure), and the game control state is restored to the state before the power failure (power failure) occurs after recovery from the power failure (power failure). It can be restored. Note that backup power may be supplied to the effect control board 120.

(Description of gaming state)
Next, the gaming state when the game progresses will be described.

In the present embodiment, there are “low probability gaming state” and “high probability gaming state” as states relating to the special symbol jackpot lottery, and “non-temporary gaming” as the state relating to the movable member 14c included in the second starting port 14. State "and" short-time gaming state ". The states related to the jackpot lottery (low probability gaming state, high probability gaming state) and the states related to the movable member 14c (non-short-time gaming state, short-time gaming state) can be associated with each other or can be made independent. . In other words,
(1) In the case of “low probability gaming state” and “short-time gaming state” (first specific gaming state),
(2) In the case of “low probability gaming state” and “non-temporary gaming state” (normal gaming state),
(3) In the case of “high probability gaming state” and “time saving gaming state” (second specific gaming state),
(4) It is possible to provide a “high probability gaming state” and a “non-temporary gaming state” (third specific gaming state).
Note that the gaming state when the game is started, that is, the initial gaming state of the gaming machine Y is “low probability gaming state” and is set to “non-short-time gaming state”. In the form, it will be referred to as “normal gaming state”.
This high-probability gaming state corresponds to the special gaming state of the present invention.

In the present embodiment, the “low probability gaming state” is a big win in the special symbol jackpot lottery that is performed on the condition that a game ball wins (enters) the first starting port 13 or the second starting port 14. Is a gaming state in which the winning probability is set as low as 1 / 319.7, for example. On the other hand, the “high probability gaming state” means that the winning probability of jackpot is improved as compared with the low probability gaming state, and the gaming state in which the winning probability of jackpot is set as high as 1 / 31.9, for example. Say. Therefore, in the “high probability gaming state”, it is easier to win a jackpot than in the “low probability gaming state”.
Note that the low probability gaming state is changed to the high probability gaming state after the jackpot game described later is finished.

  In the present embodiment, the jackpot that triggers the transition to the high probability gaming state is referred to as “probability jackpot”, and the jackpot that triggers the transition to the low probability gaming state is referred to as “ordinary jackpot”.

In the present embodiment, the “non-time-saving gaming state” means that, in a normal symbol winning lottery performed on the condition that the game ball has passed through the general gate 11, the average variation of the normal symbol corresponding to the lottery result It means a gaming state in which the time is set longer than the “short-time gaming state” and the opening time of the second start port 14 when winning is easily set.
For example, when a game ball passes through the general gate 11, a normal symbol winning lottery is performed, and the normal symbol display 22 displays a variation of the normal symbol. For example, the display is stopped after 30 seconds. If the lottery result is a win, the second start port 14 is controlled to be in an open mode for 0.2 seconds, for example, after the normal symbol stop display.

  On the other hand, the “short-time gaming state” means that the average fluctuation time of the normal symbol corresponding to the lottery result in the normal symbol winning lottery performed on the condition that the game ball has passed through the ordinary gate 11 The opening time of the second start port 14 is set to be shorter than the “non-short game state” and the opening time of the second start port 14 when winning in the win is set to 2.6 seconds, for example, longer than the “non-short game state” Refers to the game state.

  Further, in the “non-short-time gaming state”, the probability of winning in the normal symbol winning lottery is set as low as, for example, 1/128. In the “short-time gaming state”, the probability of winning in the normal symbol lottery is set low. For example, it is set as high as 127/128. Therefore, in the “short-time gaming state”, when the game ball passes through the normal gate 11 than in the “non-short-time gaming state”, the second start port 14 is more easily controlled in the open mode. Thus, in the “short-time gaming state”, the player can advantageously advance the game without consuming the game ball.

  In the embodiment, the “short-time gaming state” is advantageous in comparison with the “non-short-time gaming state” in terms of the normal symbol variation time, the opening time of the second start port 14 and the normal symbol lottery winning probability. Is set. However, the “short-time gaming state” may be set so that only one of the normal symbol variation time, the opening time of the second start port 14 and the normal symbol lottery winning probability is advantageous.

(Type of jackpot)
Next, the type of jackpot will be described.

  In the present embodiment, “first jackpot”, “second jackpot”, and “third jackpot” are the types of jackpots that can be won in the jackpot lottery based on the winning of a game ball to the first start port 13. As the types of jackpots that can be won in the jackpot lottery based on the winning of a game ball to the second starting port 14, there are “first jackpot” and “second jackpot”.

  The “first jackpot” is a jackpot that executes the first jackpot game in which the opening / closing member 15c is operated to open the prize winning opening 15 from 1 round game to 16 round games until 29.5 seconds per round game. It is.

However, when a predetermined number (for example, 10) of game balls wins the big winning opening 15 before the opening time elapses, one round game is finished. When the 16-round game ends, the first jackpot game ends. After the first jackpot game is over, the above-described second specific game state is set until the special symbol (first special symbol, second special symbol) is displayed 10,000 times.
In the second specific gaming state, the probability of winning a big hit before 10000 jackpot lotteries are performed in the second specified gaming state (high probability gaming state) until the special symbol change display is performed 10,000 times. Since it is extremely high, it can be said that the second specific gaming state continues substantially until the next jackpot lottery is won.

  The “second jackpot” is a jackpot that executes the second jackpot game in which the opening / closing member 15c is operated to open the jackpot 15 from 1 round to 4 round games for 29.5 seconds per round game. is there.

  However, when a predetermined number (for example, 10) of game balls wins the big winning opening 15 before the opening time elapses, one round game is finished. When the 4-round game ends, the second jackpot game ends. In addition, after the end of the second jackpot game, the above-described first specific game state is set until the special symbol (first special symbol, second special symbol) is displayed 100 times.

  “Third jackpot” is a jackpot that executes the third jackpot game in which the opening / closing member 15c is operated to open the winning prize opening 15 from 1 round game to 4 round games until 29.5 seconds per round game. It is.

  However, when a predetermined number (for example, 10) of game balls wins the big winning opening 15 before the opening time elapses, one round game is finished. When the fourth round game ends, the third jackpot game ends. In addition, after the end of the second jackpot game, the above-described second specific game state is set until the special symbol (first special symbol, second special symbol) is displayed 10,000 times.

  “Second jackpot” and “third jackpot” have the same number of round games of four, but the game states set after the end of the jackpot game are different.

  It should be noted that the number of variable display times (in the present embodiment, the above 100 times or 10,000 times) of the specific game state (the first specific game state, the second specific game state, etc.) set after the jackpot game is referred to as “high It may be expressed as “probable number of games” or “short time”.

  In this embodiment, there are three types of jackpots, but the number is not limited to three, and may be fewer or more than three. The opening time of the opening / closing member 15c is 29.5 seconds regardless of which jackpot (first jackpot to third jackpot), but the opening time may not be 29.5 seconds, Different opening times are possible.

(Per hit type)
Next, the winning type will be described.

  In the present embodiment, there are “first win” and “second win” as winning types that can be won in the winning lottery based on the passing of the game ball to the ordinary gate 11, and the winning lottery is executed. If the gaming state at the time of being played is a non-short-time gaming state, it will be “first win”, and if the gaming state at which the winning lottery is executed is a time-short gaming state, it will be “second winning”.

“First hit” means that the first hit game is executed in which the movable member 14c is operated to open the second start port 14 once until 0.2 seconds.
Ru

  However, when a predetermined number (for example, 10) of game balls wins the second start opening 14 before the opening time elapses, the first winning game is ended. Unlike the jackpot game, the gaming state is not changed (set) after the winning game ends.

  “Second hit” is a second hit game in which the movable member 14c is operated to open the second start port 14 to 2.6 seconds, to close to 1.5 seconds, and to open again to 2.6 seconds. It is per execution. That is, it is a hit game in which the movable member 14c is opened twice.

  However, when a specified number (for example, 10) of game balls wins the second start opening 14 before the opening time elapses, one opening is ended. When the second opening is finished, the second winning game is finished. Unlike the jackpot game, the gaming state is not changed (set) after the winning game ends.

  As described above, in the “short-time gaming state”, it is easier for the game ball to win the second starting port 14, and the player can advantageously play the game without consuming the game ball than the “non-short-time gaming state”. It is possible to proceed.

(Main processing of main control board)
The main process of the main control board 110 will be described with reference to FIG. FIG. 3 is a diagram illustrating an example of main processing of the main control board 110 in the present embodiment.

  When a power supply voltage is supplied from the power supply board 180, a system reset occurs in the main CPU 110a, and the main CPU 110a performs the following main processing.

First, the main CPU 110a performs an initialization process in step S10.
In this process, the main CPU 110a reads the activation program from the main ROM 110b and initializes each storage area of the main RAM 110c when the power is turned on.

  In step S20, the main CPU 110a updates the special figure fluctuation random number for determining the special figure fluctuation pattern in the fluctuation display of the special symbol composed of the reach determination random number and the special figure fluctuation pattern determination random number. .

In step S30, the main CPU 110a updates an initial value random number including a jackpot determining initial value random number, a special symbol determining initial value random number, a winning determination initial value random number, and the like.
Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.

(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 110 will be described with reference to FIG. FIG. 4 is a diagram showing an example of timer interrupt processing of the main control board 110 in the present embodiment.

  A clock pulse is generated every predetermined period (4 ms) by a reset clock pulse generation circuit provided on the main control board 110, whereby a timer interrupt process described below is executed.

  First, in step S100, the main CPU 110a saves the information stored in the register of the main CPU 110a to the stack area.

  In step S110, the main CPU 110a updates the special symbol time counter, updates the special game timer counter such as the opening time of the opening / closing member 15c, updates the normal symbol time counter, and updates the opening / closing time of the movable member 14c. A time control process for updating various timer counters is performed.

  Specifically, a process of subtracting 1 from the special symbol time counter, the special game timer counter, the normal symbol time counter, the start port opening timer counter, and the start port closing timer counter is performed.

  In step S120, the main CPU 110a determines the jackpot determination random number value, the jackpot symbol determination random number value, the special figure variation pattern determination random number value, the hit determination random number value, the hit symbol random number value, the common symbol variation pattern determination random number value. A specific random number update process such as is performed.

  Specifically, each random number value and random number counter are updated by adding +1. When the added random number counter exceeds the maximum value of the random number range (when the random number counter has made one round), the random number counter is returned to 0 and the corresponding initial value random number value is set as a new cyclic initial value. To update the random number.

  In step S130, the main CPU 110a obtains the jackpot determination initial value random number value, the jackpot symbol determination initial value random value, the hit symbol determination initial value random value, and the hit symbol determination initial value random value in step S130. Update the initial random number to be updated.

  The main CPU 110a performs input control processing in step S200. Details will be described later with reference to FIG.

  In step S300, the main CPU 110a performs special figure special electric control processing for performing jackpot lottery, special symbol display control, opening / closing control of the special winning opening 15 (opening / closing member 15c), gaming state control, and the like. Details will be described later with reference to FIG.

  In step S400, the main CPU 110a performs a normal power control process for performing a lottery and opening / closing control of the second start port 14 (movable member 14c).

  Specifically, first, it is determined whether or not the counter value of the general map hold number counter for counting the general map hold number (G) is 1 or more, and the counter value of the general map hold number counter is not 1 or more. If it is determined, the ordinary power transmission control process is terminated.

  When it is determined that the counter value of the common figure holding number counter is 1 or more, after subtracting 1 from the counter value of the common figure holding number counter, the first to fourth storage units in the normal symbol holding storage area The stored random number for normal symbol determination is shifted to the previous storage unit. At this time, the normal symbol determination random value already written in the 0th storage unit is overwritten and erased.

  Then, a process for determining whether or not the normal symbol determination random number value stored in the 0th storage unit of the normal symbol hold storage area is a random value corresponding to “win” is performed.

Thereafter, the normal symbol display 22 displays the variation of the normal symbol, and when the variation time of the normal symbol elapses, the normal symbol corresponding to the result of the normal symbol lottery display is stopped.

  If the referenced normal symbol determination random number value is a random value corresponding to “win”, the second start port opening / closing solenoid 14b is driven, and the second start port 14 is controlled to open for a predetermined opening time.

  Here, for example, in the non-time-saving gaming state, the normal symbol variation time is set to 30 seconds, and if it is “winning”, the second start port 14 is controlled to be opened for 0.2 seconds. On the other hand, in the short-time gaming state, the variation time of the normal symbol is set to 0.2 seconds, and when it is “winning”, the second start port 14 is controlled to be released for 2.6 seconds, and 1.5 times After closing for 2 seconds, the opening is controlled again for 2.6 seconds.

In step S500, the main CPU 110a performs a payout control process.
In this payout control process, the main CPU 110a refers to the respective prize ball counters, generates payout number designation commands corresponding to various winning ports, and transmits the generated payout number designation commands to the payout control board 130.

  In step S600, the main CPU 110a outputs external information data (game information) output from the game information output terminal board 100, drive control data output to the second start opening / closing solenoid 14b, the special winning opening opening / closing solenoid 15b, and the first special symbol. Indicator 20, second special symbol display 21, normal symbol indicator 22, first special symbol hold indicator 23, second special symbol hold indicator 24, normal symbol hold indicator 25, round number indicator 26, and Then, data creation processing such as various display control data to be output to the right-handed display 27 is performed.

In step S700, the main CPU 110a performs output control processing.
In this processing, port output processing for outputting signals such as the external information data and drive control data created in S600 is performed. Further, a display output process for outputting a signal such as the display control data created in S600 is performed. Further, command output processing for outputting the command set in the transmission buffer of the main RAM 110c to another board is also performed.
Note that the types of commands transmitted to the effect control board 120 will be described later with reference to FIG.

  In step S800, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a.

(Input control processing of main control board)
The input control process of the main control board 110 will be described using FIG. FIG. 5 is a diagram showing an example of input control processing of the main control board 110 in the present embodiment.

In step S210, the main CPU 110a performs a general winning opening detection switch input process.
In this general winning opening detection switch input process, it is determined whether or not a detection signal is input from the general winning opening detection switch 10a. If no detection signal is input from the general winning opening detection switch 10a, the process proceeds to the next step, and if a detection signal is input from the general winning opening detection switch 10a, a prize ball for the general winning opening is obtained. After updating the counter by adding predetermined data, the process proceeds to the next step.

In step S220, the main CPU 110a performs a special winning opening detection switch input process.
In this special winning opening detection switch input process, it is determined whether or not a detection signal is input from the special winning opening detection switch 15a. If the detection signal is not input from the big prize opening detection switch 15a, the process proceeds to the next step as it is, and if the detection signal from the big prize opening detection switch 15a is inputted, the prize for the special prize opening is received. The ball counter is updated by adding predetermined data, and is updated by adding 1 to the large winning opening number (C) storage area for counting the number of game balls won in the large winning opening 15, and then The process moves to the step.

In step S230, the main CPU 110a performs a first start port detection switch input process.
In this first start port detection switch input process, it is determined whether a detection signal from the first start port detection switch 13a has been input, that is, whether or not the game ball has won the first start port 13, and a predetermined value is determined. Set the data. Details will be described later with reference to FIG.

In step S240, the main CPU 110a performs a second start port detection switch input process.
In the second start port detection switch input process, the same process as the first start port detection switch input process shown in FIG.

  However, as compared with the first start port detection switch input process and the second start port detection switch input process, the data storage areas are different. In other words, the first hold number (U1) storage area in the first start port detection switch input process is replaced by the first start port detection switch input in place of the second hold number (U2) storage area in the second start port detection switch input process. The first special symbol determination random value storage area in the process is configured in place of the second special symbol determination random value storage area in the second start port detection switch input process.

In step S250, the main CPU 110a performs a general gate detection switch input process.
In the normal gate detection switch input process, it is determined whether or not a detection signal is input from the general gate detection switch 11a. When the detection signal is not input from the general gate detection switch 11a, the general gate detection switch input processing is terminated, the current input control processing is terminated, and the detection signal is input from the general gate detection switch 11a. In such a case, it is determined whether or not the data set in the general figure hold number (G) storage area is less than 4, and if the general figure hold number (G) storage area is less than four, 1 is added to the figure hold count (G) storage area. If the usual figure hold number (G) storage area is not less than 4, the usual figure gate detection switch input process is terminated, and the current input control process is terminated.

  After adding 1 to the general figure hold number (G) storage area, the random number value for normal symbol determination, the random number value for general map stop, and the random number value for normal time are acquired, and the various random numbers obtained are It memorize | stores in the predetermined | prescribed memory | storage part (0th memory | storage part-4th memory | storage part) in a symbol reservation memory area.

(Input processing for the first start port detection switch on the main control board)
The first start port detection switch input process of the main control board 110 will be described with reference to FIG. FIG. 6 is a diagram illustrating a first start port detection switch input process in the main control board 110.

  First, in step S230-1, the main CPU 110a determines whether or not a detection signal is input from the first start port detection switch 13a. When the detection signal from the first start port detection switch 13a is input, the process proceeds to step S230-2. When the detection signal from the first start port detection switch 13a is not input, 1 The start port detection switch input process is terminated.

  In step S230-2, the main CPU 110a performs a process of adding predetermined data to the start opening prize ball counter used for the prize ball and updating it.

  In step S230-3, the main CPU 110a determines whether or not the data set in the first reserved number (U1) storage area is less than 4. If the data set in the first hold number (U1) storage area is less than 4, the process proceeds to step S230-4, and the data set in the first hold number (U1) storage area If it is not less than 4, the current first start port detection switch input process is terminated.

  In step S230-4, the main CPU 110a adds “1” to the first reserved number (U1) storage area and stores it. In step S230-5, the main CPU 110a acquires special figure determination information.

In step S230-6, the main CPU 110a performs a first preliminary determination process. In this first pre-determination process, the special determination indicator type, the random number for special symbol determination, the random number for jackpot symbol, the random number for reach determination, which have been obtained this time, are referred to with reference to a preliminary determination table (not shown) for jackpot lottery Based on the special figure variation random value, start winning information for indicating the start opening determination information in advance is determined.
This first pre-determination process corresponds to the determination means of the present invention.

  In step S230-7, the main CPU 110a searches for the vacant storage units in order from the first storage unit in the first special symbol determination random value storage area for the special symbol determination information acquired in step S230-5. Then, the acquired special figure determination information is stored in an empty storage unit.

  In step S230-8, the main CPU 110a receives the first start opening winning designation command based on the starting winning prize information determined in the pre-determination process in step S230-6, the start opening winning designation command, and the effect transmission data storage area. To complete the current first start port detection switch input process.

  As a result, the start opening prize designation command is transmitted to the effect control board 120 in the output control process of step S700, and the presentation control board 120 that has received the first start opening prize designation command analyzes the first start opening prize designation command. And a continuous notice effect for executing a predetermined notice effect over one or a plurality of variable displays executed before the special symbol corresponding to the first start opening winning designation command is started. And a pre-reading effect such as a hold change notice effect that changes the display mode of the hold icon can be executed.

  In the second start port detection switch input process, similarly to steps S230-6 to S230-8, winning information is generated with reference to the prior determination table, and the second starting port winning designation command based on the winning information is generated. A special symbol memory designation command corresponding to the second reserved number (U2) is transmitted to the effect control board 120.

(Special figure special electric control processing of main control board)
With reference to FIG. 7, the special figure special power control process of the main control board 110 will be described. FIG. 7 is a diagram showing an example of the special figure special power control process of the main control board 110 in the present embodiment.

  First, in step S301, the main CPU 110a loads special figure special electricity processing data. In step S302, the main CPU 110a refers to the branch destination address from the loaded special figure special electricity processing data. The process moves to the memory determination process (step S310). If the special symbol special power process data = 1, the process moves to the special symbol variation process (step S320). The process moves to step S330), and if special figure special power processing data = 3, the process moves to jackpot game processing (step S340), and if special figure special power processing data = 4, the big bonus game end process (step S350) is processed. Move.

  As will be described later, this “special special charge processing data” is a process in each special special symbol control process (special symbol storage determination process, special symbol variation process, special symbol stop process, jackpot game process, jackpot game end process. ) Will be set as necessary.

  In step S310, the main CPU 110a performs a special symbol memory determination process for determining the jackpot, determining the type of special symbol to be stopped, and determining the variation time of the special symbol.

  Specifically, first, the main CPU 110a determines whether or not data of “1” or more is set in the first hold number (U1) storage area or the second hold number (U2) storage area. When it is determined that data of “1” or more is not set in any of the storage areas of the first hold number (U1) storage area and the second hold number (U2) storage area, the special figure special electric processing data = 0 is set. The special symbol memory determination process is terminated while holding it.

On the other hand, when it is determined that data of “1” or more is set in the first hold number (U1) storage area or the second hold number (U2) storage area, the main CPU 110a performs a jackpot determination. Specifically, when “1” or more data is set in the second reserved number (U2) storage area, “1” is subtracted from the value stored in the second reserved number (U2) storage area. Then, the various random numbers stored in the first storage unit to the fourth storage unit in the second special symbol holding storage area are shifted to the previous storage unit.
This jackpot determination corresponds to the determination means of the present invention.

  At this time, various random values already written in the 0th storage unit are overwritten and deleted. Then, it is determined whether or not the special symbol determination random number value stored in the 0th storage unit of the second special symbol hold storage area is a random value corresponding to “big hit”.

  In addition, when data of “1” or more is not set in the second reserved number (U2) storage area and data of “1” or more is set in the first reserved number (U1) storage area, the first After subtracting “1” from the value stored in the reserved number (U1) storage area, one random number value stored in the first to fourth storage units in the first special symbol reserved storage area Shift to previous storage.

  Also at this time, various random numbers already written in the 0th storage unit are overwritten and deleted. Then, it is determined whether or not the special symbol determination random number value stored in the 0th storage unit of the first special symbol hold storage area is a random value corresponding to “big hit”.

  Then, the main CPU 110a performs a special symbol determination process for determining the type of special symbol to be stopped and displayed. Specifically, when it is determined that the jackpot is determined to be a jackpot, the jackpot symbol random number stored in the 0th storage unit of the first special symbol reservation storage area or the second special symbol reservation storage area is used. The jackpot symbol is determined based on this.

  Further, when it is determined as “losing” in the jackpot determination, a lost symbol is determined. Then, stop symbol data corresponding to the determined special symbol is stored in the stop symbol data storage area. Also, an effect designating command corresponding to the determined special symbol is set in the effect transmission data storage area.

  Next, the main CPU 110a performs processing for determining the variation time of the special symbol. Specifically, the variation pattern of the special symbol based on the reach determination random number value and the special symbol variation random value stored in the 0th storage unit of the first special symbol reservation storage area or the second special symbol reservation storage area To decide. Thereafter, the variation time of the special symbol corresponding to the determined variation pattern of the special symbol is determined.

  Then, the counter value corresponding to the determined variation time of the special symbol is set in the special symbol time counter. Further, a variation pattern designation command corresponding to the determined variation pattern of the special symbol is set in the effect transmission data storage area.

  The main CPU 110a sets fluctuation display data for causing the first special symbol display 20 or the second special symbol display 21 to perform special symbol fluctuation display (LED blinking) in a predetermined processing area.

  As a result, when the variable display data is set in the predetermined processing area, the LED lighting / extinguishing data is appropriately created in step S600, and the created data is output in step S700. Variation display of the special symbol display 20 or the second special symbol display 21 is performed.

  Then, the main CPU 110a sets the special symbol special power processing data = 0 to the special symbol special power processing data = 1, prepares to move to the special symbol variation processing subroutine, and ends the special symbol memory determination processing.

  In step S320, the main CPU 110a performs a special symbol variation process for determining whether or not the special symbol variation time has elapsed.

Specifically, the main CPU 110a determines whether or not the special symbol variation time determined in step S310 has elapsed (special symbol time counter = 0). If it is determined that the variation time has not elapsed, the special symbol variation process is terminated while holding the special symbol special power process data = 1.
Note that the special symbol time counter corresponding to the variation time of the special symbol set in step S310 is subtracted in step S110.

  When it is determined that the fluctuation time has elapsed, the special symbol determined in step S310 is stopped and displayed on the first special symbol display 20 or the second special symbol display 21. Thereby, the determination result of jackpot determination will be alert | reported to a player.

  Then, the special symbol special power processing data = 1 is set to the special symbol special power processing data = 2, preparation is made to move to a special symbol stop processing subroutine, and the special symbol variation processing is terminated.

  In step S330, the main CPU 110a performs a special symbol stop process for determining whether the special symbol that is stopped and displayed is a “hit symbol” or a “losing symbol”.

  First, the main CPU 110a updates 1 by subtracting 1 from the time reduction counter when the time reduction number> 0. If the time reduction number = 0, the main CPU 110a clears the time reduction game flag, and when the number of high probability games> 0, the high probability game. 1 is subtracted from the number counter and updated, and when the number of high probability games = 0, the high probability game flag is cleared.

  Then, when the special symbol that is stopped and displayed is determined to be a jackpot symbol, the main CPU 110a clears the short-time game flag, the high-probability game flag, the short-time game number counter, and the high-probability game number counter. The special electricity processing data = 2 is set to the special figure special electricity processing data = 3, preparation is made to move to the big hit game processing subroutine, and the special symbol stop processing is terminated.

  On the other hand, if it is determined that the symbol is a lost symbol, the special symbol special electric processing data = 2 is set to special special electric symbol processing data = 0, and the special symbol memory determination processing subroutine is prepared for the special symbol stop processing. finish.

  In step S340, the main CPU 110a determines which of the first jackpot, the second jackpot, or the third jackpot is to be executed, and performs a jackpot game process for controlling the determined jackpot.

  Specifically, the jackpot type is determined based on the jackpot symbol type (stop symbol data) determined in step S310.

  Next, in order to execute the determined jackpot, the opening time of the opening / closing member 15c corresponding to the type of jackpot is set in the special game timer counter, and the driving data of the big prize opening / closing solenoid 15b is output to output the opening / closing member 15c. To release. At this time, 1 is added to the round game count (R) storage area.

  When a specified number of game balls win (win) during this opening, or when the opening time of the big winning opening has passed (round winning counter (C) = 10 or special gaming timer counter = 0), the big winning opening The drive data output of the open / close solenoid 15b is stopped to close the open / close member 15c. Thereby, one round game is completed. Also, the counter value of the round winning counter (C) is cleared.

  When a predetermined number of round games (4 or 16 times in the present embodiment) are completed, the data stored in the round game number (R) storage area is cleared, and the special figure special electric processing data = 3. The special electric processing data is set to 4 to prepare for transferring to the jackpot game end processing subroutine, and the jackpot game processing ends.

  In step S350, the main CPU 110a determines the probability gaming state of either the high probability gaming state or the low probability gaming state and determines the gaming state of either the short-time gaming state or the non-short-time gaming state. I do.

  Specifically, based on the type of jackpot symbol (stop symbol data) determined in step S310, the setting of the high probability game flag, the setting of the number of high probability games, the setting of the short / short game flag, and the setting of the short / short time are set. Done.

After that, the special symbol special power processing data = 4 is set to the special symbol special power processing data = 0, preparation is made to move to a special symbol memory determination processing subroutine, and the jackpot game end processing is terminated.

(Command explanation)
The types of commands transmitted from the main control board 110 to which the description is partially omitted in the flowchart of the main control board 110 to the effect control board 120 will be described with reference to FIG. FIG. 8 is a diagram illustrating an example of command types transmitted from the main control board 110 to the effect control board 120 in the present embodiment.

The “designation designating command” indicates the type of the special symbol that is stopped and displayed, “MODE” is set as “E0H”, and DATA information is set according to the type of the special symbol.
Since the special symbol type determines the jackpot type and the high probability gaming state as a result, it can be said that the effect symbol designation command indicates the jackpot type and the gaming state.

  In the effect designating command, various special symbols are determined, and when the variation of the special symbol is started (when variation display is started), the effect designating command corresponding to the determined special symbol is sent to the effect control board 120. Sent.

  Specifically, in step S310 (special symbol memory determination process), the effect symbol designation command corresponding to the special symbol determined when the special symbol variation display is started is the transmission data storage area for effect in the main RAM 110c. Set to Thereafter, the effect designating command set in the effect transmission data storage area in step S700 (output control process) is transmitted to the effect control board 120.

  The “variation pattern designation command for the first special symbol” indicates the variation time (variation mode) of the special symbol in the first special symbol display 20, and “MODE” is set to “E1H” and various variations are performed. DATA information is set according to the pattern.

  The first special symbol variation pattern designation command is used to designate the first special symbol variation pattern corresponding to the variation pattern of the special symbol determined at the start of variation of the first special symbol (when variation display is started). The command is transmitted to the effect control board 120.

  Specifically, in step S310 (special symbol memory determination process), the first special symbol variation pattern designation command corresponding to the variation pattern of the special symbol is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the first special symbol variation pattern designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.

  The “variable pattern designation command for the second special symbol” indicates the variation time (variation mode) of the special symbol in the second special symbol display 21, and “MODE” is set to “E2H”, and various variations DATA information is set according to the pattern.

  The second special symbol variation pattern designation command is used to designate the second special symbol variation pattern corresponding to the variation pattern of the special symbol determined when the second special symbol variation starts (when the variation display is started). The command is transmitted to the effect control board 120.

  Specifically, in step S310, the second special symbol variation pattern designation command corresponding to the special symbol variation pattern is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the second special symbol variation pattern designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.

  In the present embodiment, the “first special symbol variation pattern designation command” and the “second special symbol variation pattern designation command” are collectively referred to as a “variation pattern designation command”.

  The “first start opening prize designation command” indicates a result of a prior determination based on the winning of a game ball to the first start opening 13, “MODE” is set to “E3H”, and various winning information DATA information is set according to the above.

  As for the first start opening winning designation command, when a game ball wins the first starting opening 13, a first starting opening winning designation command corresponding to the determined first start winning information is transmitted to the effect control board 120. The

  Specifically, in step S200 (input control process), the first start opening prize designation command corresponding to the determined first start prize information is set in the effect transmission data storage area of the main RAM 110c. Thereafter, in step S700 (output control process), the first start opening prize designation command set in the effect transmission data storage area is transmitted to the effect control board 120.

  The “second start opening prize designation command” indicates the result of a prior determination based on the winning of a game ball to the second start opening 14, and “MODE” is set to “E4H”, and various winning information DATA information is set according to the above.

  As for the second start opening winning designation command, when a game ball wins the second starting opening 14, a second start opening winning designation command corresponding to the determined second start winning information is transmitted to the effect control board 120. The

  Specifically, in step S200 (input control processing), the second start opening prize designation command corresponding to the determined second start prize information is set in the effect transmission data storage area of the main RAM 110c. Thereafter, in step S700 (output control processing), the second start opening winning designation command set in the effect transmission data storage area is transmitted to the effect control board 120.

  In this embodiment, the “first start opening winning designation command” and the “second starting opening winning designation command” are collectively referred to as “start opening winning designation command”.

  “Round designation command” indicates the number of jackpot round games according to various jackpot types, “MODE” is set to “E5H”, and DATA information is set according to the number of jackpot round games. Is set.

  As for this round designation command, a round designation command corresponding to the number of started round games is transmitted to the effect control board 120 at the start of the round game.

  Specifically, in step S340 (big hit game processing), when a round game is started, a round designation command corresponding to the number of round games is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the round designation command set in the production transmission data storage area in step S700 (output control processing) is transmitted to the production control board 120.

  The “opening designation command” indicates that various jackpot games (special game state) are started, and “MODE” is set to “E6H”.

  As for the opening designation command, an opening designation command corresponding to the type of jackpot is transmitted to the effect control board 120 at the start of various jackpot opening.

  Specifically, in step S330 (special symbol stop process), an opening designation command corresponding to the jackpot type is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the opening designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.

  “Ending designation command” indicates that various jackpots have ended, and “MODE” is set to “E7H”.

  As for this ending designation command, an ending designation command corresponding to the type of jackpot is transmitted to the effect control board 120 when various jackpot endings are started.

  Specifically, in step S340 (big hit game process), an ending designation command corresponding to the big hit type is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the ending designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.

  The “common symbol designation command” indicates the type of the normal symbol that is stopped and displayed on the normal symbol display 22, “MODE” is set to “E8H”, and the DATA information is set in accordance with the normal symbol type. Is set.

  As for the ordinary symbol designation command, various ordinary symbols are determined, and when the variation of the ordinary symbol starts (when variation display is started), the ordinary symbol designation command corresponding to the determined ordinary symbol is sent to the effect control board 120. Sent.

  Specifically, in step S400 (ordinary normal power control process), when the normal symbol variation display is started, the universal symbol designation command corresponding to the determined normal symbol is transmitted to the effect RAM transmission data in the main RAM 110c. Set in the storage area. Thereafter, the universal designating command set in the production transmission data storage area in step S700 (output control processing) is transmitted to the production control board 120.

  The “ordinary pattern variation pattern designation command” indicates the variation time of the ordinary symbol on the ordinary symbol display 22, and “MODE” is set to “E9H”, and the DATA is changed according to the variation time of various ordinary symbols. Information is set.

  The normal pattern variation pattern designation command is transmitted to the effect control board 120 when the normal symbol variation starts (when variation display is started). Is done.

  Specifically, when normal symbol variation display is started in step S400 (ordinary symbol normal power control process), a universal symbol variation pattern designation command corresponding to the determined variation time of the ordinary symbol is stored in the main RAM 110c. Set in the transmission data storage area for performance. Thereafter, the normal pattern change pattern designation command set in the production transmission data storage area in step S700 (output control processing) is transmitted to the production control board 120.

  The “gaming state designation command” indicates whether it is a short-time gaming state or a non-short-time gaming state, and “MODE” is set as “EAH”, and if it is a non-short-time gaming state, “DATA” is “ “00H” is set, and “DATA” is set to “01H” in the time saving gaming state.

  As for the gaming state designation command, a gaming state designation command corresponding to the gaming state is transmitted to the effect control board 120 at the start of the special symbol variation, at the end of the special symbol variation, at the start of the jackpot game, and at the end of the jackpot game. The

  Specifically, when the change display of the special symbol is started in step S310 (special symbol memory determination process), the short-time game flag and the short-time game number (J) are changed in step S330 (special symbol stop process). When there is a possibility that the game time designation command corresponding to the current game state is set in the main RAM 110c when the short-time game flag and the short-time game number (J) are set in step S350 (big hit game end processing). Set in the transmission data storage area for performance. Thereafter, the game state designation command set in the effect transmission data storage area in step S700 (output control processing) is transmitted to the effect control board 120.

  The “error designation command” indicates that an error has occurred in the gaming machine Y, and “MODE” is set to “EFH”.

  This error designation command is used to detect various errors (for example, detection of a magnetic detection switch (not shown), detection of a radio wave detection switch (not shown), detection of an open detection switch 42a (see FIG. 2), lower pan full detection switch 51a. When an error is detected (see FIG. 2), when a payout abnormality occurs, an error designation command is transmitted to the effect control board 120.

  Specifically, when various errors are detected, an error designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the error designation command set in the effect transmission data storage area in step S700 (output control processing) is transmitted to the effect control board 120.

  Note that the command types shown in FIG. 8 are merely examples, and the command types are not limited to the command types shown in FIG. 8, and other commands may be provided. For example, in the present embodiment, the “error designation command” transmits the same “error designation command” no matter which error is detected, but the DATA information is set according to the type of error. In this case, an “error designation command” corresponding to the type of error may be transmitted.

  As described above, when the effect control board 120 receives various commands from the main control board 110, a command reception interrupt process of the effect control board 120 occurs, and the received command is stored in the reception buffer.

  Then, the effect control board 120 (sub CPU 120a, overall CPU 140a) analyzes the received command in the timer interrupt processing of the effect control board 120 performed every 4 ms, and executes commands (data). ) Is generated. Thereafter, the generated various commands (data) are transmitted to the sound control unit 150, the image control unit 160, and the lamp / drive control unit 170.

  The voice control unit 150 receives the command (data) from the effect control board 120 and performs output control of the voice output device 33 based on the received command (data).

  Similarly, the image control unit 160 receives a command (data) from the effect control board 120 to perform image display control in the image display device 30 based on the received command (data), and performs lamp / drive. The control unit 170 receives a command (data) from the effect control board 120 to control lighting of the panel illumination device 34 and the frame illumination device 35 and drive control of the panel drive device 36 and the effect button drive motor 37b. Will do.

(Change control pattern determination processing of effect control board)
The variation effect pattern determination process of the effect control board 120 will be described with reference to FIG. FIG. 9 is a diagram illustrating an example of the variation effect pattern determination process of the effect control board 120 in the present embodiment.

  When the effect control board 120 receives the change pattern designation command from the main control board 110, the effect control board 120 executes the change effect pattern determination process.

  First, the sub CPU 120a refers to the received variation effect pattern designation command in step S1000-1.

  In step S1000-2, the sub CPU 120a obtains a random effect pattern determination random value, and in step S1000-3, selects a variable effect pattern determination table (not shown).

  In step S1000-4, the sub CPU 120a determines a variation effect pattern. Specifically, the sub CPU 120a refers to the variation effect pattern determination table, and selects one variation effect pattern from the plurality of variation effect patterns based on the variation pattern designation command and the variation effect pattern determination random value. decide. This variation effect pattern indicates the effect mode (effect contents) of the variation effect.

  In step S1000-5, the sub CPU 120a identifies a variation effect pattern designation command corresponding to the variation effect pattern determined in step S1000-4, and sets the identified variation effect pattern designation command in the transmission buffer of the sub RAM 130c. .

  As a result, the change effect pattern designation command is transmitted to the overall control unit 140 and the lamp / drive control unit 170. Then, a variation effect corresponding to the variation effect pattern designation command (variation effect pattern) is displayed on the image display device 30, the sound output device 33, the panel illumination device 34, the frame illumination device 35, the panel drive device 36, and the like. Let the device run.

  In step S1000-6, the sub CPU 120a sets the variable effect time, which is the effect time corresponding to the variable effect pattern determined in step S1000-4, in the variable effect timer counter of the sub RAM 120c. In step S1000-7, The variation effect data corresponding to the variation effect pattern is set in the variation effect data storage area of the sub RAM 120c.

  The variation effect timer counter is decremented by 1 every 4 ms. The sub CPU 120a can specify the remaining time of the variation effect, in other words, the time that has elapsed since the start of the variation effect, by the variation effect timer counter.

(Variation production)
The variation effect performed based on the variation effect pattern determined in the variation effect pattern determination process will be described with reference to FIGS.

First, a first specific example of a variation effect will be described with reference to FIGS.
FIG. 10 is a diagram showing a timing chart 1 of the variation effect, and FIGS. 11 to 15 are diagrams showing a state where the variation effect is performed.

  At the timing of T0 in FIG. 10, the fluctuating effect is not executed, and the BGM, the first effect sound, and the second effect sound are not output.

  At this time, as shown in FIG. 11A, the effect symbols TZ1 to TZ3 are stopped and displayed on the display unit 300 of the image display device 30, and the BGM, the first effect sound, and the second effect are displayed from the audio output device 33. None of the sounds are being output.

  At the timing of T1 in FIG. 10, a game ball is won at the first start opening 13 (or the second start opening 14), and the special symbol change display on the first special symbol display 20 (or the second special symbol display 21). The display unit 300 of the image display device 30 executes (starts) a variation effect accompanied by a variation display of the effect symbols TZ1 to TZ3, and outputs a BGM corresponding to the variation effect from the audio output device 33.

At this time, as shown in FIG. 11 (b), the effect symbols TZ 1 to TZ 3 are variably displayed on the display unit 300 of the image display device 30, and the BGM corresponding to the variation effect is output from the audio output device 33.
The BGM of the first specific example corresponds to the predetermined music piece of the present invention.

At the timing of T2 in FIG. 10, the first button turning effect is executed (started).
The first button stroke effect is an effect that suggests whether or not a first operation promotion effect, which will be described later, is executed using the first beat image.
Note that the first button stroke effect of the first specific example corresponds to the first stroke effect of the present invention.

At this time, as shown in FIG. 11C, semi-transparent first turn images GA1a and GA1b appear (display) from the left and right of the lower end of the display unit 300 of the image display device 30, and the display unit of the image display device 30 is displayed. It is displayed so as to move toward the center of the lower end of 300 (see FIG. 12A).
The first face images GA1a and GA1b are semitransparent face images similar to (simulated) the first effect button image GS1 that prompts an operation of an effect button 37 described later.

At the timing of T3 in FIG. 10, the first button turning effect ends and the first operation promotion effect is executed. In addition, a first effect sound is output from the audio output device 33.
The first operation promotion effect is a first image composed of a button image imitating the effect button 37, a character image of “Press!”, And a meter (gauge) image indicating the remaining time of the operation effective period. This is an effect of prompting the player to operate the effect button 37 by displaying the effect button image GS1. In addition, the first effect sound is a voice of “Press!” Prompting the player to operate the effect button 37.
In addition, the 1st operation promotion effect of this 1st specific example is equivalent to the suggestion effect of this invention, and a 1st effect sound is equivalent to the 1st effect sound of this invention.

At this time, as shown in FIG. 12B, the first turned images GA1a and GA1b are overlapped and stopped at the center of the lower end of the display unit 300 of the image display device 30, and the overlapped first turned images GA1a and GA1b are displayed. It changes to 1st effect button image GS1, and a 1st operation promotion effect is performed.
Further, when the first effect button image GS1 is displayed (changed to), a first effect sound “Press!” Is output from the audio output device 33. At this time, BGM is also output.

  When the first operation promotion effect is not executed, the first rolled images GA1a and GA1b move left and right without overlapping and stopped, and the first rolled images GA1a and GA1b are deleted.

  At the timing of T4 in FIG. 10, the operation effective period in which the operation of the effect button 37 is valid is set while the first effect sound output from the audio output device 33 is not output.

  The operation valid period ends when a predetermined period elapses without the effect button 37 being operated, or when the effect button 37 is operated during the operation effective period.

  When the production button detection switch 37a is turned on and the operation of the production button 37 is detected at the timing of T5 in FIG. 10, the first operation promotion production and the operation valid period are finished, and the first button production is executed (started). )

At this time, as shown in FIG. 12C, the character image C <b> 1 and the character image G <b> 1 (“chance?”) Are displayed in response to the operation button 37 being operated on the display unit 300 of the image display device 30. The displayed first button effect is executed.
This first button effect is an effect that suggests the degree of expectation of winning a big hit depending on the type of image (character image, character image) to be displayed.
The first button effect in the first specific example corresponds to the first effect of the present invention.

At the timing of T8 in FIG. 10, the effect symbols TZ1 to TZ3 that have normally fluctuated are in a reach state, and normal reach is started.
In addition, it is called normal fluctuation | variation until it will be in a reach state after the fluctuation | variation display of production symbols TZ1-TZ3 is started.

  At this time, as shown in FIG. 13A, in the display unit 300 of the image display device 30, the same symbol (here, “2”) is temporarily stopped in the effect symbol TZ1 and the effect symbol TZ3, and normal reach is executed. Is done.

  At the timing of T9 in FIG. 10, it is notified that the normal reach is developed to the SP reach, and the SP reach is executed.

  At this time, as shown in FIG. 13B, the display unit 300 of the image display device 30 displays a character image G2 that informs the development from normal reach to SP reach. Then, SP reach is performed to produce an effect in which the ally character C2 and the enemy character C3 fight (see FIG. 13C).

  When SP reach is started, the effect symbols TZ1 to TZ3 are displayed in a reduced size and moved to the upper left. By doing in this way, the effect of SP reach can be performed effectively without impeding the effect of SP reach, and the interest of the game can be improved.

At the timing of T10 in FIG. 10, the second button turning effect is executed (started).
This second button stroke effect is an effect that suggests whether or not a second operation promotion effect, which will be described later, is executed using the second stroke image.
In addition, the 2nd button production effect of this 1st example corresponds to the 2nd production effect of this invention.

At this time, as shown in FIG. 14A, semi-transparent second turned images GA2a and GA2b appear (display) from the left and right of the lower end of the display unit 300 of the image display device 30, and the display unit of the image display device 30 is displayed. It is displayed so as to move toward the center of the lower end of 300 (see FIG. 14B).
The second turned images GA2a and GA2b are translucent turned images similar to (simulated) the second effect button image GS2 that prompts the operation of the effect button 37 described later.

At the timing of T11 in FIG. 10, the second button turning effect ends, and the second operation promotion effect is executed. In addition, the BGM output from the audio output device 33 is not output, and the second effect sound is output.
The second operation promotion effect is a second image composed of a button image imitating the effect button 37, a character image of “Determine!”, And a meter (gauge) image indicating the remaining time of the operation effective period. This is an effect of prompting the player to operate the effect button 37 by displaying the effect button image GS2. Further, the second effect sound is a voice of “Determine!” Prompting the player to operate the effect button 37.
In addition, the 2nd operation promotion effect of this 1st specific example is equivalent to the suggestion effect of this invention, and a 2nd effect sound is equivalent to the 2nd effect sound of this invention.

At this time, as shown in FIG. 14C, the second turned-over images GA2a and GA2b are overlapped and stopped at the center of the lower end of the display unit 300 of the image display device 30, and the overlapped second turned-up images GA2a and GA2b are stopped. It changes to 2nd effect button image GS2, and a 2nd operation promotion effect is performed.
Further, when the second effect button image GS2 is displayed (changed to), the BGM output from the audio output device 33 is not output, and the second effect sound “Determine!” Is output. The

  When the second operation promotion effect is not executed, the second curling images GA2a and GA2b move to the left and right without overlapping and stopping, and the second curling images GA2a and GA2b are deleted.

  At the timing of T12 in FIG. 10, the operation effective period during which the operation of the effect button 37 is valid is set while the second effect sound output from the audio output device 33 is not output.

When the effect button detection switch 37a is turned on and the operation of the effect button 37 is detected at the timing of T13 in FIG. 10, the second operation promotion effect and the operation valid period are ended, and the second button effect is executed. .
The second button effect of the first specific example corresponds to the second effect of the present invention.

At this time, as shown in FIG. 15A, in response to the operation of the effect button 37, as a second button effect, the movable effect member 36A moves downward (image) from the standby position positioned above the image display device 30. It moves to the production position located on the front side of the display device 30 and is notified of the big win.
Note that when the jackpot is not won, the movable effect member 36A does not move to the effect position.

  At the timing of T16 in FIG. 10, the variation display of the special symbol is stopped by the first special symbol display device 20 (or the second special symbol display device 21), and the effect symbols TZ1 to TZ3 are displayed on the display unit 300 of the image display device 30. The change display is stopped and the change effect ends.

  At this time, as shown in FIG. 15B, on the display unit 300 of the image display device 30, the effect symbols TZ1 to TZ3 indicating that the result of the big symbol lottery of the special symbol is “hit” is stopped and displayed (here. , “222”).

  As described above, in the first specific example, when the first operation promotion effect is executed after the first button turning effect is executed, the first effect sound is generated according to the execution of the first operation promotion effect. After that, the first button effect is executed. In addition, when the second operation promotion effect is executed after the second button turning effect is executed, a second effect sound is output in accordance with the execution of the second operation promotion effect, and then the second button effect is displayed. It is supposed to be executed. By doing so, it is possible to improve the interest of the game.

  In the first specific example, when the first effect sound is output, the BGM continues to be output, but when the second effect sound is output, the variation effect ends thereafter. Until then, BGM is not continuously output (non-output). By doing in this way, it is possible to improve the effect by making it easier for the player to hear the second effect sound related to the second button effect, which is an effect of notifying whether or not the jackpot is won. Become.

  In the first specific example, the difference between the first button stroke production and the second button stroke production is a difference in the type of character ("Deletion!" Or "Determine!"). However, it can be set as appropriate. For example, as in a second specific example, a fourth specific example, and a fifth specific example described later, the color may be different, or the shape (design) may be different.

  In the first specific example, as the first button effect, an effect that suggests the degree of expectation of winning a big win depending on the type of displayed image (character image, character image) is performed. However, the effect is not limited to such an effect. As in the third specific example to be described later, it may be a pseudo-announcement, or may indicate whether or not to win a promising jackpot instead of a simple jackpot winning expectation level, or indicate the type of reach It may be an effect, an effect that suggests whether or not the result of the jackpot determination is lost, or an effect that is not related to the result of the jackpot determination (for example, an effect that excites a game that only displays a character image) .

  Further, in the first specific example, as the second button effect, the effect of notifying whether or not the jackpot is won is performed depending on whether or not the movable effect member 36A is movable. It is not limited, and it may be an effect that suggests the degree of expectation of winning a jackpot, or may be an indication that indicates whether or not to win a promising jackpot, rather than a mere expectation of winning a jackpot, or an effect that suggests the type of reach In addition, it may be an effect that suggests whether or not the result of the jackpot determination is a loss, or an effect that is not related to the result of the jackpot determination (for example, an effect that excites a game that only displays a character image).

  In the first specific example, when the first effect sound is output, the first button effect is executed, and when the second effect sound is output, the second button effect is executed. The first button effect or the second button effect may be executed after the first effect sound (second effect sound) is output, as in a fourth example and a fifth example described later. . The selection rate of the button effect (first button effect, second button effect) in this case is second when the second effect sound is output than when the first effect sound is output. If the button effect can be easily executed, it can be set as appropriate.

  Further, in the first specific example, when the first button turning effect is executed, and when the operation promotion effect (first operation promotion effect, second operation promotion effect) is executed, the first effect sound is output and the second button is output. The second effect sound is output when the roaring effect is executed and the operation promotion effect (the first operation promotion effect, the second operation promotion effect) is executed. As in the fifth specific example, the first button sound effect (second button effect) is executed, and after the operation promotion effect (first operation promotion effect, second operation promotion effect), the first effect sound or The second effect sound may be output. The selection rate of the effect sound (first effect sound, second effect sound) in such a case is that the first button hit effect is executed and the operation promotion effect (first operation promotion effect, second operation promotion effect) is performed. The second effect sound is more likely to be output when the second button turn effect is executed and the operation promotion effect (first operation promotion effect, second operation promotion effect) is executed than when executed. If it is, it can be set appropriately.

  Further, in the first specific example, the operation promotion effect is made into two types of the first operation promotion effect according to the first button stroke effect and the second operation promotion effect according to the second button stroke effect. A common operation promotion effect may be provided between the case where the one-button effect is performed and the case where the second button-effect is executed, or two or more types may be provided. In the case where two or more types are provided, for example, the ratio to be executed may be varied depending on the degree of expectation for winning the jackpot.

  In the first specific example, when the first effect sound is output, the BGM is continuously output. However, while the first effect sound is output, the BGM is output. Once stopped (non-output) and the first effect sound is not output, BGM output may be resumed.

  Further, in the first specific example, when the second effect sound is output, the BGM is not output until the fluctuating effect ends thereafter. However, while the second effect sound is output, When the output is temporarily stopped (non-output) and the second effect sound is not output, the BGM output may be resumed. When the second effect sound is output, the BGM different from the BGM so far is output. May be output.

  Also, the aspect of the effect sound is not limited to the aspect of the first specific example, and can be set as appropriate. For example, there may be a case where a sound for notifying that a jackpot is won is output. In this case, when the jackpot is won, it may be possible to output at a rate lower than the normal effect sound (so-called premier effect).

Next, a second specific example of the variation effect will be described with reference to FIGS.
FIG. 16 is a diagram illustrating a timing chart 2 of the variation effect, and FIGS. 17 to 21 are diagrams illustrating a state where the variation effect is performed.

  At the timing of T0 in FIG. 16, the variation effect is not executed, and the BGM, the first effect sound, and the second effect sound are not output.

  At this time, as shown in FIG. 17A, the effect symbols TZ1 to TZ3 are stopped and displayed on the display unit 300 of the image display device 30, and the BGM, the first effect sound, and the second effect are displayed from the audio output device 33. None of the sounds are being output.

  At the timing of T1 in FIG. 16, a game ball is won at the first start opening 13 (or the second start opening 14), and the special symbol change display is displayed on the first special symbol display 20 (or the second special symbol display 21). Is started, and a change effect accompanied by change display of the effect symbols TZ1 to TZ3 is executed (started) on the display unit 300 of the image display device 30, and a normal BGM corresponding to the change effect is output from the audio output device 33. .

At this time, as shown in FIG. 17B, the effect symbols TZ1 to TZ3 are variably displayed on the display unit 300 of the image display device 30, and the normal BGM corresponding to the variation effect is output from the audio output device 33.
The normal BGM in the second specific example corresponds to the predetermined music piece of the present invention.

At the timing of T2 in FIG. 16, the first button turning effect is executed.
The first button stroke effect is an effect that suggests whether or not a first operation promotion effect, which will be described later, is executed using the first beat image.
The first button stroke effect of the second specific example corresponds to the first stroke effect of the present invention.

At this time, as shown in FIG. 17 (c), first transparent images GA3a and GA3b that are translucent and white appear and are displayed (displayed) from the left and right of the lower end of the display unit 300 of the image display device 30. It is displayed so as to move toward the center of the lower end of the display unit 300 (see FIG. 18A).
The first face images GA3a and GA3b are translucent and white face images similar to (simulated) the first effect button image GS3 that prompts the operation of the effect button 37.

At the timing of T3 in FIG. 16, the first button turning effect ends and the first operation promotion effect is executed. In addition, a first effect sound is output from the audio output device 33.
The first operation promotion effect is composed of a white button image imitating the effect button 37, a character image “Press!”, And a meter (gauge) image indicating the remaining time of the operation effective period. This is an effect of prompting the player to operate the effect button 37 by displaying the first effect button image GS3. In addition, the first effect sound is a voice of “Press!” Prompting the player to operate the effect button 37.
In addition, the 1st operation promotion effect of this 2nd example corresponds to the suggestion effect of this invention, and a 1st effect sound corresponds to the 1st effect sound of this invention.

At this time, as shown in FIG. 18B, the first turned images GA3a and GA3b are overlapped and stopped at the center of the lower end of the display unit 300 of the image display device 30, and the overlapped first turned images GA3a and GA3b are stopped. It changes to 1st effect button image GS3 and a 1st operation promotion effect is performed.
Further, when the first effect button image GS3 is displayed (changed to), a first effect sound “Press!” Is output from the audio output device 33. At this time, the normal BGM is also output.

  When the first operation promotion effect is not executed, the first rolled images GA3a and GA3b move to the left and right without overlapping and stopped, and the first rolled images GA3a and GA3b are deleted.

  At the timing of T4 in FIG. 16, the first effect sound output from the audio output device 33 is not output, and an operation valid period in which the operation of the effect button 37 is valid is set.

  The operation valid period ends when a predetermined period elapses without the effect button 37 being operated, or when the effect button 37 is operated during the operation effective period.

  When the effect button detection switch 37a is turned on and the operation of the effect button 37 is detected at the timing of T5 in FIG. 16, the first button effect is executed while the first operation promotion effect and the operation effective period are ended. .

At this time, as shown in FIG. 18C, the character image C1 and the character image G1 (“chance?”) Are displayed in response to the operation button 37 being operated on the display unit 300 of the image display device 30. The displayed first button effect is executed.
This first button effect is an effect that suggests the degree of expectation of winning a big hit depending on the type of image (character image, character image) to be displayed.
The first button effect of the second specific example corresponds to the first effect of the present invention.

At the timing of T8 in FIG. 16, the effect symbols TZ1 to TZ3 that have normally fluctuated are in a reach state, and normal reach is started.
In addition, it is called normal fluctuation | variation until it will be in a reach state after the fluctuation | variation display of production symbols TZ1-TZ3 is started.

  At this time, as shown in FIG. 19A, in the display unit 300 of the image display device 30, the same symbol (here, “2”) is temporarily stopped in the effect symbol TZ1 and the effect symbol TZ3, and normal reach is executed. Is done.

  At the timing of T9 in FIG. 16, it is notified that the normal reach is developed to the SP reach, and the SP reach is executed.

  At this time, as shown in FIG. 19 (b), the display unit 300 of the image display device 30 displays a character image G2 that informs the development from normal reach to SP reach. Then, SP reach is performed to produce an effect in which the ally character C2 and the enemy character C3 fight (see FIG. 19C).

  When SP reach is started, the effect symbols TZ1 to TZ3 are displayed in a reduced size and moved to the upper left. By doing in this way, the effect of SP reach can be performed effectively without impeding the effect of SP reach, and the interest of the game can be improved.

At the timing of T10 in FIG. 16, the second button turning effect is executed.
This second button stroke effect is an effect that suggests whether or not a second operation promotion effect, which will be described later, is executed using the second stroke image.
Note that the second button stroke effect of the second specific example corresponds to the second stroke effect of the present invention.

At this time, as shown in FIG. 20A, semi-transparent red second turn images GA4a and GA4b appear (display) from the left and right of the lower end of the display unit 300 of the image display device 30, and the image display device 30 It is displayed so as to move toward the center of the lower end of the display unit 300 (see FIG. 20B).
The second rolled images GA4a and GA4b are translucent and red rolled images similar to (simulated) the second rendered button image GS4 that prompts the operation of the later-described rendered button 37.

At the timing of T11 in FIG. 16, the second button turning effect ends, and the second operation promotion effect is executed. Further, the normal BGM output from the audio output device 33 is not output, and the second effect sound is output.
This second operation promotion effect is composed of a red button image that imitates the effect button 37, a character image of “Determine!”, And a meter (gauge) image indicating the remaining time of the operation effective period. This is an effect that displays the second effect button image GS4 and prompts the player to operate the effect button 37. Further, the second effect sound is a voice of “Determine!” Prompting the player to operate the effect button 37.
The second operation promotion effect of the second specific example corresponds to the suggestion effect of the present invention, and the second effect sound corresponds to the second effect sound of the present invention.

At this time, as shown in FIG. 20 (c), the second turned images GA4a and GA4b are overlapped and stopped at the center of the lower end of the display unit 300 of the image display device 30, and the overlapped second turned images GA4a and GA4b are stopped. It changes to 2nd effect button image GS4 and a 2nd operation promotion effect is performed.
When the second effect button image GS4 is displayed (changed to), the normal BGM output from the audio output device 33 is not output, and the second effect sound “Determine!” Is output. Is done.

  When the second operation promotion effect is not executed, the second rolled images GA4a and GA4b move to the left and right without overlapping and stopped, and the second rolled images GA4a and GA4b are deleted.

  At the timing of T12 in FIG. 16, the second effect sound output from the audio output device 33 is not output, and an operation valid period in which the operation of the effect button 37 is valid is set.

When the effect button detection switch 37a is turned on and the operation of the effect button 37 is detected at the timing of T13 in FIG. 16, the second operation promotion effect and the operation valid period are ended, and the second button effect is executed. . Also, the loss BGM is output from the audio output device 33.
Note that the second button effect of the second specific example corresponds to the second effect of the present invention.

  At this time, as shown in FIG. 21A, in response to the operation of the effect button 37, it is suggested that the movable effect member 36A does not move as the second button effect and does not win the jackpot. A state in which the ally character C2 to be defeated by the enemy character C3 is displayed. Also, the loss BGM is output from the audio output device 33.

  At the timing of T16 in FIG. 16, the first special symbol display device 20 (or the second special symbol display device 21) stops the special symbol variation display, and the display unit 300 of the image display device 30 displays the effect symbols TZ1 to TZ3. The change display is stopped and the change effect ends.

  At this time, as shown in FIG. 21 (b), on the display unit 300 of the image display device 30, the effect symbols TZ1 to TZ3 indicating that the special symbol jackpot lottery result is “losing” are stopped and displayed (here. , “232”).

  As described above, in the second specific example, when the first operation promotion effect is executed after the first button turning effect is executed, the first effect sound is generated according to the execution of the first operation promotion effect. After that, the first button effect is executed. In addition, when the second operation promotion effect is executed after the second button turning effect is executed, a second effect sound is output in accordance with the execution of the second operation promotion effect, and then the second button effect is displayed. It is supposed to be executed. By doing so, it is possible to improve the interest of the game.

  In the second specific example, when the first effect sound is output, the normal BGM continues to be output, but when the second effect sound is output, the output of the normal BGM is stopped. After a predetermined period, the loss BGM is output. By doing in this way, it is possible to improve the effect by making it easier for the player to hear the second effect sound related to the second button effect, which is an effect of notifying whether or not the jackpot is won. Become.

  In the second specific example, the difference between the first button strike effect and the second button strike effect is a difference in color (difference between “semi-transparent white” or “semi-transparent red”). However, the present invention is not limited to this, and can be set as appropriate. For example, as in the first specific example, the character type may be different (“Press!” Or “Determine!”) Or may have a different shape (design).

  Further, in the second specific example, as the first button effect, an effect suggesting the degree of jackpot winning expectation is performed depending on the type of image (character image, character image) to be displayed. However, the effect is not limited to such an effect. As in the third specific example to be described later, it may be a pseudo-announcement, or may indicate whether or not to win a promising jackpot instead of a simple jackpot winning expectation level, or indicate the type of reach It may be an effect, an effect that suggests whether or not the result of the jackpot determination is lost, or an effect that is not related to the result of the jackpot determination (for example, an effect that excites a game that only displays a character image) .

  In the second specific example, as the second button effect, an effect of notifying whether or not the jackpot is won is performed depending on whether or not the movable effect member 36A is movable. It is not limited, and it may be an effect that suggests the degree of expectation of winning a jackpot, or may be an indication that indicates whether or not to win a promising jackpot, rather than a mere expectation of winning a jackpot, or an effect that suggests the type of reach In addition, it may be an effect that suggests whether or not the result of the jackpot determination is a loss, or an effect that is not related to the result of the jackpot determination (for example, an effect that excites a game that only displays a character image).

  In the second specific example, the first button effect is executed when the first effect sound is output, and the second button effect is executed when the second effect sound is output. The first button effect or the second button effect may be executed after the first effect sound (second effect sound) is output, as in a fourth example and a fifth example described later. . The selection rate of the button effect (first button effect, second button effect) in this case is second when the second effect sound is output than when the first effect sound is output. If the button effect can be easily executed, it can be set as appropriate.

  In the second specific example, when the first button turning effect is executed, and when the operation promotion effect (first operation promotion effect, second operation promotion effect) is executed, the first effect sound is output, and the second button is output. The second effect sound is output when the roaring effect is executed and the operation promotion effect (the first operation promotion effect, the second operation promotion effect) is executed. As in the fifth specific example, the first button sound effect (second button effect) is executed, and after the operation promotion effect (first operation promotion effect, second operation promotion effect), the first effect sound or The second effect sound may be output. The selection rate of the effect sound (first effect sound, second effect sound) in such a case is that the first button hit effect is executed and the operation promotion effect (first operation promotion effect, second operation promotion effect) is performed. The second effect sound is more likely to be output when the second button turn effect is executed and the operation promotion effect (first operation promotion effect, second operation promotion effect) is executed than when executed. If it is, it can be set appropriately.

  Further, in the second specific example, the operation promotion effect is made into two types of the first operation promotion effect according to the first button stroke effect and the second operation promotion effect according to the second button stroke effect. A common operation promotion effect may be provided between the case where the one-button effect is performed and the case where the second button-effect is executed, or two or more types may be provided. In the case where two or more types are provided, for example, the ratio to be executed may be varied depending on the degree of expectation for winning the jackpot.

  In the second specific example, when the first effect sound is output, the normal BGM is continuously output. However, while the first effect sound is output, the normal BGM is output. Once the output is stopped (non-output) and the first effect sound is not output, the normal BGM output may be resumed.

  Further, in the second specific example, when the second effect sound is output, the normal BGM is stopped, and after a predetermined period, the loss BGM is output. However, when the second effect sound is output, Thereafter, BGM may not be output until the fluctuating effect ends, and when the second effect sound is output, the loss BGM is output so as to switch from the normal BGM until then. Also good.

  Moreover, the aspect of the effect sound is not limited to the aspect of the second specific example, and can be set as appropriate. For example, there may be a case where a sound for notifying that a jackpot is won is output. In this case, when the jackpot is won, it may be possible to output at a rate lower than the normal effect sound (so-called premier effect).

Next, a third specific example of the variation effect will be described with reference to FIGS.
FIG. 22 is a diagram illustrating the timing chart 3 of the variation effect, and FIGS. 23 to 27 are diagrams illustrating how the variation effect is performed.

  At the timing of T0 in FIG. 22, the variation effect is not executed, and the BGM, the first effect sound, and the second effect sound are not output.

  At this time, as shown in FIG. 23 (a), the effect symbols TZ1 to TZ3 are stopped and displayed on the display unit 300 of the image display device 30, and the BGM, the first effect sound, and the second effect are displayed from the audio output device 33. None of the sounds are being output.

  At the timing of T1 in FIG. 22, a game ball is won at the first start port 13 (or the second start port 14), and the special symbol display is displayed on the first special symbol display 20 (or the second special symbol display 21). Is started, and a change effect accompanied by change display of the effect symbols TZ1 to TZ3 is executed (started) on the display unit 300 of the image display device 30, and a normal BGM corresponding to the change effect is output from the audio output device 33. .

At this time, as shown in FIG. 23B, the effect symbols TZ1 to TZ3 are variably displayed on the display unit 300 of the image display device 30, and the normal BGM corresponding to the variation effect is output from the audio output device 33.
The normal BGM of the third specific example corresponds to the predetermined music piece of the present invention.

At the timing of T2 in FIG.
This special symbol beat effect is an effect suggesting whether or not the special symbol is stopped and displayed (temporarily stopped).

At this time, as shown in FIG. 23C, on the display unit 300 of the image display device 30, the first special symbol ("NEXT") is displayed in a variable manner at low speed as if the first special symbol ("NEXT") is stopped and displayed as the effect symbol TZ2.
The first special symbol (“NEXT”) is a special symbol for notifying that the pseudo continuous notice is executed by being stopped and displayed as the effect symbol TZ2.
In addition, the special symbol curling effect using the first special symbol of the third specific example corresponds to the first curling effect of the present invention.

  In addition, this pseudo-sequential notice is to make it appear as if the display of variation of the effect design is executed a plurality of times in response to the jackpot determination based on the winning (entering ball) for one start opening 13, 14. Re-change display that starts changing again after all effect symbols TZ1 to TZ3 are temporarily stopped within the special drawing changing time determined for winning (entering) for one start opening 13,14. Is a variation display of the effect design in a special mode in which is executed once or a plurality of times.

  At the timing of T3 in FIG. 22, the special symbol curling effect ends and the first special symbol is stopped and displayed. In addition, a first effect sound is output from the audio output device 33.

At this time, as shown in FIG. 24A, the first special symbol (“NEXT”) is stopped and displayed as the effect symbol TZ2 on the display unit 300 of the image display device 30, and “continue! ”Is output. At this time, the normal BGM is still output.
Note that the special symbol stop display of the third specific example corresponds to the suggestion effect of the present invention, and the first effect sound corresponds to the first effect sound of the present invention.

  At the timing of T4 in FIG. 22, the first effect sound output from the audio output device 33 is not output, and the effect symbols TZ1 to TZ3 are displayed again and again.

At this time, as shown in FIG. 24B, the effect symbols TZ1 to TZ3 are displayed again and again on the display unit 300 of the image display device 30.
The re-variable display (pseudo continuous notice) of this third specific example corresponds to the first effect of the present invention.

  At the timing of T5 in FIG. 22, a special symbol curling effect is executed.

  At this time, as shown in FIG. 24C, on the display unit 300 of the image display device 30, the first special symbol ("NEXT") is variably displayed at low speed as if the first special symbol ("NEXT") is stopped and displayed as the effect symbol TZ2.

  At the timing of T6 in FIG. 22, the special symbol curling effect ends and the first special symbol is stopped and displayed. In addition, a first effect sound is output from the audio output device 33.

  At this time, as shown in FIG. 25A, the first special symbol (“NEXT”) is stopped and displayed as the effect symbol TZ2 on the display unit 300 of the image display device 30, and “continue! ”Is output. At this time, the normal BGM is still output.

  At the timing of T7 in FIG. 22, the first effect sound output from the audio output device 33 is not output, and the effect symbols TZ1 to TZ3 are revariably displayed.

  At this time, as shown in FIG. 25 (b), the effect symbols TZ1 to TZ3 are re-variably displayed on the display unit 300 of the image display device 30.

At the timing of T8 in FIG. 22, the effect symbols TZ1 to TZ3 that have normally fluctuated are in a reach state, and normal reach is started.
In addition, it is called normal fluctuation | variation until it will be in a reach state after the fluctuation | variation display of production symbols TZ1-TZ3 is started.

  At the timing of T9 in FIG. 22, a special symbol curling effect is executed.

At this time, as shown in FIG. 25 (c), the display unit 300 of the image display device 30 displays the second special symbol (“SP”) as a production symbol TZ2 in a variable manner at low speed as if it were stopped.
The second special symbol (“SP”) is a special symbol for notifying that the SP reach is executed by being stopped and displayed as the effect symbol TZ2.
In addition, the special symbol curling effect using the second special symbol of the third specific example corresponds to the second curling effect of the present invention.

  At the timing of T10 in FIG. 22, the special symbol curling effect ends and the second special symbol is stopped and displayed. Also, the second effect sound is output from the audio output device 33, and the BGM is switched from the normal BGM that has been output to SPBGM and output.

At this time, as shown in FIG. 26A, the second special symbol (“SP”) is stopped and displayed as the effect symbol TZ2 on the display unit 300 of the image display device 30, and the “chance! ”Is output.
At this time, the BGM output from the audio output device 33 is changed from the normal BGM to the SPB.
The output is switched to GM.
The second effect sound of the third specific example corresponds to the second effect sound of the present invention.

And as shown in FIG.26 (b), the character image G2 which alert | reports developing to SP reach is displayed on the display part 300 of the image display apparatus 30. FIG. Then, SP reach is performed to produce an effect in which the ally character C2 and the enemy character C3 fight (see FIG. 26C).
The SP reach of the third specific example corresponds to the second effect of the present invention.

  When SP reach is started, the effect symbols TZ1 to TZ3 are displayed in a reduced size and moved to the upper left. By doing in this way, the effect of SP reach can be performed effectively without impeding the effect of SP reach, and the interest of the game can be improved.

  Thereafter, the appearance that the teammate character C2 has won the enemy character C3 is displayed (see FIG. 27A), and the effect symbols TZ1 to TZ3 indicating that the result of the special symbol jackpot lottery is “hit” is stopped ( Here, “222”) is performed (see FIG. 27B).

  As described above, in the third specific example, when the first special symbol beat production is executed, the first production sound is output according to the stop display (temporary stop display) of the first special symbol, and then The effect symbols TZ1 to TZ3 are displayed again and again. In addition, when the second special symbol effect is executed, the second effect sound is output in response to the stop display (temporary stop display) of the second special symbol, and then the SP reach is executed. Yes. By doing in this way, a player comes to pay attention to the type of special symbol squealing effect, and the interest of the game can be improved.

  In the third specific example, when the first effect sound is output, the normal BGM continues to be output, but when the second effect sound is output, the output of the normal BGM is stopped. Then, SPBGM is output so as to switch from normal BGM. By doing so, it is possible to improve the interest of the game.

  In the third specific example, the SP reach is executed when the second special symbol is stopped. However, the SPSP reach may be executed, or the normal reach, the long reach, or the full rotation reach. Etc. When doing in this way, what is necessary is just to make it the aspect match | combined with the effect performed with the aspect of a 2nd special symbol and a 2nd special symbol rolling effect.

  In the third specific example, when the first effect sound is output, the normal BGM is continuously output. However, while the first effect sound is output, the normal BGM is output. Once the output is stopped (non-output) and the first effect sound is not output, the normal BGM output may be resumed.

  In the third specific example, when the second effect sound is output, the normal effect is switched from BGM to SPBGM. However, when the second effect sound is output, the variable effect is thereafter generated. The BGM may not be output until the end, or when the second effect sound is output, the output of the normal BGM is temporarily stopped and the normal BGM is output after a predetermined period. Also good.

  Moreover, the aspect of the effect sound is not limited to the aspect of the third specific example, and can be appropriately set. For example, there may be a case where a sound for notifying that a jackpot is won is output. In this case, when the jackpot is won, it may be possible to output at a rate lower than the normal effect sound (so-called premier effect).

Next, a fourth specific example of the variation effect will be described with reference to FIGS.
FIG. 28 is a diagram illustrating the timing chart 4 of the variation effect, FIG. 29A is a diagram illustrating a button effect determination table for determining the type of button effect, and FIG. It is a figure which shows the effect sound determination table for determining the kind of effect sound output in an effect, FIG.29 (c) is a figure which shows the button touch effect determination table for determining the type of button effect production. FIG. 30 to FIG. 33 are diagrams showing a state in which a variation effect is performed.

  In the fourth specific example, “first button effect” is determined in the button effect determination table of FIG. 29A, and “first effect sound” is determined in the effect sound determination table of FIG. 29B. In FIG. 29 (c), the “first button stroke effect” is determined in the button stroke effect determination table, and the result of the big hit determination is “fluctuation”.

  At the timing of T0 in FIG. 28, the variation effect is not executed, and BGM and effect sound are not output.

  At this time, as shown in FIG. 30 (a), the effect symbols TZ1 to TZ3 are stopped and displayed on the display unit 300 of the image display device 30, and both the BGM and the effect sound are output from the audio output device 33. Absent.

At the timing of T1 in FIG. 28, the game ball wins the first starting port 13 (or the second starting port 14), and the special symbol variation display is displayed on the first special symbol display 20 (or the second special symbol display 21). The display unit 300 of the image display device 30 executes (starts) a variation effect accompanied by a variation display of the effect symbols TZ1 to TZ3, and outputs a BGM corresponding to the variation effect from the audio output device 33.
The BGM of the fourth specific example corresponds to the predetermined music piece of the present invention.

  At this time, as shown in FIG. 30 (b), the effect symbols TZ 1 to TZ 3 are variably displayed on the display unit 300 of the image display device 30, and the BGM corresponding to the variation effect is output from the audio output device 33.

At the timing of T2 in FIG. 28, the effect symbols TZ1 to TZ3 that have normally fluctuated are in a reach state, and normal reach is started.
In addition, it is called normal fluctuation | variation until it will be in a reach state after the fluctuation | variation display of production symbols TZ1-TZ3 is started.

  At this time, as shown in FIG. 30 (c), the display unit 300 of the image display device 30 temporarily stops the same symbol (here, “3”) in the effect symbol TZ1 and the effect symbol TZ3, and normal reach is executed. Is done.

  At the timing of T3 in FIG. 28, it is notified that the normal reach is developed to the SP reach, and the SP reach is executed.

  At this time, as shown in FIG. 31A, the display unit 300 of the image display device 30 displays a character image G2 that informs the development from normal reach to SP reach. Then, SP reach is performed to produce an effect in which the teammate character C2 and the enemy character C3 fight (see FIG. 31B).

  When SP reach is started, the effect symbols TZ1 to TZ3 are displayed in a reduced size and moved to the upper left. By doing in this way, the effect of SP reach can be performed effectively without impeding the effect of SP reach, and the interest of the game can be improved.

At the timing of T4 in FIG. 28, a button stroke effect is executed.
This button stroke effect is an effect that suggests whether or not an operation promotion effect to be described later is executed. The button touching effects include a first button touching effect and a second button touching effect, and it is determined which button touching effect is to be executed with reference to the button touching effect determination table of FIG. .
In the fourth specific example, it is determined that the first button stroke effect is executed.
Note that the first button stroke effect of the fourth specific example corresponds to the first stroke effect of the present invention, and the second button stroke effect corresponds to the second stroke effect of the present invention.

At this time, as shown in FIG. 31 (c), first transparent images GA 3 a and GA 3 b that are translucent and white appear (display) from the left and right of the lower end of the display unit 300 of the image display device 30. It is displayed so as to move toward the center of the lower end of the display unit 300 (see FIG. 32A).
The first face images GA3a and GA3b are translucent and white face images similar to (simulated) the first effect button image GS3 that prompts the operation of the effect button 37.

At the timing of T5 in FIG. 28, the first button turning effect ends and the first operation promotion effect is executed. In addition, the BGM output from the audio output device 33 is not output and a production sound is output.
The first operation promotion effect is composed of a white button image imitating the effect button 37, a character image “Press!”, And a meter (gauge) image indicating the remaining time of the operation effective period. This is an effect of prompting the player to operate the effect button 37 by displaying the first effect button image GS3.

The effect sound is a sound (sound effect) that prompts the player to operate the effect button 37. The effect sound includes a first effect sound and a second effect sound, and which effect sound is to be executed is determined with reference to the effect sound determination table in FIG.
In the fourth specific example, it is assumed that it is determined that the first effect sound “Pi ♪ Press!” Is executed.
Note that the first effect sound of the fourth specific example corresponds to the first effect sound of the present invention, and the second effect sound corresponds to the second effect sound of the present invention.

At this time, as shown in FIG. 32 (b), the first rolled-up images GA3a and GA3b are overlapped and stopped at the center of the lower end of the display unit 300 of the image display device 30, and the overlapping first turned-up images GA3a and GA3b are displayed. It changes to 1st effect button image GS3 and a 1st operation promotion effect is performed.
Further, when the first effect button image GS3 is displayed (changed to), the BGM output from the audio output device 33 is not output, and the first effect sound “Pip! Is output.
Note that the first operation promotion effect of the fourth specific example corresponds to the suggestion effect of the present invention.

  When the first operation promotion effect is not executed, the first rolled images GA3a and GA3b move to the left and right without overlapping and stopped, and the first rolled images GA3a and GA3b are deleted.

  At the timing of T6 in FIG. 28, the operation effective period in which the operation of the effect button 37 is valid is set while the first effect sound output from the audio output device 33 is not output.

  The operation valid period ends when a predetermined period elapses without the effect button 37 being operated, or when the effect button 37 is operated during the operation effective period.

When the effect button detection switch 37a is turned on and the operation of the effect button 37 is detected at the timing of T7 in FIG. 28, the first operation promotion effect and the operation effective period are ended, and the button effect is executed.
This button effect is an effect that suggests the degree of expectation of winning a big hit depending on the type of image (character image, character image) to be displayed. The button effects include a first button effect and a second button effect. Which button effect is to be executed is determined with reference to the button effect determination table in FIG.
In the fourth specific example, it is determined that the first button effect is executed.
The first button effect of the fourth specific example corresponds to the first effect of the present invention, and the second button effect corresponds to the second effect of the present invention.

  At this time, as shown in FIG. 32C, the character image C2 and the character image G3 (“chance!”) Are displayed on the display unit 300 of the image display device 30 in response to the operation of the effect button 37. The displayed first button effect is executed.

  At the timing of T9 in FIG. 28, the first button effect ends and the SP reach is resumed.

  At this time, as shown in FIG. 33A, a state is displayed in which the teammate character C2 suggesting that the jackpot is not won is defeated by the enemy character C3.

  28, the first special symbol display device 20 (or the second special symbol display device 21) stops the special symbol variation display, and the display unit 300 of the image display device 30 displays the effect symbols TZ1 to TZ3. The change display is stopped and the change effect ends.

  At this time, as shown in FIG. 33 (b), on the display unit 300 of the image display device 30, the effect symbols TZ1 to TZ3 indicating that the special symbol jackpot lottery result is “losing” are stopped and displayed (here. , “343”).

  In the fourth specific example, when the effect sound (first effect sound, second effect sound) is output, the BGM is not output until the change effect ends thereafter. May be output continuously, and when the second effect sound is output, BGM may not be output.

Next, a fifth specific example of a variation effect will be described with reference to FIGS. 28 to 31, FIG. 34, and FIG.
FIG. 28 is a diagram illustrating the timing chart 4 of the variation effect, FIG. 29A is a diagram illustrating a button effect determination table for determining the type of button effect, and FIG. It is a figure which shows the effect sound determination table for determining the kind of effect sound output in an effect, FIG.29 (c) is a figure which shows the button touch effect determination table for determining the type of button effect production. Yes, FIG. 30, FIG. 31, FIG. 34, and FIG. 35 are diagrams showing a state in which a variation effect is performed.

  In the fifth specific example, “second button effect” is determined in the button effect determination table of FIG. 29A, and “second effect sound” is determined in the effect sound determination table of FIG. 29B. In FIG. 29 (c), the “second button-rolling effect” is determined in the button-rolling effect determination table, and the result of the jackpot determination is a variable effect determined as “jackpot”.

  Note that the description up to the timing of T4 in FIG. 28 is omitted because it has been described in the above description of the fourth specific example.

At the timing of T4 in FIG. 28, a button stroke effect is executed.
This button stroke effect is an effect that suggests whether or not an operation promotion effect to be described later is executed. The button touching effects include a first button touching effect and a second button touching effect, and it is determined which button touching effect is to be executed with reference to the button touching effect determination table of FIG. .
In the fifth specific example, it is determined that the second button turning effect is to be executed.
It should be noted that the first button stroke effect of the fifth specific example corresponds to the first stroke effect of the present invention, and the second button stroke effect corresponds to the second stroke effect of the present invention.

At this time, as shown in FIG. 34 (a), the semi-transparent red second turning images GA4a and GA4b appear (display) from the left and right of the lower end of the display unit 300 of the image display device 30, and the image display device 30 It is displayed so as to move toward the center of the lower end of the display unit 300 (see FIG. 34B).
The second rolled images GA4a and GA4b are semitransparent and red rolled images similar to (simulated) the second effect button image GS4 that prompts the operation of the effect button 37.

At the timing of T5 in FIG. 28, the second button turning effect ends and the second operation promotion effect is executed. In addition, the BGM output from the audio output device 33 is not output and a production sound is output.
The second operation promotion effect is composed of a red button image imitating the effect button 37, a character image “Press!”, And a meter (gauge) image indicating the remaining time of the operation effective period. This is an effect that displays the second effect button image GS4 and prompts the player to operate the effect button 37.

The effect sound is a sound (sound effect) that prompts the player to operate the effect button 37. The effect sound includes a first effect sound and a second effect sound, and which effect sound is to be executed is determined with reference to the effect sound determination table in FIG.
In the fifth specific example, it is assumed that the second effect sound “Pyrolon ♪ Press!” Is determined to be executed.
The first effect sound in the fifth specific example corresponds to the first effect sound of the present invention, and the second effect sound corresponds to the second effect sound of the present invention.

At this time, as shown in FIG. 34 (c), the second turned images GA4a and GA4b are overlapped and stopped at the center of the lower end of the display unit 300 of the image display device 30, and the overlapped second turned images GA4a and GA4b are stopped. It changes to 2nd effect button image GS4 and a 2nd operation promotion effect is performed.
Further, when the second effect button image GS4 is displayed (changed to), the BGM output from the audio output device 33 is not output, and a second effect sound “Pyrolon ♪ Press!” Is output. Is output.
Note that the second operation promotion effect of the fifth specific example corresponds to the suggestion effect of the present invention, and BGM corresponds to the predetermined music of the present invention.

  When the second operation promotion effect is not executed, the second rolled images GA4a and GA4b move to the left and right without overlapping and stopped, and the second rolled images GA4a and GA4b are deleted.

  At the timing of T6 in FIG. 28, the second effect sound output from the audio output device 33 is not output, and an operation valid period in which the operation of the effect button 37 is valid is set.

  The operation valid period ends when a predetermined period elapses without the effect button 37 being operated, or when the effect button 37 is operated during the operation effective period.

When the effect button detection switch 37a is turned on and the operation of the effect button 37 is detected at the timing of T7 in FIG. 28, the second operation promotion effect and the operation effective period are ended, and the button effect is executed.
This button effect is an effect that suggests the degree of expectation of winning a big hit depending on the type of image (character image, character image) to be displayed. The button effects include a first button effect and a second button effect. Which button effect is to be executed is determined with reference to the button effect determination table in FIG.
In the fifth specific example, it is determined that the second button effect is executed.
Note that the first button effect of the fifth specific example corresponds to the first effect of the present invention, and the second button effect corresponds to the second effect of the present invention.

  At this time, as shown in FIG. 35A, the character image C2 and the character image G4 (“hot!”) Are displayed in response to the operation button 37 being operated on the display unit 300 of the image display device 30. A second button effect in which is displayed is executed.

  At the timing of T9 in FIG. 28, the second button effect ends, and the SP reach is resumed.

  At this time, as shown in FIG. 35 (b), it is displayed that the teammate character C2 suggesting that the jackpot is won has won the enemy character C3.

  28, the first special symbol display device 20 (or the second special symbol display device 21) stops the special symbol variation display, and the display unit 300 of the image display device 30 displays the effect symbols TZ1 to TZ3. The change display is stopped and the change effect ends.

  At this time, as shown in FIG. 35 (c), on the display unit 300 of the image display device 30, the effect symbols TZ1 to TZ3 indicating that the result of the big symbol lottery of the special symbol is “hit” is stopped (here, , “333”).

  In the fifth specific example, when the production sound (the first production sound and the second production sound) is output, the BGM is not output until the fluctuation production is finished thereafter. May be output continuously, and when the second effect sound is output, BGM may not be output.

(Button production decision table)
FIG. 29A is a diagram showing a button effect determination table that is referred to when determining the type of button effect in the above-described fourth specific example and the fifth specific example.

  In the button effect determination table, the result of the jackpot determination is associated with the button effect type so that the selection rate (%) shown in FIG.

  The “first button effect” is an effect in which a character image C2 and a character image G3 (“chance!”) Are displayed on the display unit 300 of the image display device 30 in response to the operation of the effect button 37. It is.

  In the “second button effect”, the character image C2 and the character image G4 (“hot!”) Are displayed on the display unit 300 of the image display device 30 in response to the operation of the effect button 37. Production.

  The feature of the button effect determination table shown in FIG. 29A is that the “second button effect” is set to have a higher degree of expectation for winning the big hit than the “first button effect”. It is done. By doing so, it is possible to excite the player's expectation as to which button effect (first button effect or second button effect) is executed, and to improve the interest of the game Is possible.

  Note that the selection rate of the button effect determination table shown in FIG. 29A is not limited to this value, and can be set as appropriate.

(Direction sound determination table)
FIG. 29B is a diagram showing an effect sound determination table that is referred to when the type of effect sound is determined in the above-described fourth specific example and the fifth specific example.

  In the effect sound determination table, the type of button effect and the effect sound type are associated with each other so that the selection rate (%) shown in FIG.

  When the button image (first effect button image GS3, second effect button image GS4) is displayed (changed), the “first effect sound” is output from the audio output device 33 as “push ♪ press! Is the production sound.

  When the button image (first effect button image GS3, second effect button image GS4) is displayed (changed to), the “second effect sound” is output from the audio output device 33 “Pyrolon ♪ Press! Is the production sound.

  As a first feature of the effect sound determination table shown in FIG. 29B, when the “first button effect” is executed, the “first effect sound” is executed more than the “second effect sound”. It can be easily selected (selected). By doing in this way, the player can be interested in whether or not any effect sound (the first effect sound or the second effect sound) is output, and the interest of the game is improved. Is possible.

  As a second feature of the effect sound determination table shown in FIG. 29B, when the “second button effect” is executed, the “second effect sound” is executed more than the “first effect sound”. It can be easily selected (selected). By doing in this way, the player can be interested in whether or not any effect sound (the first effect sound or the second effect sound) is output, and the interest of the game is improved. Is possible.

  Note that the selection rate in the effect sound determination table shown in FIG. 29B is not limited to this value, and can be set as appropriate.

(Button touch production decision table)
FIG. 29C is a diagram showing a button-turning effect determination table that is referred to when the type of button-turning effect is determined in the above-described fourth specific example and the fifth specific example.

  In the button-making effect determination table, the type of effect sound is associated with the button-making effect so that the selection rate (%) shown in FIG.

  The “first button stroke effect” is an effect that suggests whether or not the operation promotion effect is executed using the semi-transparent white first beat images GA3a and GA3b.

  The “second button stroke effect” is an effect that suggests whether or not an operation promotion effect is executed using the second transparent image GA4a and GA4b that are translucent and red.

  As the first feature of the button stroke effect determination table shown in FIG. 29C, when the “first effect sound” is executed, the direction of the “first button stroke effect” rather than the “second button stroke effect” However, it is easy to execute (select). By doing in this way, the player can be interested in whether or not any button turning effect (first button turning effect or second button turning effect) is executed. It becomes possible to improve.

  As a second feature of the button stroke effect determination table shown in FIG. 29 (c), when the “second effect sound” is executed, the “second button stroke effect” is more than the “first button stroke effect”. However, it is easy to execute (select). By doing in this way, the player can be interested in whether or not any button turning effect (first button turning effect or second button turning effect) is executed. It becomes possible to improve.

  Note that the selection rate of the button stroke effect determination table shown in FIG. 29C is not limited to this value, and can be set as appropriate.

  As described above, in the fourth specific example and the fifth specific example, when the second effect sound is output than when the first effect sound is output, the second button effect is thereafter generated. Is easier to execute. By doing in this way, the player can be interested in whether or not any effect sound (the first effect sound or the second effect sound) is output, and the interest of the game is improved. Is possible.

  Further, in the fourth specific example and the fifth specific example, the first button effect is thereafter executed when the first effect sound is output, rather than when the second effect sound is output. It is easy. By doing in this way, the player can be interested in whether or not any effect sound (the first effect sound or the second effect sound) is output, and the interest of the game is improved. Is possible.

  Further, in the fourth specific example and the fifth specific example, the second output sound is then produced more when the second button turning effect is executed than when the first button turning effect is executed. It is easy to output. By doing in this way, the player can be interested in whether or not any button turning effect (first button turning effect or second button turning effect) is executed. It becomes possible to improve.

  Further, in the fourth specific example and the fifth specific example, the first output sound is then produced more in the case where the first button turning effect is executed than in the case where the second button turning effect is executed. It is easy to output. By doing in this way, the player can be interested in whether or not any button turning effect (first button turning effect or second button turning effect) is executed. It becomes possible to improve.

  Further, in the fourth specific example and the fifth specific example, when the first effect sound is output, the BGM continues to be output, but when the second effect sound is output, Thereafter, the output of the BGM is stopped until the fluctuating effect ends. By doing in this way, it is possible to improve the effect by making it easier for the player to hear the second effect sound related to the second button effect, which is an effect of notifying whether or not the jackpot is won. Become.

  In the fourth specific example and the fifth specific example, the difference between the first button turning effect and the second button turning effect is the difference in color ("semi-transparent white" or "semi-transparent red"). However, the present invention is not limited to this, and can be set as appropriate. For example, as in the first specific example, the character type may be different (“Press!” Or “Determine!”) Or may have a different shape (design).

  Moreover, in the 4th specific example and the 5th specific example, as the button effect, the effect which suggests the jackpot winning expectation degree is performed by the kind of the image (character image, character image) which is displayed, It is not limited to such production, it may be a pseudo-continuous notice as in the third specific example described later, or it may indicate whether or not to win a promising jackpot instead of a mere jackpot winning expectation, An effect that suggests the type of reach, an effect that suggests whether or not the result of the jackpot determination is lost, or an effect that is not related to the result of the jackpot determination (for example, an effect that excites the game just to display a character image) ).

  Further, in the fourth specific example and the fifth specific example, the operation promotion effect is a first operation promotion effect according to the first button turning effect and a second operation promotion effect according to the second button turning effect. Although there are two types, a common operation promotion effect may be provided when the first button turning effect is executed and the second button turning effect is executed, or two or more types may be provided. In the case where two or more types are provided, for example, the ratio to be executed may be varied depending on the degree of expectation for winning the jackpot.

  Further, in the fourth specific example and the fifth specific example, when the first effect sound is output, the BGM is continuously output, but the first effect sound is output. During this time, the output of the BGM may be temporarily stopped (non-output), and the output of the BGM may be resumed when the first effect sound is not output.

  Further, in the fourth specific example and the fifth specific example, when the second effect sound is output, the output of the BGM is stopped thereafter until the variation effect ends. When the second effect sound is output, the BGM output may be temporarily stopped, and after a predetermined period, the BGM may be output. When the second effect sound is output, the BGM is switched from the previous BGM. Different BGMs may be output.

  Moreover, the aspect of a production sound is not restricted to the aspect of a 4th specific example and a 5th specific example, It can set suitably. For example, there may be a case where a sound for notifying that a jackpot is won is output. In this case, when the jackpot is won, it may be possible to output at a rate lower than the normal effect sound (so-called premier effect).

  In the present embodiment, the first to fifth specific examples have been described. However, the present invention is not limited to the configurations of the first to fifth specific examples, and these specific examples (first It is good also as a structure which combined the specific example-5th specific example) suitably.

<About other inventions described in the above embodiment>
Hereinafter, other inventions described in the present embodiment will be described.

  In the conventional gaming machine, when the start condition is satisfied, the determination information as to whether or not to execute a special game advantageous to the player is acquired, and the determination information is stored. When the determination condition is satisfied, the stored determination information is determined, a variation effect according to the result of the determination is executed, and a special game is executed when the variation effect becomes a special result. Some of these gaming machines output a production sound and a sound effect from the sound output means in accordance with the variation production (see, for example, JP-A-2014-1003006). In addition, the gaming machine improves the interest of the game by outputting effect sound and sound effect from the sound output means. However, the gaming machine described in Patent Document 1 still has room for improvement in order to improve the interest of the game.

  As a first configuration for solving the above problems, according to the gaming machine Y of the present embodiment, a determination means for determining whether or not to enter a special gaming state advantageous to the player, and a sound output means are provided. An effect execution means capable of executing an effect using the effect means including the effect execution means, based on the result of the determination, the suggestion effect suggesting that there is a possibility of entering the special gaming state When the first effect sound is output from the sound output means according to the execution of the suggestion effect, a second effect sound different from the first effect sound is output from the sound output means. There is a time to output, after executing the suggestion effect, there is a time when the first effect is executed, and a time when a second effect different from the first effect is executed, and the first effect sound. When the second effect sound is output than when is output It is easily the second effect is performed.

  As a second configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a determination means for determining whether or not to enter a special gaming state advantageous to the player, and a sound output means are provided. An effect execution means capable of executing an effect using the effect means including the effect execution means, based on the result of the determination, the suggestion effect suggesting that there is a possibility of entering the special gaming state It is possible to execute a sword effect that suggests that the suggestive effect may be executed, and the sword effect includes a first sword effect and a second sword effect that are different from each other. Yes, when the first effect sound is output from the sound output means in response to the execution of the suggestion effect, and when the second effect sound different from the first effect sound is output from the sound output means And after performing the suggestion production, There is a time when one effect is executed and a time when a second effect different from the first effect is executed, and the second effect sound is output as compared with the case where the first effect sound is output. In the case, the second effect is more easily executed, and the second effect is executed and the suggested effect is executed than the case where the first effect is executed and the suggested effect is executed. Is more likely to output the second effect sound.

  As a third configuration for solving the above problem, according to the gaming machine Y of the present embodiment, a determination means for determining whether or not a special gaming state advantageous to the player is set, and a sound output means are provided. An effect execution means capable of executing an effect using the effect means including the effect execution means, based on the result of the determination, the suggestion effect suggesting that there is a possibility of entering the special gaming state The sound output means can output a predetermined music before the suggestion effect is executed, and a first effect sound is output to the sound output means in response to the execution of the suggestion effect. And when the second effect sound different from the first effect sound is output from the sound output means, and when the first effect is executed after the suggestion effect is executed. , Executing a second effect different from the first effect When the second effect sound is output rather than when the first effect sound is output, the second effect is more easily executed, and the execution of the suggestion effect is performed. When the first effect sound is output, the predetermined music can be continuously output. On the other hand, when the second effect sound is output in response to the execution of the suggestion effect, Do not continue to output a given song.

  As a fourth configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a determination means for determining whether or not to enter a special gaming state advantageous to the player, and a sound output means are provided. An effect execution means capable of executing an effect using the effect means including the effect execution means, based on the result of the determination, the suggestion effect suggesting that there is a possibility of entering the special gaming state It is possible to execute a sword effect that suggests that the suggestive effect may be executed, and the sword effect includes a first sword effect and a second sword effect that are different from each other. Yes, it is possible to output a predetermined music from the sound output means before the suggestion effect is executed, and output a first effect sound from the sound output means in accordance with the execution of the suggestion effect. Sometimes different from the first production sound When the second effect sound is output from the sound output means, and after executing the suggestion effect, when executing the first effect, and when executing a second effect different from the first effect When the second effect sound is output than when the first effect sound is output, the second effect is more easily executed, and the first beat effect is executed. The second production sound is more easily output when the second production effect is executed and the suggested production is executed than when the suggested production is executed. When the first effect sound is output, the predetermined music can be continuously output. On the other hand, when the second effect sound is output in response to the execution of the suggestion effect, Do not continue to output a given song.

  With these first to fourth configurations, it is possible to improve the interest of the game.

  In the conventional gaming machine, when the start condition is satisfied, the determination information as to whether or not to execute a special game advantageous to the player is acquired, and the determination information is stored. When the determination condition is satisfied, the stored determination information is determined, a variation effect according to the result of the determination is executed, and a special game is executed when the variation effect becomes a special result. Some of these gaming machines output a production sound and a sound effect from the sound output means in accordance with the variation production (see, for example, JP-A-2014-1003006). In addition, the gaming machine improves the interest of the game by outputting effect sound and sound effect from the sound output means. However, the gaming machine described in Patent Document 1 still has room for improvement in order to improve the interest of the game.

  As a first configuration for solving the above problems, according to the gaming machine Y of the present embodiment, a determination means for determining whether or not to enter a special gaming state advantageous to the player, and a sound output means are provided. An effect execution means capable of executing an effect using the effect means including the effect execution means, based on the result of the determination, the suggestion effect suggesting that there is a possibility of entering the special gaming state When the first effect sound is output from the sound output means according to the execution of the suggestion effect, a second effect sound different from the first effect sound is output from the sound output means. When the suggestion effect is executed, it is possible to output a predetermined music from the sound output means before the suggestion effect is executed, and the first effect sound is output according to the execution of the suggestion effect. The predetermined music can be output continuously. That while, if the second effect sound in response to the execution of the suggested effect is output, not continuously output the predetermined music.

  As a second configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a determination means for determining whether or not to enter a special gaming state advantageous to the player, and a sound output means are provided. An effect execution means capable of executing an effect using the effect means including the effect execution means, based on the result of the determination, the suggestion effect suggesting that there is a possibility of entering the special gaming state It is possible to execute a special effect that suggests that there is a high possibility of entering the special gaming state after executing the suggestion effect, and the first effect sound is generated according to the execution of the suggestion effect. When outputting from the sound output means and when outputting a second effect sound different from the first effect sound from the sound output means, the predetermined music piece is executed before the suggestion effect is executed. Can be output from the sound output means The special effect is more easily executed when the second effect sound is output than when the first effect sound is output, and the first effect sound is executed according to the execution of the suggestion effect. When the production sound is output, the predetermined music can be continuously output. On the other hand, when the second production sound is output in response to the execution of the suggestion production, the predetermined music is continued. And do not output.

  By adopting these first and second configurations, it is possible to improve the interest of the game.

  Note that the gaming machine Y of the present embodiment is not limited to a pachinko gaming machine, and can also be used for a spinning-type gaming machine (so-called slot machine). Furthermore, it can also be used for january game machines and arrange ball game machines.

  In addition, the gaming machine Y according to the present embodiment shifts to a high-probability gaming state for a predetermined number of times after the completion of all jackpot games, but the game ball passes through a specific area in a specific round game of the jackpot game. In this case, the gaming machine may be shifted to a high-probability gaming state for a predetermined number of times after the jackpot game ends.

  In addition, after all jackpot games are over, if the player transitions to the high probability gaming state and wins the falling lottery executed at the start of the special symbol variation display in the high probability gaming state, the high probability gaming state is terminated and the normal A gaming machine that returns to a gaming state may be used.

  In addition, when the type of the jackpot special symbol is a normal symbol, the game is shifted to a low probability gaming state after the jackpot game ends, and when the jackpot special symbol type is a specific symbol, the next game after the jackpot game ends. It may be a gaming machine that shifts to a high-probability gaming state that continues until a jackpot game.

  In addition, in the gaming machine Y of the present embodiment, the fluctuation display of the first special symbol and the fluctuation display of the second special symbol are not executed simultaneously (in parallel), and the fluctuation display of the second special symbol is executed with priority. However, it may be a gaming machine in which the change display of the first special symbol and the change display of the second special symbol are executed simultaneously (in parallel).

  In addition, it should be considered that the embodiment disclosed this time is illustrative and not restrictive in all respects. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.

Y gaming machine 10 general winning opening 10a general winning opening detection switch 11 universal gate 11a universal drawing detection switch 13 first start opening 13a first start opening detection switch 14A second start opening control device 14 second start opening 14a second Start opening detection switch 15A Large winning opening control device 15 Large winning opening 15a Large winning opening detection switch 17 Out opening 30 Image display device 33 Audio output device 34 Panel illumination device 35 Frame illumination device 36 Panel drive device 37A Production button device 37 effect button 37a effect button detection switch 38A selection button device 110 main control board 110a main CPU
110b Main ROM
110c Main RAM
120 Production control board 120a Sub CPU
120b Sub ROM
120c sub RAM
300 Display unit 301 First hold icon display area 302 Fluctuating icon display area 303 Second hold icon display area

Claims (1)

  1. Determining means for determining whether or not to enter a special gaming state advantageous to the player;
    Production execution means capable of producing an effect using production means including sound output means and movable production means,
    The movable effect means performs an effect by moving the movable effect member,
    The production execution means
    Based on the result of the determination, it is possible to execute a suggestion effect that prompts the player to operate the operation means ,
    When the suggested effect is executed, when the first effect sound is output from the sound output unit, and when the second effect sound different from the first effect sound is output from the sound output unit, There is,
    In the suggestion production,
    A first suggestion effect that can be executed before the reach effect is executed;
    There is a second suggestion effect that can be executed during the execution of the reach effect,
    While outputting the predetermined sound before the execution of the first suggestion effect and outputting the first effect sound, while the first suggestion effect is being executed, the output of the predetermined sound is continued.
    Outputting the second suggestion effect predetermined sound before executing, also first effect sound without outputting the predetermined sound during execution of the second suggested effect of outputting the second effect sound,
    After executing the second suggestion effect, there are a time when the first effect is executed and a time when a second effect different from the first effect is executed,
    The second effect is an effect that can be executed using the movable effect means before entering the special game state when the result of the determination is the special game state. It is easier to execute when the second effect sound is output than when the effect sound is output.
    A gaming machine characterized by that.
JP2016210587A 2016-10-27 2016-10-27 Game machine Active JP6555823B2 (en)

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JP4889102B2 (en) * 2006-07-12 2012-03-07 サミー株式会社 Game machine
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JP5604713B2 (en) * 2011-11-29 2014-10-15 株式会社ソフイア Game machine
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JP5996719B2 (en) * 2015-05-18 2016-09-21 京楽産業.株式会社 Game machine
JP6097354B2 (en) * 2015-07-31 2017-03-15 株式会社ソフイア Game machine
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