JP6568016B2 - Game machine - Google Patents

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JP6568016B2
JP6568016B2 JP2016100710A JP2016100710A JP6568016B2 JP 6568016 B2 JP6568016 B2 JP 6568016B2 JP 2016100710 A JP2016100710 A JP 2016100710A JP 2016100710 A JP2016100710 A JP 2016100710A JP 6568016 B2 JP6568016 B2 JP 6568016B2
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effect
game ball
game
control cpu
notification effect
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JP2017205353A (en
Inventor
昂季 島田
昂季 島田
大介 堀井
大介 堀井
充康 熊谷
充康 熊谷
賢二 笹岡
賢二 笹岡
悟 齋藤
悟 齋藤
良太 加藤
良太 加藤
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株式会社ニューギン
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Description

  The present invention relates to a gaming machine.
Conventionally, in a gaming machine such as a pachinko gaming machine, a big hit game with the opening of a big prize opening is generated when the big win lottery is won.
For example, in Patent Document 1, a first start port is provided on a first path that passes through the left side of the display screen, while a grand prize port and a second start motor combination are provided on a second path that passes through the right side of the display screen. A gaming machine provided with an object and a normal symbol starting gate is disclosed. In the gaming machine disclosed in Patent Document 1, by adjusting the firing strength of the game ball, the game property of launching the game ball aiming at the first route in the non-short-time state and the second route in the short-time state Is realized.
  And in the gaming machine disclosed in Patent Document 1, when the big hit game ends and shifts to the short-time state, or when the short-time state ends and shifts to the non-short-time state, an appropriate game ball is used. It is comprised so that a firing intensity may be alert | reported.
JP 2009-240339 A
  By the way, as with the gaming machine disclosed in Patent Document 1, in the case of having a game property for launching a game ball aiming at a specific route, a game is provided by devising an effect related to the launch strength of the game ball. It is desired to improve the interest of the elderly.
  An object of the present invention is to provide a gaming machine that can appropriately execute an effect relating to the launch intensity of a game ball.
A gaming machine that solves the above-mentioned problems is a gaming machine that has a plurality of paths according to the launching intensity of the game ball as a path through which the gaming ball flows down, and at least effects related to the launching intensity of the game ball can be executed. An effect execution means, a control means for controlling the effect execution means, a first start port that can satisfy a big win lottery condition by entering a game ball, and a big win lottery condition established by entering a game ball A second starting port that can be opened, an opening / closing means operable to enter a closed state in which a gaming ball can enter or a gaming ball cannot enter the second starting port, and the gaming state can be controlled A game state control means; and a detection means for detecting a game ball, wherein the game state includes a first game state and a second game state, and in the second game state, the first game state is changed to the first game state. Compared to the second start of the game ball The effect related to the launch intensity of the game ball includes a special effect that is performed when the game state changes, and the special effect is a predetermined effect in the effect execution means. The predetermined effect includes an effect for giving a predetermined notification, and the effect related to the firing strength of the game ball is different from the change of the game state. A normal effect that is performed as an opportunity is included, and the normal effect is performed by limiting the predetermined effect when the predetermined effect is being performed, and the special effect and the normal effect are performed . The priority is different from the performance, and in the first gaming state, when the game ball is fired at the first firing strength, the player's profit is greater than when the game ball is fired at the second firing strength. In the second gaming state, the game ball When the game ball is fired at the second launch strength, the player's profit is likely to increase as compared to when the game ball is fired at the first launch strength. In the first game state, the second launch is performed. When a game ball launched at a strength is detected, a preparation period is started, and a predetermined number of game balls are detected until the preparation period ends, so that the normal performance can be achieved. The normal effect when the number of detected game balls fired at the second launch intensity is a predetermined number until the end of the preparation period is the first mode, and the second launch The normal effect when the game ball fired at the strength is further detected is the second mode . In the second game state, even when the game ball fired at the first launch strength is detected. The gist is that the normal performance is not executed.
A gaming machine that solves the above-mentioned problems is a gaming machine that has a plurality of paths according to the launching intensity of the game ball as a path through which the gaming ball flows down, and at least effects related to the launching intensity of the game ball can be executed. An effect execution means, a control means for controlling the effect execution means, a first start port that can satisfy a big win lottery condition by entering a game ball, and a big win lottery condition established by entering a game ball A second starting port that can be opened, an opening / closing means operable to enter a closed state in which a gaming ball can enter or a gaming ball cannot enter the second starting port, and the gaming state can be controlled A game state control means; and a detection means for detecting a game ball, wherein the game state includes a first game state and a second game state, and in the second game state, the first game state is changed to the first game state. Compared to the second start of the game ball The effect related to the launch intensity of the game ball includes a special effect that is performed when the game state changes, and the special effect is a predetermined effect in the effect execution means. The predetermined effect includes an effect for giving a predetermined notification, and the effect related to the firing strength of the game ball is different from the change of the game state. A normal effect that is performed as an opportunity is included, and the normal effect is performed by limiting the predetermined effect when the predetermined effect is being performed, and the special effect and the normal effect are performed . The priority is different from the performance, and in the first gaming state, when the game ball is fired at the first firing strength, the player's profit is greater than when the game ball is fired at the second firing strength. In the second gaming state, the game ball When the game ball is fired at the second launch strength, the player's profit is likely to increase as compared to when the game ball is fired at the first launch strength. In the first game state, the second launch is performed. When a game ball launched at a strength is detected, a preparation period is started, and a predetermined number of game balls are detected until the preparation period ends, so that the normal performance can be achieved. The normal effect when the number of detected game balls fired at the second launch intensity is a predetermined number until the end of the preparation period is the first mode, and the second launch The normal effect when the game ball fired at the strength is further detected is the second mode, and in the second game state, the game ball fired at the first launch strength is detected. The preparation period starts and the preparation period The gist of the invention is that when a predetermined number of game balls are detected before the interval ends, the normal effect is triggered.
  According to this invention, it is possible to appropriately execute an effect relating to the launch intensity of the game ball.
The front view which shows a pachinko game machine typically. (A) is a front view schematically showing a game board, (b) is an enlarged front view showing an information display panel. Explanatory drawing explaining a jackpot symbol. (A) is a schematic diagram which shows a specific example of the right-handed notification effect as a display effect, (b) is a schematic diagram which shows a specific example of the left-handed notification effect as a display effect. The schematic diagram which shows a specific example of an audio production. The block diagram which shows the electrical constitution of a pachinko gaming machine. The schematic diagram which shows the relationship between audio | voice data and an audio | voice channel. The flowchart which shows a special symbol input process. The flowchart which shows a special symbol start process. The flowchart which shows a right-handed detection process. The schematic diagram which shows the priority of the audio | voice production in a speaker. The schematic diagram which shows an example of the concrete execution aspect of the alerting | reporting effect as a voice effect. (A) is a schematic diagram showing an example of a specific execution mode of a first left-handed notification effect as a sound effect, and (b) is a specific execution mode of a second left-handed notification effect as a sound effect. The schematic diagram which shows an example.
Hereinafter, an embodiment of a pachinko gaming machine will be described. The upper, lower, left, right, front (front), and rear (back) in this specification indicate each direction when viewed from the player.
As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a frame body 11. The frame 11 includes a first frame 11a that is fixed to an island facility such as a game store, and a second frame 11b that is pivotally supported to be openable and closable with respect to the first frame 11a. The second frame 11b is a frame for mounting various game parts. The pachinko gaming machine 10 includes a launch handle 15 on the front side of the frame 11. In the pachinko gaming machine 10, a game ball is launched at an intensity corresponding to the operation amount (rotation amount) of the launch handle 15.
  The pachinko gaming machine 10 includes a decorative lamp 16 on the front side of the frame 11. As one of the effects, the decoration lamp 16 performs an effect (hereinafter, referred to as a light emission effect) of emitting, blinking, and extinguishing a light emitter (not shown). For example, the light emitter is an LED. The pachinko gaming machine 10 includes a speaker 17 on the front side of the frame 11. As one of the effects, the speaker 17 performs effects (hereinafter referred to as sound effects) for outputting sounds such as voices of humans and animals, sound effects, and music.
  The pachinko gaming machine 10 includes a door opening sensor SE5 that detects that the second frame 11b is opened with respect to the first frame 11a (shown in FIG. 6). For example, the door opening sensor SE5 may be provided in a cylinder for locking the second frame 11b.
  As shown in FIG. 2A, the pachinko gaming machine 10 includes a game board 20. The game board 20 is assembled to the second frame 11b. The game board 20 includes a game area 21 in which a game ball as a game medium flows down (rolls) on the front side when viewed from the player. The game ball launched by operating the launch handle 15 flows down (rolls) through the game area 21.
  The pachinko gaming machine 10 includes an information display panel 22. The information display panel 22 is provided on the game board 20 at a position outside the game area 21 and visible to the player. On the information display panel 22, various information indicating the control state of the pachinko gaming machine 10 is notified.
  As shown in FIG. 2B, the information display panel 22 includes a first special symbol display unit 22a. The first special symbol display unit 22a displays a first special symbol variation game in which a predetermined symbol is variably displayed and finally the first special symbol is confirmed and stopped. In the following description, the first special symbol variation game is abbreviated as “first special game”. The information display panel 22 includes a second special symbol display unit 22b. The second special symbol display unit 22b displays a second special symbol variation game in which a predetermined symbol is variably displayed and finally the second special symbol is confirmed and stopped. In the following description, the second special symbol variation game is abbreviated as “second special game”. In some cases, the first special game and the second special game are collectively referred to as a “special game”. The special symbol is a symbol for notifying the result of an internal lottery (big hit lottery) to be described later.
  In this specification, “variable display” means a state in which the type of the displayed symbol is changing with the passage of time. In this specification, “determined stop display” means a state in which a symbol is definitely stopped and displayed, and the type of the displayed symbol does not change. “Definite stop display” and “derivation” have the same meaning. The special symbols that can be derived in the special symbol display units 22a and 22b include at least a jackpot symbol as a jackpot display result and a miss symbol as a loss display result. In the special game, when the jackpot symbol is derived, the player can recognize the jackpot. In a special game, when a loss symbol is derived, the player can recognize the loss.
  In this embodiment, the first special game and the second special game are not executed at the same time, and the second special game is executed in preference to the first special game. In this embodiment, when the big hit lottery is won, the big hit symbol is derived in the special game, and then the big hit game is awarded after the special bonus game ends. As will be described in detail later, the jackpot game is a very advantageous state for the player because the player can obtain a large number of prize balls and other benefits.
  The information display panel 22 includes a first special hold display unit 22c. The first special hold display unit 22c displays the number of times of the first special game whose execution is put on hold because the start condition is satisfied but the execution condition is not yet satisfied. In the following description, the number of first special games that are on hold is indicated as the first special hold number. The information display panel 22 includes a second special hold display unit 22d. The second special hold display unit 22d displays the number of times of the second special game in which the execution is held because the start condition is satisfied but the execution condition is not yet satisfied. In the following description, the number of the second special game being held is indicated as the second special hold number. In this embodiment, the maximum value of the first special reservation number and the second special reservation number is 4 respectively.
  The information display panel 22 includes a normal symbol display unit 22e. The normal symbol display unit 22e displays a normal symbol variation game in which a predetermined symbol is variably displayed and finally a normal symbol is derived. In the following description, the normal symbol variation game is abbreviated as “normal game”. The normal symbols derivable to the normal symbol display unit 22e include at least a normal winning symbol and an ordinary off symbol. When the normal winning symbol is derived in the normal game, the player can recognize the normal winning symbol. In a normal game, when an unusual symbol is derived, the player can usually recognize the deviation. In this embodiment, when the internal lottery (ordinary symbol winning lottery) is won, after the ordinary winning symbol is derived in the ordinary game, the ordinary winning game is awarded after the normal winning ordinary game ends. As will be described in detail later, the normal hit game is advantageous to the player because it is easy for the player to establish the starting condition of the second special game.
  The information display panel 22 includes a normal hold display portion 22f. The normal hold display unit 22f displays the number of normal games whose execution is held pending so that the start condition is satisfied but the execution condition is not yet satisfied. Further, the information display panel 22 includes a state display unit 22g. The state display unit 22g displays the state of the pachinko gaming machine 10 in a recognizable manner. In addition, for example, the information display panel 22 may include a remaining number display unit that displays the remaining number of prize balls to be paid out to the player. The plurality of display units do not need to be on the same information display panel 22, and may be provided separately in portions different from this embodiment.
  The pachinko gaming machine 10 is provided with a center frame 23 with various decorations at the approximate center of the game area 21 of the game board 20. The center frame 23 includes an opening 23a. The center frame 23 includes a stage 23b for rolling the game ball along the left-right direction. Note that the pachinko gaming machine 10 may include a movable body for production that operates in the opening 23 a of the center frame 23. The movable body performs an effect in which the position or orientation changes between the initial state and the effect state as one effect.
  The pachinko gaming machine 10 includes an effect display device 25. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display, or may be a display device including a projector and a screen. The effect display device 25 is assembled to the game board 20 through the opening 23a of the center frame 23 so that the player can visually recognize the display area. The effect display device 25 performs an effect of displaying a pattern imitating a predetermined character or character (hereinafter, referred to as a display effect) as one of the effects.
  The pachinko gaming machine 10 includes a first start winning opening 26 that opens to the gaming area 21 below the center frame 23. The first start winning opening 26 allows a game ball to enter at any time. The pachinko gaming machine 10 includes a first start sensor SE1 that detects a game ball won in the first start winning opening 26 (shown in FIG. 6). For example, the first start sensor SE1 is provided in a passage for discharging a game ball won in the first start winning opening 26 to the outside of the machine. In this embodiment, when the game ball is detected by the first start sensor SE1, the start condition for the first special game can be satisfied and the payout condition for the prize ball is satisfied. In this specification, “winning” means that a game ball enters a winning opening.
  The pachinko gaming machine 10 includes a second start winning opening 27 that opens to the gaming area 21 below the center frame 23 and the first start winning opening 26. The pachinko gaming machine 10 includes a second start sensor SE2 that detects a game ball that has entered the second start winning opening 27 (shown in FIG. 6). For example, the second start sensor SE2 is provided in a passage for discharging a game ball won in the second start winning opening 27 to the outside of the machine. In this embodiment, when the game ball is detected by the second start sensor SE2, the start condition for the second special game can be satisfied and the payout condition for the prize ball is satisfied.
  The pachinko gaming machine 10 includes a first variable member 28 that opens and closes the second start winning prize port 27. The first variable member 28 is operable in an open state in which the game ball is easy to win the second start winning port 27 and a closed state in which the game ball is difficult to win or cannot win the second start winning port 27. . The pachinko gaming machine 10 includes a first actuator A1 that moves the first variable member 28 between an open state and a closed state (shown in FIG. 6). The first variable member 28 is operated in the open state in the normal hit game.
  The pachinko gaming machine 10 is provided with a special winning opening 29 that opens to the gaming area 21 at the lower right of the center frame 23. The pachinko gaming machine 10 includes a count sensor SE3 that detects a game ball that has won a prize winning opening 29 (shown in FIG. 6). For example, the count sensor SE3 is provided in a passage for discharging a game ball that has won a prize winning opening 29 to the outside of the machine. In this embodiment, when a game ball is detected by the count sensor SE3, a prize ball payout condition is satisfied.
  The pachinko gaming machine 10 includes a second variable member 30 that opens and closes the special winning opening 29. The second variable member 30 is a so-called big prize opening door. The second variable member 30 is operable in an open state in which a game ball can win a prize winning opening 29 and a closed state in which a game ball cannot win a prize winning opening 29. The pachinko gaming machine 10 includes a second actuator A2 that moves the second variable member 30 between an open state and a closed state (shown in FIG. 6). The second variable member 30 is operated in the open state in the big hit game.
  The pachinko gaming machine 10 includes a gate 31 through which a game ball can pass (enter) in the game area 21 on the right side of the center frame 23. The gate 31 is on the upstream side of the big winning opening 29 in the flow direction of the game ball. The gate 31 includes a gate sensor SE4 that detects a game ball that has passed through the gate 31 (shown in FIG. 6). In this embodiment, when a game ball is detected by the gate sensor SE4, the start condition of the normal game can be satisfied. The pachinko gaming machine 10 includes an out port 32. In this embodiment, game balls that have not entered any winning opening are discharged from the out port 32 to the outside of the machine. The pachinko gaming machine 10 may include a winning opening different from the winning openings 26, 27, and 29. Further, the pachinko gaming machine 10 includes a member for changing the behavior of the game ball flowing down the game area 21 such as a nail or a windmill.
  The pachinko gaming machine 10 configured as described above is provided with a plurality of paths according to the firing strength of the game balls as paths through which the game balls flow down in the game area 21. The path through which the game ball flows can also be grasped as an area where the game ball flows down. In this embodiment, there are a plurality of routes, the first route R1 that passes through the left side of the center frame 23 (effect display device 25) to the out port 32, and the right side of the center frame 23 to the out port 32. And a second route R2. The first route R1 and the second route R2 may partially overlap or not all overlap. On the first route R1, there is at least a first start winning port 26 among the start winning ports 26 and 27. In this embodiment, there is a second start winning opening 27 in the first route R1. In this embodiment, on the second path, there are a second start winning opening 27, a big winning opening 29, and a gate 31.
  Therefore, in this embodiment, when the game ball flows down the first route R1, there is a low possibility that the game ball will enter the special winning opening 29 or the gate 31. Further, when the game ball flows down the second route R2, the possibility that the game ball enters the first start winning opening 26 is low. In the following description, among the firing strengths of the game balls, the launch strength that is fired so that the game balls flow down the first route R1 is referred to as a first launch strength, and the game balls flow down the second route R2. The firing intensity to be fired is indicated as the second firing intensity. In the following description, launching a game ball with the first launch strength may be indicated as “left-handed”, and launching a game ball with the second launch strength may be indicated as “right-handed”.
Next, the gaming state of the pachinko gaming machine 10 will be described.
The pachinko gaming machine 10 includes a low probability state and a high probability state as gaming states with different jackpot probabilities. The big hit probability is a probability of winning a big hit in the internal lottery (big hit lottery). The high probability state is a gaming state in which the jackpot probability is higher than the low probability state. In the high probability state, the possibility of winning the big hit lottery is increased as compared to the low probability state, so that the gaming state is advantageous to the player. The high probability state is a so-called “probability variation state (probability variation state)”.
  The pachinko gaming machine 10 includes a low base state and a high base state as game states in which the ratio of the number of prize balls to the number of game balls fired is different. The high base state is a gaming state in which there is a high probability that the game ball will win the second start winning opening 27 as compared to the low base state. The high base state is a so-called “electric support state”, and the low base state is a so-called “non-power support state”. In the high base state, since the probability that the game ball wins the second start winning opening 27 is increased, the gaming state is advantageous to the player.
  For example, the high base state can be realized by performing one control arbitrarily selected from the four controls described below, or by combining a plurality of controls. The first control is normal symbol variation time shortening control in which the variation time of the normal game is shorter than that in the low base state. The second control is normal symbol probability variation control in which the probability of winning a normal symbol winning lottery (ordinary winning probability) is changed with a higher probability than in the low base state. The third control is open time extension control in which the total open time of the first variable member 28 in one normal game is longer than that in the low base state. As the opening time extension control, the number of times the first variable member 28 is released in one normal hit game is larger than that in the low base state, and the first variable member 28 is once in the normal hit game. It is preferable to perform at least one of the controls for making the opening time of the battery longer than that in the low base state. The fourth control is a special symbol variation time shortening control that makes the variation time (for example, average variation time) of the special game easier to be shorter than in the low base state. When performing the special symbol variation time shortening control, the high base state is a so-called “variation time shortening state (entrance rate improving state)”.
Next, the big hit in the pachinko gaming machine 10 will be described.
As shown in FIG. 3, the pachinko gaming machine 10 of this embodiment includes a plurality of types of jackpot symbols as the jackpot symbols of the special symbols. The multiple types of jackpot symbol Za are classified into jackpot symbol Za, jackpot symbol Zb, and jackpot symbol Zc. The types of jackpot games are determined for each type of jackpot symbol. A plurality of types of jackpot symbols may have a gaming state after the jackpot game ends. In other words, in this embodiment, the jackpot symbol corresponds to a jackpot type that defines a privilege to be given to the player.
  In the big hit game, first, an opening effect for notifying the start of the big hit game is performed over a predetermined opening time. In the big hit game, a round game in which the big winning opening 29 is opened after the opening effect is completed. A round game is played with a predetermined upper limit number of times as an upper limit. In one round game, the big winning opening 29 is opened until the first end condition for winning a predetermined upper limit number of game balls or the second end condition for elapse of a predetermined upper limit time is satisfied. Is done. In the round game, a round effect is performed. In the big hit game, when the final round game is finished, an ending effect for notifying the end of the big hit game is performed over a predetermined ending time. The big hit game is ended with the end of the ending effect.
  In the jackpot symbols classified into jackpot symbols Za and Zc, a jackpot game having a maximum number of round games of 10 is defined. In the jackpot symbol classified as the jackpot symbol Zb, a jackpot game in which the upper limit number of round games is four is defined. In addition, the jackpot symbols categorized as jackpot symbols Za and Zb are given a high probability state until the next jackpot game is given and the next jackpot game as the gaming state after the jackpot game ends. The high base state until it is set is determined. The jackpot symbol classified as jackpot symbol Zc includes a low probability state and a predetermined upper limit number of times (for example, 50 times) until the end of the special game as a gaming state to be given after the jackpot game ends. Alternatively, a low base state is defined until a big hit game is awarded before the upper limit number of special games is finished.
  In this embodiment, from the viewpoint of whether the upper limit number of round games is large or small, the big hit symbol Zb <the big hit symbol Za, Zc becomes an advantageous big hit symbol in this order. Further, from the viewpoint of whether or not a high probability state is given, the jackpot symbol is advantageous in the order of jackpot symbol Zc <jackpot symbol Za, Zb. Therefore, the jackpot symbol Za is the most advantageous jackpot symbol because the upper limit number of round games is large and a high probability state is given.
  For example, in the case of winning the big hit lottery, the selection rate of the big hit symbol Za is 45% in the second special game and 10% in the first special game. That is, in this embodiment, the selection rate of the big hit symbol Za when the big hit lottery is won is set higher in the second special game than in the first special game. Therefore, in this embodiment, the second special game can be said to be a variable game that is more advantageous to the player than the first special game.
Next, game play in the pachinko gaming machine 10 of this embodiment will be described.
In the low base state, when the game ball is launched at the second launch intensity (when it is hit right), even if the game ball flowing down the second route R2 passes through the gate 31, the second starting prize is received. It is difficult for a game ball to enter the mouth 27, and it is also difficult to enter the first start winning opening 26. On the other hand, when a game ball is fired at the first launch strength (when left-handed), there is a possibility that a game ball flowing down the first route R1 will enter at least the first start winning opening 26. is there. Therefore, in the low base state, the first launch intensity corresponds to a specific launch intensity that is likely to be more profitable for the player than the second launch intensity. In the low base state, the second firing intensity corresponds to a non-specific firing intensity. The first firing strength is a recommended strength in the low base state, and the second firing strength is a non-recommended strength in the low base state.
  On the other hand, in the high base state, when a game ball is fired at the second launch strength (when it is hit right), the game ball flowing down the second route R2 passes through the gate 31, and the second A game ball easily enters the start winning opening 27. Therefore, in the high base state, the second launch intensity corresponds to a specific launch intensity that is likely to be more profitable for the player than the first launch intensity. In the high base state, the first launch intensity corresponds to a non-specific launch intensity. The second launch strength is a recommended strength in the high base state, and the first launch strength is a non-recommended strength in the high base state.
Next, an example of an effect that can be executed by the pachinko gaming machine 10 will be described.
In this embodiment, the display effect that can be executed by the effect display device 25 is an effect in which an effect design (hereinafter referred to as an effect design) is variably displayed in a plurality of columns and finally a combination of effect designs is derived. There is a symbol variation game. In the following description, the effect symbol variation game is abbreviated as “effect game”. The effect design is a design (decoration design) with decoration such as a character or a pattern, and is used for diversifying the display effect. In this embodiment, the effect game is performed by displaying a plurality of symbol rows in a vertical direction (scroll display).
  The production game is played in conjunction with the special game. Specifically, the effect game is started with the start of the special game, and is ended with the end of the special game. In the effect game, a combination of effect symbols according to the special symbol derived in the special game is derived. In a special game, when a big hit symbol is derived, a big hit symbol based on the production symbol is derived in the effect game. For example, the jackpot symbol based on the effect symbol is a symbol combination in which the effect symbols in all the rows are the same, such as “333” and “777”. In the special game, when the off symbol is derived, the off symbol based on the effect symbol is derived in the effect game. For example, the out-of-line design symbols are a combination of symbols such as “787” and “556” in which at least some of the design symbols are different from the other design symbols. In the effect game, the effect symbol may be temporarily stopped before the effect symbol is confirmed and stopped. In this specification, “temporary stop display” means a state indicating that there is a possibility that the symbol is variably displayed again, such as “sway fluctuation state”.
  An effect game may include a reach effect performed by forming a reach. In the reach, the same effect design is temporarily stopped and displayed in a specific column (in this embodiment, the left column and the right column) among a plurality of columns, and a column different from the specific column (in this embodiment, the middle column) This is a state where the effect design is continuously displayed in a variable manner. For example, in the reach effect, there may be a plurality of types of reach effects in which the characters to appear and the motion of the symbol sequence are different.
  In addition, the effects that can be executed by the pachinko gaming machine 10 include a right-handed notification effect for urging a right strike and a left-handed notification effect for urging a left strike as effects related to the launch intensity of the game ball. Both the right-handed notification effect and the left-handed notification effect are effects that notify the firing intensity of the game ball.
  As shown in FIG. 4A, the right-handed notification effect may be executed as a display effect in the effect display device 25. For example, the right-handed notification effect as a display effect is performed in a manner such as displaying a character string “Please make a right-handed!” Or an image imitating a right-pointing arrow. The right-handed notification effect as the display effect may be in any form as long as the player can recognize the launch intensity at which the game ball flows down the second route R2. For example, an image imitating a character string that is a negative expression such as “Do not left-hand” may be displayed.
  As shown in FIG. 4B, the left-handed notification effect may be executed as a display effect in the effect display device 25. For example, the left-handed notification effect as the display effect is performed by displaying a character string “Please return to left-handed!” Or an image imitating a left-pointing arrow. The left-handed notification effect as the display effect may be in any form as long as the player can recognize the launch intensity at which the game ball flows down the first route R1. For example, an image imitating a character string that is a negative expression such as “Please do not strike right” may be displayed.
  As shown in FIG. 5, the right-handed notification effect may be executed as a sound effect in the speaker 17. For example, the right-handed notification effect as a voice effect is performed in a manner such as outputting a voice that reads out the character string “please right-hand”. The right-handed notification effect as the sound effect may be any form as long as the player can recognize the launch intensity at which the game ball flows down the second route R2. For example, you may output the voice which read out the character string which is a negative expression like "Please do not strike left". In this embodiment, a right-handed notification effect as a display effect and a right-handed notification effect as a sound effect are performed simultaneously. That is, in this embodiment, the aspect of the right-handed notification effect is configured to include sound.
  In this embodiment, the left-handed notification effect may be executed as a sound effect in the speaker 17. In this embodiment, the left-handed notification effect as a voice effect includes a first left-handed notification effect and a second left-handed notification effect. For example, the first left-handed notification effect is performed by outputting a voice that reads out “Please return to left-handed” once. For example, the second left-handed notification effect is performed in a manner of outputting a voice that reads out “Please return to left-handed” twice. For example, the second left-handed notification effect is performed in a mode in which sound is output at a louder volume than the first left-handed notification effect.
  Thus, the same strength is reported as the launch strength of the game ball in the first left-handed notification effect and the second left-handed notification effect. On the other hand, the first left-handed notification effect is different from the second left-handed notification effect. More specifically, the mode of the first left-handed notification effect and the mode of the second left-handed notification effect are as follows: Or it is comprised including the some element, At least 1 element differs among these some elements. Note that the left-handed notification effect by voice may be in any form as long as the player can recognize the launch intensity at which the game ball flows down the second route R2. For example, you may output the voice which read out the character string which is a negative expression like "Please do not strike right". In this embodiment, a left-handed notification effect as a display effect and each left-handed notification effect as a sound effect are performed simultaneously. That is, in this embodiment, the aspect of the left-handed notification effect is configured to include sound.
  In this embodiment, the decoration lamp 16, the speaker 17, and the effect display device 25 are configured to include one or more effect devices, and effect execution means capable of executing at least an effect relating to the launch intensity of the game ball. It is composed. That is, the effect execution means includes the speaker 17.
  In addition, an effect that can be executed by the pachinko gaming machine 10 includes an error notification effect as an effect for notifying an error that has occurred. For example, the error includes a door opening error in which the second frame 11b is opened. The error notification effect may be executed as a sound effect in the speaker 17. For example, among the error notification effects as a sound effect, the door opening error notification effect is performed in such a manner as to output a voice reading a character string “door is open”.
  Further, the effects that can be executed by the pachinko gaming machine 10 include a reach effect accompanied by a reach effect as a display effect. The reach effect may be executed as an audio effect in the speaker 17. For example, the reach effect as the sound effect is performed in a manner such as outputting a voice reading out the character string of “reach!”. That is, the reach effect in this embodiment is an effect for notifying that a reach is formed in the effect game. In addition, the effects that can be executed by the pachinko gaming machine 10 include BGM (background music) effects that accompany the effect game. For example, the BGM effects include a first BGM effect that outputs the music M1, a second BGM effect that outputs the music M2, and a third BGM effect that outputs the music M3.
Next, the electrical configuration of the pachinko gaming machine 10 will be described.
As shown in FIG. 6, the pachinko gaming machine 10 includes a main control board 40 on the back side. The main control board 40 performs various processes and outputs a control signal (control command) as control information according to the result of the processes. The pachinko gaming machine 10 includes a sub-control board 41 on the back side. The sub control board 41 performs various processes based on control signals input from the main control board 40. For example, the sub-control board 41 performs processing for executing a light emission effect by the decoration lamp 16, a sound effect by the speaker 17, and a display effect by the effect display device 25.
First, the main control board 40 will be described in detail.
The main control board 40 includes a main control CPU 40a, a main control ROM 40b, and a main control RAM 40c. The main control CPU 40a performs various processes by executing a main control program. The main control ROM 40b stores a main control program, a table used for a predetermined lottery, a determination value, and the like. The main control ROM 40b stores a plurality of types of variation patterns. The plurality of types of variation patterns are information that can specify the variation time from the start of the special game to the end of the special game. In addition, the variation pattern may be information that can specify a part or all of the contents of the effect of the effect game performed between the start of the special game and the end of the special game.
  For example, the fluctuation pattern includes a big hit fluctuation pattern and a deviation fluctuation pattern. In the jackpot variation pattern, the contents of the effect for deriving the symbol combination of the jackpot through the reach effect as the effect contents of the effect game are determined. In the outlier variation pattern, the content of the effect for deriving the symbol combination of the eventually without the reach effect or through the reach effect is defined as the effect content of the effect game.
  The main control RAM 40c is configured to be able to store various information that can be rewritten during the operation of the pachinko gaming machine 10. Information stored in the main control RAM 40c is, for example, a flag, a counter, and a timer. In addition, the main control board 40 of this embodiment is configured to be able to generate random numbers. For example, the random number may be generated as a hardware random number by mounting a random number generation circuit that updates the value of the random number every predetermined cycle on the main control board 40, and the main control CPU 40a may generate the random number every predetermined control cycle. It is also possible to generate a software random number by updating the value of the random number.
  The main control CPU 40a is connected to the sensors SE1 to SE4 via a port (not shown). The main control CPU 40a is configured to be able to input detection signals output from the sensors SE1 to SE4 via a port (not shown). The main control CPU 40a is connected to the door opening sensor SE5 via a port (not shown). The main control CPU 40a is configured to be able to input a detection signal output from the door opening sensor SE5 via a port (not shown). The main control CPU 40a is connected to the actuators A1 and A2 via a drive circuit (not shown). The main control CPU 40a is configured to be able to control the operations of the actuators A1 and A2 via a drive circuit (not shown). The main control CPU 40a is connected to the information display panel 22 via a drive circuit (not shown). The main control CPU 40a is configured to be able to control the display content of the information display panel 22 via a drive circuit (not shown).
Next, the sub control board 41 will be described in detail.
The sub control board 41 is connected to the main control board 40. The sub control board 41 includes a sub control CPU 41a, a sub control ROM 41b, and a sub control RAM 41c. For example, the sub control CPU 41a performs a process related to the effect by executing a sub control program. The sub control ROM 41b stores a sub control program, a table used for lottery, a determination value, and the like. The sub-control ROM 41b stores a display effect pattern that can specify the mode (contents) of the display effect in the effect display device 25, and display effect data used to execute the display effect. The sub-control ROM 41b stores a light-emitting effect pattern that can specify the mode (contents) of the light-emitting effect in the decorative lamp 16, and light-emitting effect data used to execute the light-emitting effect. The sub-control ROM 41b stores a sound effect pattern that can specify the sound effect mode (contents) of the speaker 17.
  The sub-control RAM 41c is configured to be able to store various information that can be appropriately rewritten during the operation of the pachinko gaming machine 10. The information stored in the sub control RAM 41c is, for example, a flag, a counter, a timer, and the like. Further, the sub-control board 41 of this embodiment is configured to generate a random number. For example, the random number may be generated as a hardware random number by mounting a random number generation circuit that updates the value of the random number at a predetermined cycle on the sub control board 41, and the sub control CPU 41a performs the control at every predetermined control cycle. It is also possible to generate a software random number by updating the value of the random number.
  The sub control board 41 is connected to the effect display device 25 via a drive circuit (not shown). The sub-control CPU 41a is configured to be able to control the display mode of the effect display device 25 via a drive circuit (not shown). The sub control board 41 is connected to the decorative lamp 16 via a drive circuit (not shown). The sub-control CPU 41a is configured to be able to control the lighting mode of the decoration lamp 16 via a drive circuit (not shown).
  The sub control board 41 includes a sound control unit 42. The voice control unit 42 drives the speaker 17 based on a command from the sub-control CPU 41a, and executes a voice effect. That is, the sub control CPU 41 a is configured to control the output mode of the speaker 17 by controlling the audio control unit 42. As described above, the sub control board 41 of this embodiment corresponds to a control unit that controls the effect execution unit.
Next, the voice control unit 42 will be described in detail.
The voice control unit 42 includes a decoder 42a and a voice data ROM 42b. The decoder 42a reads the compressed audio data from the audio data ROM 42b and decodes (decodes) the read audio data. The decoder 42a includes a plurality of channels (output systems) as channels for reproducing the decoded sound and outputting it from the speaker 17. The decoder 42a of this embodiment includes a total of 16 channels from channel CH00 to channel CH15. One channel can reproduce one audio data. Therefore, in the pachinko gaming machine 10 of this embodiment, it is possible to simultaneously reproduce 16 audio data and output from the speaker 17. A single channel cannot reproduce a plurality of audio data at the same time. In addition, the playback volume can be individually changed for channels CH00 to CH15. In the following description, it is assumed that volume [0] (silence), volume [small], volume [medium], and volume [large] indicate large volumes in this order.
  The decoder 42a is connected to the speaker 17 via a drive circuit (not shown). This drive circuit synthesizes (mixes) the sound (digital signal) reproduced in each of the channels CH00 to CH15, converts it to an analog signal, further amplifies it, and outputs it from the speaker 17.
  For example, as shown in FIG. 7, BGM effects are assigned to the channels CH00 and CH01. Sound effects are assigned to the channels CH02 and CH03. A predetermined voice is assigned to the channel CH11. Specifically, the channel CH11 of this embodiment is assigned at least a first left-handed notification sound, a right-handed notification sound, and a reach effect sound. That is, the channel for outputting the sound for performing the first left-handed notification effect and the channel for outputting the predetermined sound as the reach effect are the same channel. Further, audio such as an error is assigned to the channel CH15. Specifically, the channel CH15 of this embodiment is assigned at least a second left-handed notification effect sound and a door opening error notification sound.
  The audio data ROM 42b stores a plurality of audio data obtained by compressing sampled audio in a predetermined format. The plurality of audio data includes audio data SD1 used for first left-handed notification, audio data SD2 used for second left-handed notification, and audio data SD3 used for right-handed notification. For a plurality of audio data, audio data SD4 used for door opening error notification, audio data SD5 used for reach effect, audio data SD10 used for first BGM effect, audio data SD11 used for second BGM effect, and third BGM effect Audio data SD12 is included.
Next, various processes performed in the pachinko gaming machine 10 will be described. First, various processes performed by the main control CPU 40a based on the main control program will be described.
First, a special symbol input process performed by the main control CPU 40a as an interrupt process will be described.
  As shown in FIG. 8, the main control CPU 40a determines whether or not a game ball has won the first start winning opening 26 based on whether or not a detection signal is input from the first start sensor SE1. Step S101). When the game ball has not won the first start winning opening 26 (step S101: NO), the main control CPU 40a proceeds to the process of step S105. On the other hand, when the game ball has won the first start winning opening 26 (step S101: YES), the main control CPU 40a has the upper limit number (the first special reservation number stored in the main control RAM 40c). In this embodiment, it is determined whether it is less than 4) (step S102). When the first special hold number is not less than the upper limit number (step S102: NO), the main control CPU 40a proceeds to the process of step S105.
  On the other hand, if the first special hold number is less than the upper limit number (step S102: YES), the main control CPU 40a adds 1 to the first special hold number stored in the main control RAM 40c and updates it. (Step S103). In the process of step S103, the main control CPU 40a controls the information display panel 22 to display the updated first special hold number.
  Next, the main control CPU 40a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM 40c (step S104). For example, the random number is a random number used for determining the jackpot lottery, a random number used for determining the jackpot symbol, or a random number used for determining the variation pattern. In the processing of step S104, the main control CPU 40a stores the random number information for the first special game and the storage order of the random number information so that it can be specified. In this embodiment, the random number information for the first special game is stored in the main control RAM 40c, so that the execution is suspended until the execution condition for the first special game is satisfied. The random number information may be the acquired random number itself or information obtained by processing the random number by a predetermined method. When the process of step S104 ends, the main control CPU 40a proceeds to the process of step S105.
  In step S105, the main control CPU 40a determines whether or not a game ball has won the second start winning opening 27 based on whether or not a detection signal is input from the second start sensor SE2. When the game ball has not won the second start winning opening 27 (step S105: NO), the main control CPU 40a ends the special symbol input process. On the other hand, when the game ball has won the second start winning opening 27 (step S105: YES), the main control CPU 40a has the upper limit number (the second special reservation number stored in the main control RAM 40c). In this embodiment, it is determined whether it is less than 4) (step S106). When the first special reservation number is not less than the upper limit number (step S106: NO), the main control CPU 40a ends the special symbol input process.
  On the other hand, if the second special hold number is less than the upper limit number (step S106: YES), the main control CPU 40a adds 1 to the second special hold number stored in the main control RAM 40c and updates it. (Step S107). In the process of step S107, the main control CPU 40a controls the information display panel 22 so as to display the updated second special hold number.
  Next, the main control CPU 40a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM 40c (step S108). For example, the random number is a random number used for determining the jackpot lottery, a random number used for determining the jackpot symbol, or a random number used for determining the variation pattern. In the process of step S108, the main control CPU 40a stores the random number information for the second special game and the storage order of the random number information so that it can be specified. In this embodiment, random number information for the second special game is stored in the main control RAM 40c, so that the execution is suspended until the execution condition of the second special game is satisfied. When the process of step S108 ends, the main control CPU 40a ends the special symbol input process.
Next, a special symbol start process performed by the main control CPU 40a as an interrupt process will be described.
As shown in FIG. 9, the main control CPU 40a determines whether or not a special game execution condition is satisfied (step S201). In the processing of step S201, the main control CPU 40a makes an affirmative determination when it is not a big hit game and is not in a special game, while it makes a negative determination when it is a big hit game or during a special game. When the execution condition for the special game is not satisfied (step S201: NO), the main control CPU 40a ends the special symbol start process.
  On the other hand, when the execution condition of the special game is satisfied (step S202: YES), the main control CPU 40a determines whether or not the second special hold number stored in the main control RAM 40c is 1 or more. Is determined (step S202). When the second special hold number is not 1 or more (step S202: NO), the main control CPU 40a determines whether or not the first special hold number stored in the main control RAM 40c is 1 or more ( Step S203). If the first special hold number is not 1 or more (step S203: NO), the main control CPU 40a ends the special symbol start process.
  When the first special hold number is 1 or more (step S203: YES), the main control CPU 40a updates the first special hold number stored in the main control RAM 40c by subtracting 1 (step S204). In the process of step S204, the main control CPU 40a controls the information display panel 22 so that the updated second special hold number is displayed. Next, the main control CPU 40a reads the random number information stored first among the random information for the first special game from the main control RAM 40c (step S205). When the main control CPU 40a reads the earliest random number information, the main control CPU 40a erases the earliest stored random number information from the main control RAM 40c.
  Next, the main control CPU 40a determines whether or not to win the big hit based on the random number information read in the processing of step S205 and the big hit determination value stored in the main control ROM 40b ( Step S206). The process of step S206 corresponds to a big hit lottery (big hit determination) of whether or not a big hit. For example, the determination of whether or not to win the jackpot may be made based on whether or not the value of the random number information matches the jackpot determination value. For example, whether or not to win a jackpot may be determined based on whether or not the value obtained by adding the value of the random number information and the jackpot determination value exceeds a predetermined value.
  When winning a big hit (step S206: YES), the main control CPU 40a determines a big hit symbol to be derived in the first special game and a variation pattern of the first special game (step S207). For example, the main control CPU 40a may determine the jackpot symbol or the variation pattern by lottery using the random number information read in the process of step S205. In step S207, the main control CPU 40a generates control information (hereinafter referred to as a symbol command) that can identify the determined jackpot symbol, and stores it in the output buffer. In this embodiment, the control information (command) stored in the output buffer is output to the sub-control board 41 in the next interrupt processing. In the process of step S207, the main control CPU 40a can identify the determined variation pattern, and generates control information (hereinafter referred to as a game start command) instructing the start of the effect game based on the variation pattern. Store in output buffer. Thereafter, the main control CPU 40a ends the special symbol start process.
  In the case of a loss that is not won in the big win (step S206: NO), the main control CPU 40a determines a loss symbol derived in the first special game and a variation pattern of the first special game (step S208). For example, the main control CPU 40a may determine the off symbol or the variation pattern by lottery using the random number information read in the process of step S205. In the process of step S208, the main control CPU 40a generates a symbol command that can identify the determined symbol that is lost, and stores it in the output buffer. In step S208, the main control CPU 40a can identify the determined variation pattern, generates a game start command for instructing the start of the effect game based on the variation pattern, and stores it in the output buffer. Thereafter, the main control CPU 40a ends the special symbol start process.
  When the second special reservation number is 1 or more (step S202: YES), the main control CPU 40a performs steps S209 to S213 related to the second special game in the same manner as the processing related to the first special game in steps S204 to S208. Process. That is, the main control CPU 40a determines whether or not the second special game is won in a big win (step S211). The main control CPU 40a determines a special symbol to be derived in the second special game, generates a symbol command that can specify the determined special symbol, and stores it in the output buffer (steps S212 and S213). The main control CPU 40a determines a variation pattern of the second special game, can specify the determined variation pattern, generates a game start command instructing the start of the effect game based on the variation pattern, and outputs the output buffer (Steps S212 and S213). Thereafter, the main control CPU 40a ends the special symbol start process.
  When the special symbol start process ends, the main control CPU 40a performs a special game by performing a process different from the special symbol start process. Specifically, the main control CPU 40a controls the information display panel 22 so that the special game is started. The main control CPU 40a measures the variation time set in the variation pattern determined in the special symbol start process. The main control CPU 40a controls the information display panel 22 so that the special symbol determined in the special symbol start process is derived when the variation time set in the variation pattern has elapsed. Further, the main control CPU 40a generates a game end command for instructing to stop the variation of the effect symbols and deriving the symbol combination when the variation time set in the variation pattern determined in the special symbol start process has elapsed. Store in output buffer.
Next, the jackpot process performed by the main control CPU 40a will be described.
In the jackpot process, the main control CPU 40a specifies the type of the jackpot game based on the jackpot symbol (that is, the type of jackpot) determined in the special symbol start process. Then, the main control CPU 40a starts control for giving the specified jackpot game after the end of the jackpot special game, and performs processing for outputting predetermined control information. That is, the main control CPU 40a grants a big hit game by executing a big hit process.
  When the big hit special game ends, the main control CPU 40a first generates control information (hereinafter, referred to as an opening command) instructing execution of the opening effect, and stores it in the output buffer. When the opening time elapses, the main control CPU 40a performs a process for executing a round game. That is, the main control CPU 40a controls the second actuator A2 to open the big winning opening 29 in accordance with the release mode (open pattern) set for the big hit game, and starts the round game. When the first end condition or the second end condition is satisfied after starting the round game, the main control CPU 40a controls the second actuator A2 so that the big winning opening 29 is closed, and ends the round game. . The main control CPU 40a repeats the process for executing such a round game until the upper limit number of round games determined in the jackpot game is completed. Further, every time the round game is started, the main control CPU 40a generates control information for instructing execution of a round effect (hereinafter, referred to as a round command) and stores it in the output buffer. When the final round game is completed, the main control CPU 40a generates control information (hereinafter referred to as an ending command) for instructing execution of the ending effect, and stores it in the output buffer. When the ending time has elapsed, the main control CPU 40a ends the big hit game.
Next, game state processing performed by the main control CPU 40a will be described.
The main control CPU 40a specifies the gaming state to be given after the big hit game is ended based on the big hit symbol (that is, the type of the big hit) determined in the special symbol start process. When the main control CPU 40a specifies the provision of the low probability state, the probability state flag stored in the main control RAM 40c is a value that can be specified to control the low probability state when the jackpot game is ended. Set to. When the main control CPU 40a specifies the provision of the high probability state, the main control CPU 40a sets, in the probability state flag, a value that can be specified to control the high probability state when the jackpot game is ended.
  When the main control CPU 40a specifies the provision of the low base state, the base state flag stored in the main control RAM 40c is a value that can be specified to control the low base state when the big hit game is terminated. Set to. When the high control state is specified, the main control CPU 40a sets, in the base state flag, a value that can be specified to control the high control state when the big hit game is finished. The main control CPU 40a generates control information (hereinafter, referred to as a high base state command) that can specify that the gaming state is the high base state, and stores the control information in the output buffer. When the main control CPU 40a specifies the provision of the high base state in which the upper limit number is determined, the main control CPU 40a stores the number of times corresponding to the upper limit number in the main control RAM 40c as the remaining number of times of the special game to which the high base state is provided.
  Each time the special game is executed, the main control CPU 40a subtracts 1 from the remaining number of times stored in the main control RAM 40c. When the remaining number of times becomes zero, the main control CPU 40a sets, in the base state flag, a value that can be specified to control the low base state as the special game with the remaining number of times zero ends. That is, the main control CPU 40a ends the high base state and shifts to the low base state. The main control CPU 40a generates control information (hereinafter referred to as a low base state command) that can specify that the gaming state is in the low base state, and stores the control information in the output buffer.
  Then, the main control CPU 40a displays information capable of recognizing that it is recommended that the game ball be fired at the second firing strength until the high base state is started and ended. The state display unit 22g of the information display panel 22 is controlled. The main control CPU 40a sets, in the probability state flag, a value that can be specified to be controlled to a low probability state, and a value that can be specified to be controlled to a low base state when a big hit game is awarded. Set to base state flag. Further, the main control CPU 40a generates a low base state command and stores it in the output buffer.
A normal symbol input process performed by the main control CPU 40a as an interrupt process will be described.
In the normal symbol input process, the main control CPU 40a determines whether or not the game ball has passed (entered) the gate 31 based on whether or not a detection signal is input from the gate sensor SE4. When the game ball has not passed through the gate 31, the main control CPU 40a ends the normal symbol input process. When the game ball passes through the gate 31, the main control CPU 40a generates control information (hereinafter referred to as a gate pass command) that can specify that the game ball has passed through the gate 31, and stores it in the output buffer.
  Next, the main control CPU 40a determines whether or not the number of normal holdings stored in the main control RAM 40c is less than the upper limit number (4 in this embodiment). When the number of normal holdings is not less than the upper limit number, the main control CPU 40a ends the normal symbol input process. When the number of normal holdings is less than the upper limit number, the main control CPU 40a updates the normal holding number stored in the main control RAM 40c by adding 1. In this case, the main control CPU 40a controls the information display panel 22 so as to display the updated number of normal holdings.
  Next, the main control CPU 40a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM 40c. In this case, the main control CPU 40a stores the random number information for the normal game and the storage order of the random number information so that it can be specified. Thereafter, the main control CPU 40a ends the normal symbol input process.
A normal symbol start process performed by the main control CPU 40a as an interrupt process will be described.
In the normal symbol start process, the main control CPU 40a determines whether or not a normal game execution condition is satisfied. The main control CPU 40a makes an affirmative determination when the normal hit game is not being played and the normal game is not being played, while a negative determination is made when the normal hit game is being played or the normal game is being played. When the normal game execution condition is not satisfied, the main control CPU 40a ends the normal symbol start process.
  On the other hand, when the execution condition of the normal game is satisfied, the main control CPU 40a determines whether or not the number of normal hold stored in the main control RAM 40c is 1 or more. When the number of normal holdings is not 1 or more, the main control CPU 40a ends the special symbol start process. When the number of normal hold is 1 or more, the main control CPU 40a updates the normal hold number stored in the main control RAM 40c by subtracting one. In this process, the main control CPU 40a controls the information display panel 22 so that the updated number of normal holdings is displayed. Next, the main control CPU 40a reads the random number information stored first among the random number information for the normal game from the main control RAM 40c. When the main control CPU 40a reads the earliest random number information, the main control CPU 40a erases the earliest stored random number information from the main control RAM 40c.
  Next, the main control CPU 40a determines whether or not to win the normal hit based on the read random number information and the normal hit determination value stored in the main control ROM 40b. This process corresponds to a normal lottery (ordinary hit determination) of whether or not the normal hit. For example, in the case of adopting the above-described normal symbol probability variation control, the main control CPU 40a is normal so that in the high base state, the probability of determining winning per normal is higher than in the low base state. It is better to determine whether or not to win.
  In the case of winning the normal hit, the main control CPU 40a determines the normal hit symbol to be derived in the normal game and the fluctuation time of the normal game. For example, when adopting the normal symbol variation time reduction control, the main control CPU 40a determines the first variation time in the low base state, and sets the second variation time shorter than the first variation time in the high base state. It is good to decide. Thereafter, the main control CPU 40a ends the normal symbol start process.
  Then, the main control CPU 40a performs a normal game by performing a process different from the normal symbol start process. Specifically, the main control CPU 40a starts the normal game and displays the information so that the normal symbol determined in the normal symbol start process is derived when the variation time determined in the normal symbol start process elapses. The panel 22 is controlled.
Next, the normal hit process performed by the main control CPU 40a will be described.
When the normal winning is won, the main control CPU 40a determines the opening pattern of the second start winning opening 27 when the normal game is finished, and opens the second starting winning opening 27 according to the determined opening pattern. Then, the first actuator A1 is controlled. For example, when the above-described opening time extension control is adopted, the main control CPU 40a selects the first opening pattern in the low base state, and plays one normal hit game in the high base state rather than the first opening pattern. It is preferable to determine the second opening pattern in which the total opening time of the first variable member 28 is long.
Next, error processing performed by the main control CPU 40a will be described.
In the error process, the main control CPU 40a determines whether the door opening error notification is being executed. The main control CPU 40a makes an affirmative determination when information indicating that the door opening error notification is being executed (hereinafter referred to as a door opening error flag) is stored in the main control RAM 40c. If not, a negative determination is made.
  When the door opening error notification is being executed, the main control CPU 40a determines whether or not the second frame 11b is being opened. The main control CPU 40a makes an affirmative determination when a detection signal is input from the door opening sensor SE5, while a negative determination is made when no detection signal is input from the door opening sensor SE5. When the second frame 11b is being opened, the main control CPU 40a ends the error process. On the other hand, when the second frame 11b is not opened, the main control CPU 40a erases (clears) the door opening error flag stored in the main control RAM 40c. Further, the main control CPU 40a generates control information (hereinafter referred to as an error notification end command) for instructing the end of the door opening error notification, and stores it in the output buffer. Thereafter, the main control CPU 40a ends the error process.
  When the door opening error notification is not being executed, the main control CPU 40a determines whether or not the second frame 11b is being opened. When the second frame 11b is not open, the main control CPU 40a ends the error process. On the other hand, when the second frame 11b is being opened, the main control CPU 40a stores a door opening error flag in the main control RAM 40c. Further, the main control CPU 40a generates control information (hereinafter referred to as an error notification start command) for instructing the start of the door opening error notification, and stores it in the output buffer. Thereafter, the main control CPU 40a ends the error process.
Next, various processes performed by the sub control CPU 41a based on the sub control program will be described. First, state processing performed by the sub control CPU 41a will be described.
When the low base state command is input, the sub control CPU 41a sets a value that can identify the low base state in the base state flag stored in the sub control RAM 41c. When the high base state command is input, the sub control CPU 41a sets a value that can identify the high base state in the base state flag stored in the sub control RAM 41c. The sub control CPU 41a can identify whether the current gaming state is the high base state or the low base state by referring to the base state flag stored in the sub control RAM 41c.
  When the opening control command is input, the secondary control CPU 41a sets a value that can identify that the big hit game is being played in the big hit state flag stored in the secondary control RAM 41c. When the sub-control CPU 41a inputs a game start command after inputting the ending command, the sub-control CPU 41a sets a value capable of specifying that the big hit game is not being played in the big hit state flag stored in the sub control RAM 41c. The sub control CPU 41a can specify whether or not the big hit game is being played by referring to the big hit state flag stored in the sub control RAM 41c.
Next, the big hit effect process performed by the sub-control CPU 41a will be described.
The sub-control CPU 41a controls at least one of the decoration lamp 16, the speaker 17, and the effect display device 25 so that the big hit effect is performed during the big hit game. Specifically, the sub-control CPU 41a controls at least one of the decoration lamp 16, the speaker 17, and the effect display device 25 so that the opening effect is performed when the opening command is input. For example, the sub-control CPU 41a may control the effect display device 25 to perform a right-handed notification effect as a display effect as an opening effect. For example, the sub-control CPU 41a may control the speaker 17 to perform a right-handed notification effect as an audio effect as an opening effect. When the round command is input, the sub control CPU 41a controls at least one of the decoration lamp 16, the speaker 17, and the effect display device 25 so that the round effect is performed. When the ending command is input, the sub-control CPU 41a controls at least one of the decoration lamp 16, the speaker 17, and the effect display device 25 so that the ending effect is performed.
Next, the effect game process performed by the sub-control CPU 41a will be described.
The sub control CPU 41 a controls at least one of the decoration lamp 16, the speaker 17, and the effect display device 25 so that the effect game and the effect accompanying the effect game are performed. Specifically, the sub-control CPU 41a performs control to execute the effect game when a game start command and a symbol command are input. That is, the sub control CPU 41a determines a symbol combination to be derived in the effect game based on the game start command and the symbol command. When the symbol that can be specified from the symbol command is a jackpot symbol, the sub-control CPU 41a determines a jackpot symbol combination based on the effect symbol. When the symbol that can be specified from the symbol command is a missing symbol, the sub-control CPU 41a determines the symbol combination of the missing symbol based on the effect symbol.
  When the reach condition is established, the sub-control CPU 41a may determine a symbol combination including a reach when performing a reach effect in the current effect game. For example, as the reach condition, it may be determined that the reach variation pattern is specified among the deviation variation patterns, and the sub-control CPU 41a performs the effect lottery using a predetermined random number, and the effect lottery You may decide that you won.
  In addition, when the game start command is input, the sub control CPU 41a controls the effect display device 25 so as to display the effect symbols in a variable manner. That is, the sub control CPU 41a starts the effect game. The sub-control CPU 41a controls at least one of the decoration lamp 16, the speaker 17, and the effect display device 25 so that a predetermined effect is executed based on a variation pattern that can be specified from the game start command. To do. For example, the predetermined effects include a jackpot notice effect, a suggestion effect suggesting a gaming state, and the like.
  Then, when the predetermined timing arrives, the sub control CPU 41a temporarily stops and displays the symbol combination based on the determined effect symbol, and derives the symbol combination based on the event symbol upon input of the game end command. Note that the sub-control CPU 41a may count a change time that can be specified from the change pattern regardless of the game end command, and derive the symbol combination when the change time elapses. In this case, the game end command may be omitted.
  Next, right-handed detection processing for detecting right-handedness in the low base state will be described. The right-handed detection process is executed as an interrupt process. The sub-control CPU 41a may execute the right-handed detection process on condition that the big hit game is not being played.
  As shown in FIG. 10, the sub control CPU 41a determines whether or not it is in the low base state (step S301). If it is not in the low base state (step S301: NO), the sub control CPU 41a ends the right-handed detection process.
  On the other hand, if it is in the low base state (step S301: YES), the sub control CPU 41a determines whether or not the preparation timer stored in the main control RAM 40c is 0 (step S302). When the preparation timer is not 0 (step S302: YES), the sub control CPU 41a subtracts and updates the preparation timer stored in the sub control RAM 41c (step S303). Next, the sub control CPU 41a determines whether or not the game ball has passed through the gate 31 (step S304). In the process of step S304, the sub-control CPU 41a makes an affirmative determination when a gate passage command is input, and makes a negative determination when a gate passage command is not input.
  When the game ball passes through the gate 31 (step S304: YES), the sub control CPU 41a updates the right-handed counter stored in the sub control RAM 41c by adding 1 (step S305). The right-handed counter is information that can specify the number of times that the game ball has passed through the gate 31 (hereinafter referred to as the number of times of passage) between the time when the preparation timer is set and the time when the timer is finished. Next, the sub-control CPU 41a determines whether or not the number of game balls that can be specified from the value of the right-handed counter stored in the sub-control RAM 41c is a specified number (two in this embodiment). (Step S306). When the number of game balls passed is not the prescribed number (step S306: NO), the sub control CPU 41a ends the right-handed detection process. On the other hand, when the number of game balls passed is the specified number (step S306: YES), the sub control CPU 41a stores the right-handed detection flag in the sub control RAM 41c (step S307). As will be described in detail later, in this embodiment, when the right-handed detection flag is set, a second left-handed notification effect is performed on the speaker 17. Next, the sub control CPU 41a resets the preparation timer stored in the sub control RAM 41c to 0 (step S308). Thereafter, the sub control CPU 41a ends the right-handed detection process.
  If the game ball has not passed through the gate 31 (step S304: NO), the sub control CPU 41a determines whether or not the preparation timer stored in the sub control RAM 41c is 0 (step S309). ). If the preparation timer is not 0 (step S309: NO), the right-handed detection process is terminated. On the other hand, if the preparation timer is 0 (step S309: YES), the sub control CPU 41a resets the right-handed counter stored in the sub control RAM 41c to 0 (step S310). Thereafter, the sub control CPU 41a ends the right-handed detection process.
  If the preparation timer is 0 (step S302: NO), the sub control CPU 41a determines whether or not the game ball has passed through the gate 31 (step S311). When the game ball has passed through the gate 31 (step S311: YES), the sub control CPU 41a sets a value corresponding to a predetermined time T in the preparation timer stored in the sub control RAM 41c (step S312). ). For example, in this embodiment, the predetermined time T is 10 seconds. Thereafter, the sub control CPU 41a ends the right-handed detection process. On the other hand, when the game ball does not pass through the gate 31 (step S311: NO), the sub control CPU 41a ends the right-handed detection process.
  In such right-handed detection processing, measurement of the preparation timer is started when the game ball passes through the gate 31 while the preparation timer is not set (step S311). When the number of times that the game ball has passed through the gate 31 reaches the specified number between the time when the preparation timer is set and the time when the preparation timer becomes 0, the right-handed detection flag is set and the second left-handed notification is issued. Production is performed. For example, when the specified number of times is two, two game balls pass through the gate 31 within a predetermined time T (for example, 10 seconds) after the game ball first passes through the gate 31. The execution condition for the second left-handed notification effect is established. Therefore, in this embodiment, the period from when the preparation timer is set to when the preparation timer becomes 0 corresponds to the effect suspension state (preparation state) for the second left-handed notification effect.
  That is, the trigger for the second left-handed notification effect is that the game ball is fired at the second firing strength. More preferably, the second left-handed notification effect is triggered when the secondary control CPU 41a (gate sensor SE5) detects that a game ball has been detected. ) To detect one or more game balls. In this embodiment, the second launch intensity in the low base state corresponds to a non-specific launch intensity. Then, the effect suspension state is terminated when a predetermined time T has elapsed since the transition to the effect suspension state. In this embodiment, the sub-control CPU 41a performs a right-handed detection process, thereby realizing a function as a detection unit capable of detecting a game ball launched at the second launch intensity.
Next, among the processes performed by the sub-control CPU 41a and the voice control unit 42, a process for executing a voice effect will be described in detail.
As shown in FIG. 7, priority is set for each of the audio effects of this embodiment. For example, in this embodiment, the highest priority [highest] is set for the door opening error notification effect, and the second highest priority priority [high] is set for the second left-hand notification notification effect. In the reach effect, the priority “medium” having the third highest priority is set. Further, in this embodiment, the fourth priority level [low] is set to the first left-handed notification effect, the right-handed notification effect, the first BGM effect, the second BGM effect, and the third BGM effect. Yes.
  Then, as shown in FIG. 11, the sub-control CPU 41 a causes the sound effect to be performed according to the priority set for each sound effect when the execution conditions are satisfied for a plurality of types of sound effects. Hereinafter, it will be described in detail by classifying each priority.
First, the process related to the audio production with the priority [highest] will be described.
The sub-control CPU 41a restricts the execution of all of the sound effects set with the priorities [low], [medium], and [high] when executing the sound effects set with the priority [highest]. At the same time, the sound production with the priority “highest” is executed. In this embodiment, the priority [highest] voice effect includes a door opening error notification effect.
  When the door opening error occurs, the sub-control CPU 41a controls the speaker 17 to perform a door opening error notification effect. Specifically, when an error notification start command is input, the sub control CPU 41a instructs the voice control unit 42 to start outputting the door opening error notification effect sound. The decoder 42a of the voice control unit 42 reads the voice data SD4 of the door opening error notification effect from the voice data ROM 42b. Then, the decoder 42a reproduces the read audio data SD4 using the channel CH15 in place of the other audio data that is already being reproduced, and outputs the audio data SD4 from the speaker 17 at the volume [high]. In this embodiment, the door opening error notification effect is output at the maximum volume in the pachinko gaming machine 10.
  With such a configuration, even if the first left-handed notification effect of priority [High] is being performed using the channel CH15, the speaker 17 is triggered by the occurrence of a door opening error. In addition to the end of the 1 left-handed notification effect, the door opening error notification effect of priority [highest] is performed instead of the first left-handed notification effect.
  In addition, when the second frame 11b is closed and the door opening error is eliminated, the sub control CPU 41a controls the speaker 17 to end the door opening error notification effect. Specifically, when the error control end command is input, the sub control CPU 41a instructs the sound control unit 42 to stop outputting the sound for the door opening error notification effect. The decoder 42a of the audio control unit 42 ends the reproduction of the audio data SD4 for the door opening error notification effect.
  In addition, the sub-control CPU 41a is a voice effect that uses the same channel CH15 during execution of the door opening error notification effect, and is a case where the execution condition of the first left-hand notification effect with priority [High] is satisfied. However, the first left-handed notification effect is not performed. Specifically, the sub-control CPU 41a does not instruct the voice control unit 42 to start outputting the first left-hand notification effect voice.
  Further, the sub-control CPU 41a sets the volume of the channels CH00 to CH14 excluding the channel CH15 from when the error notification start command is input to when the error notification end command is input, that is, during the door opening error notification effect. The voice control unit 42 is instructed to set the volume [0] (silence). The decoder 42a of the audio control unit 42 sets the volume of the channels CH00 to CH14 to volume [0]. As described above, the sub-control CPU 41a does not perform the sound effects with the priority [low], [medium], and [high] during the execution of the door opening error notification effect with the priority [highest]. 17 is controlled.
Next, processing related to a sound production with a priority [high] will be described.
The sub-control CPU 41a restricts the execution of all of the sound effects for which the priority [medium] and [low] are set when executing the sound effect for which the priority [high] is set. The sound effect for which [High] is set is executed. On the other hand, the sub-control CPU 41a restricts the execution of the sound effect set with the priority [High] during the execution of the sound effect set with the priority [Highest]. In this embodiment, the sound production with the priority [High] includes the second left-handed notification effect.
  When the right-handed detection flag is stored (when right-handed in the low base state), the sub-control CPU 41a performs a left-handed notification effect as a display effect regardless of the control state of the speaker 17. The effect display device 25 is controlled. The sub-control CPU 41a performs the left-handed notification effect as the display effect over a period until the reproduction time (effect time) of the audio data SD2 for the second left-handed notification effect ends.
  The sub-control CPU 41a controls the speaker 17 to perform the second left-handed notification effect when the right-handed state is made in the low base state and the door opening error notification effect is not executed. Specifically, if the right-handed detection flag is stored on the condition that the door opening error notification effect is not executed, the sub-control CPU 41a controls the start of output of the second left-handed notification effect sound. The unit 42 is instructed. The decoder 42a of the voice control unit 42 reads the voice data SD2 used for the second left-handed notification effect from the voice data ROM 42b. Then, the decoder 42a reproduces the read audio data SD2 using the channel CH15, and outputs the audio data SD2 from the speaker 17 at a volume [medium].
  With such a configuration, the speaker 17 performs the second left-handed notification effect having the priority [high] on the condition that the door opening error notification effect is not performed using the same channel CH15. ing. In this way, the second left-handed notification effect is different depending on whether or not the second condition in which the door opening error notification effect is performed is established (whether or not the effect can be executed).
  In addition, the sub-control CPU 41a sets the volume of the channels CH00 to CH14 to the volume [0] until the reproduction time of the second left-handed notification effect audio data ends, that is, during execution of the second left-handed notification effect. ] (Silence) is instructed to the sound control unit 42. The decoder 42a of the audio control unit 42 sets the channels CH00 to CH14 to volume [0].
  With such a configuration, when the first left-handed notification effect having the priority [low] is being performed, the speaker 17 has the priority [low] triggered by the right-handed strike in the low base state. A certain sound effect is ended, and a second left-handed notification effect having a priority [high] is performed instead. In addition, in the speaker 17, when the reach effect with the priority [medium] is performed, the sound effect with the priority [medium] is terminated when the right hand is made in the low base state. Instead, the second left-handed notification effect having the priority [high] is performed.
  As described above, the sub-control CPU 41a controls the speaker 17 so as not to perform the sound effects having the priority [low] and [medium] during the execution of the second left-handed notification effect having the priority [high]. To do. In other words, the second left-handed notification effect (priority [high] effect) is performed by limiting the reach effect when the reach effect corresponding to the predetermined effect is performed on the speaker 17. The reach effect is an effect different from the effect for notifying an error such as the door opening error notification effect. According to a different aspect, the second left-handed notification effect is performed in any state of the first state where the speaker 17 is not performing the reach effect and the second state where the reach effect is being performed. It is like that. In this embodiment, the second left-handed notification effect is triggered by the fact that, in the low base state, the game ball is launched at the second launch intensity, which is different from the change in the game state. Therefore, the second left-handed notification effect of this embodiment corresponds to a second type effect, a normal effect, and a specific effect.
Next, processing related to a sound production with a medium priority will be described.
When executing the sound effect with the priority “medium”, the sub-control CPU 41a restricts the execution of all the sound effects with the priority “low” and the priority “medium” is set. The set audio production is executed. On the other hand, the sub-control CPU 41a restricts the execution of the sound effect set with the priority [Middle] during the execution of the sound effect set with the priority [High] and [Highest]. In this embodiment, there is a reach effect for the sound effect of medium priority.
  The sub-control CPU 41a controls the speaker 17 to perform the reach effect when the reach condition is satisfied and the second left-handed notification effect and the door opening error notification effect are not executed. Specifically, the sub-control CPU 41a, when the reach condition is satisfied on the condition that the second left-handed notification effect and the door opening error notification effect are not executed, starts to output the reach effect sound. 42. The decoder 42a of the sound control unit 42 reads out the sound data SD5 used for the reach effect from the sound data ROM 42b. Then, the decoder 42a reproduces the read audio data SD5 using the channel CH11 in place of the other audio data that is already being reproduced, and outputs the audio data SD5 from the speaker 17 with the volume [low].
  With such a configuration, in the speaker 17, when the first left-handed notification effect and the right-handed notification effect having the priority [low] are performed using the channel CH11, the priority is triggered by the establishment of the reach condition. The voice effect that is “low” is terminated, and instead, the reach effect that has the priority “medium” is performed. As described above, the sub-control CPU 41a controls the speaker 17 so as not to perform the voice effect having the priority [low] while the reach effect having the priority [medium] is being executed.
  The sub-control CPU 41a sets the volume of the channels CH00 and CH01 to volume [0] (silence) until the playback time of the audio data SD5 for reach production ends, that is, during execution of the reach effect. This is not instructed to the voice control unit 42. Therefore, among the audio effects having the priority [low], the second BGM effect and the third BGM effect are not limited even when the reach effect having the priority [medium] is executed.
Next, processing related to a sound production with a priority [low] will be described.
The sub-control CPU 41a does not limit the execution of all the other sound effects when executing the sound effects for which the priority [low] is set. The sub-control CPU 41a executes at least a part of the sound effects set with the priority [low] during execution of the sound effects set with the priority [medium], [high], and [highest]. Restrict. In this embodiment, the priority [low] audio effects include a first left-handed notification effect, a right-handed notification effect, and first to third BGM effects.
First, the process for performing the first BGM effect will be described.
The sub-control CPU 41a controls the speaker 17 to perform the first BGM effect during the big hit game. Specifically, when the opening command is input on the condition that the door opening error notification effect is not executed, the sub control CPU 41a instructs the sound control unit 42 to start outputting the sound for the first BGM effect. The decoder 42a of the sound control unit 42 reads the sound data SD10 used for the first BGM effect from the sound data ROM 42b. Then, the decoder 42a reproduces the read audio data SD10 using the channels CH00 and CH01 instead of the other audio data that is already being reproduced, and outputs the audio data SD10 from the speaker 17 with the volume [low].
  With such a configuration, in the speaker 17, when the second BGM effect and the third BGM effect having the same priority [low] are performed using the same channels CH00 and CH01, the first BGM is triggered by the start of the big hit game. Switch to production. During execution of the door opening error notification effect, the volume of the channels CH00 and CH01 is set to the volume [0], and thus the speaker 17 does not perform the first BGM effect.
A process for performing the second BGM effect will be described.
The sub-control CPU 41a controls the speaker 17 to perform the second BGM effect when the big hit game is finished and the state shifts to the high base state. Specifically, when the sub control CPU 41a inputs a game start command after the end of the big hit game, the second BGM effect sound is provided on condition that the second left-handed notification effect and the door opening error notification effect are not executed. Is started to the voice control unit 42. The decoder 42a of the audio control unit 42 reads the audio data SD11 used for the second BGM effect from the audio data ROM 42b. Then, the decoder 42a reproduces the read audio data SD11 using the channels CH00 and CH01 in place of the other audio data that is already being reproduced, and outputs the audio data SD11 from the speaker 17 with the volume [low].
  With such a configuration, in the speaker 17, even when the first BGM effect having the same priority [low] is output using the same channels CH00 and CH01, the big hit game is terminated and the high base state is reached. Switching to the second BGM effect is triggered by the transition to. During the execution of the second left-handed notification effect or the door opening error notification effect, the volume of the channels CH00 and CH01 is set to the volume [0], and therefore the second BGM effect is not performed on the speaker 17.
A process for performing the third BGM effect will be described.
When the upper limit number of special games ends and the low control state is entered after the end of the big hit game, the sub control CPU 41a is not executing the second left-handed notification effect and the door opening error notification effect. Then, the speaker 17 is controlled to perform the third BGM effect. Specifically, when the sub-control CPU 41a inputs a low base state command without an opening command, the sub-control CPU 41a sets the third BGM effect on the condition that the second left-handed notification effect and the door opening error notification effect are not executed. The voice controller 42 is instructed to start outputting the voice to be used. The decoder 42a of the sound control unit 42 reads the sound data SD12 used for the third BGM effect from the sound data ROM 42b. Then, the decoder 42a reproduces the read audio data SD12 using the channels CH00 and CH01 instead of the other audio data that is already being reproduced, and outputs the audio data SD12 from the speaker 17 at a volume [low].
  With this configuration, the speaker 17 has the upper limit number of special games even when the first BGM effect and the second BGM effect having the same priority [low] are output using the same channels CH00 and CH01. With the end of, the third BGM effect is switched. Note that, during execution of the second left-handed notification effect or the door opening error notification effect, the volume of the channels CH00 and CH01 is set to the volume [0], and therefore the third BGM effect is not performed on the speaker 17.
The process for performing the first left-handed notification effect will be described.
After the end of the big hit game, the sub control CPU 41a performs a left-handed notification effect as a display effect regardless of the control state of the speaker 17 when the upper limit number of special games is completed and the low base state is entered. In addition, the effect display device 25 is controlled. Note that the sub-control CPU 41a performs the left-handed notification effect as the display effect over a period until the reproduction time (effect time) of the audio data SD1 for the first left-handed notification effect ends.
  Further, the sub-control CPU 41a executes the reach effect, the second left-handed notification effect, and the door opening error notification effect when the upper limit number of special games is ended and the low base state is reached after the big hit game is ended. If not, the speaker 17 is controlled to perform the first left-handed notification effect as a sound effect. Specifically, when the sub-control CPU 41a inputs a low base state command without an opening command, on the condition that the reach effect, the second left-handed notification effect, and the door opening error notification effect are not executed. The voice control unit 42 is instructed to start outputting the first left-handed notification effect voice. The decoder 42a of the voice control unit 42 reads the voice data SD1 used for the first left-handed notification effect from the voice data ROM 42b. Then, the decoder 42a reproduces the read audio data SD1 using the channel CH11, and outputs the audio data SD1 from the speaker 17 at a sound volume [low].
  With such a configuration, the speaker 17 has the first left-handed notification effect of priority [low] on the condition that the sound effect of priority [medium], [high], and [highest] is not performed. Is done. That is, the first left-handed notification effect (priority [low] effect) is limited when the reach effect corresponding to the predetermined effect is performed on the speaker 17. According to a different aspect, the first left-handed notification effect is performed when the speaker 17 is in the first state where the reach effect is not performed, whereas the first left-hand notification effect is performed when the speaker 17 is in the second state where the reach effect is performed. It is not done. Furthermore, the first left-handed notification effect differs depending on whether or not the first condition in which the door opening error notification effect and the reach effect are performed is established (whether or not the effect can be executed). . In this embodiment, the first condition is the same condition as the second condition for the door opening error notification effect, and is different from the second condition for the reach effect.
  In addition, the first left-handed notification effect is performed when the upper limit number of special games ends and the gaming state changes from the high base state to the low base state. Therefore, the first left-handed notification effect of this embodiment corresponds to one of the first type effect, the non-specific effect, and the special effect. In this embodiment, the first left-handed notification effect notifies that left-handed is recommended in the low base state. Therefore, it can be said that the trigger of the second left-handed notification effect described above is that the game ball is fired with a launch strength different from the launch strength of the game ball notified by the first left-handed notification effect.
  In this embodiment, the first left-handed notification effect is performed at a volume [low], while the second left-handed notification effect is performed at a relatively large volume [medium]. Thus, in this embodiment, the first left-handed notification effect and the second left-handed notification effect differ in the strength of the effect (notification) due to the sound volume being different. More specifically, the second left-handed notification effect is stronger than the first left-handed notification effect. Therefore, in this embodiment, the player can recognize the second left-handed notification effect more easily than the first left-handed notification effect.
  Further, as described above, the second left-handed notification effect is performed when an error notification start command is input. That is, the second left-handed notification effect is the first condition in the low base state, the second condition in which the game ball passes through the gate 31, and a predetermined time after the first game ball passes through the gate 31. If all the third conditions for the two game balls to pass through the gate 31 before T elapses are not satisfied, the game cannot be executed. On the other hand, the first left-handed notification effect can be executed if one condition is reached in which the upper limit number of special games is finished and the high base state is shifted to the low base state. That is, in this embodiment, the number of conditions for enabling the second left-handed notification effect (second-type effect) is that the first left-handed notification effect (first-type effect) can be executed. More than the number of conditions.
  Therefore, the conditions for enabling the second left-handed notification effect (second-type effect) are complex and the conditions for enabling the first left-handed notification effect (first-type effect) to be executed. It is hard to do. According to a different point of view, the second left-handed notification effect can be executed by the player's action of right-handing during the low base state, while the first left-handed notification effect is a game state transition, It can be said that it becomes feasible when it is not directly related to the person's actions.
A process for making a right-handed notification effect will be described.
The sub control CPU 41a controls the effect display device 25 to perform a right-handed notification effect as a display effect regardless of the control state of the speaker 17 when the big hit game ends and shifts to the high base state. . The sub-control CPU 41a performs the right-handed notification effect as the display effect over a period until the reproduction time (effect time) of the right-handed notification effect sound data SD3 ends.
  When the big hit game ends and the sub-control CPU 41a shifts to the high base state, the sub-control CPU 41a causes the speaker 17 to perform the right-handed notification effect on condition that the reach effect and the door opening error notification effect are not executed. Control. Specifically, when the sub control CPU 41a inputs a game start command after the end of the big hit game, the right control notification sound is output on condition that the reach effect and the door opening error notification effect are not executed. The voice control unit 42 is instructed to start. The decoder 42a of the voice control unit 42 reads the voice data SD3 used for the right-handed notification effect from the voice data ROM 42b. Then, the decoder 42a reproduces the read audio data SD3 using the channel CH11, and outputs the audio data SD3 from the speaker 17 at a sound volume [low].
  With such a configuration, the speaker 17 has the first left-handed notification effect of priority [low] on the condition that the sound effect of priority [medium], [high], and [highest] is not performed. Is output. Also, the right-handed notification effect is performed when the big hit game ends and the game state changes from the low base state to the high base state. Therefore, the right-handed notification effect of this embodiment corresponds to one of the first type effect, the non-specific effect, and the special effect. As described above, the first left-handed notification effect and the second left-handed notification effect of this embodiment have different notification priorities. The priority [low] of the first left-hand notification effect corresponds to the first priority, and the priority [high] of the second left-hand notification effect is higher than the priority [low] as the first priority. This corresponds to the second priority.
Hereinafter, an example of a specific execution mode of the notification effect in the pachinko gaming machine 10 of this embodiment will be described.
As shown in FIG. 12, when the big hit game ends at time t1 and the game state changes from the low base state to the high base state, the speaker 17 does not perform the reach effect or the door opening error notification effect. On the condition, a right-handed notification effect is performed at a volume [low] using the channel CH11 (time t2 to t3). The right-handed notification effect may be started at the same time (or substantially at the same time) as switching from the first BGM effect to the second BGM effect, or may be started after a predetermined time has elapsed since the change.
  In addition, the effect display device 25 performs the right-handed notification effect as the display effect over the reproduction time of the audio data SD3 of the right-handed notification effect (time t2 to t3). The right-handed notification effect as the display effect is performed without limitation even when the reach effect is performed on the speaker 17. In the effect display device 25, it is preferable that both the effects be made visible by displaying the reach effect image and the right-handed notification effect image in an overlapping manner.
  For example, when the reach condition is satisfied in the second special game after the end of the big hit game, the speaker 17 is accompanied by the reach effect as the display effect on the condition that the door opening error notification effect is not performed. Then, a reach effect is performed (time t4 to t5).
  Further, after the big hit game is over, when the 50th special game is finished at time t6 and the game state is changed from the high base state to the low base state, the speaker 17 performs a reach effect or a door opening error notification effect. On the condition that it is not, the first left-handed notification effect is performed at the volume [low] using the channel CH11 (time t6 to t7). In addition, the effect display device 25 performs the left-handed notification effect as the display effect over the reproduction time of the audio data SD1 for the first left-handed notification effect as the sound effect.
  Here, as shown in FIG. 13A, in a state where the first left-hand notification effect is performed from the time point t11, when the reach condition is satisfied and the time point t12 which is the start timing of the reach effect arrives, the speaker 17, instead of the first left-handed notification effect using the channel CH11, the reach effect is performed at the volume [low] using the same channel CH11. That is, the first left-handed notification effect with the priority [low] is the reproduction time (time points t11 to t13) of the audio data SD1 of the first left-handed notification effect when the reach effect with the priority [medium] is performed. ) And the reproduction time (time t12 to t14) of the audio data SD5 for the effect for reach are limited from time t12 to time t13. That is, the reach effect is given priority over the first left-handed notification effect.
  Note that the left-handed notification effect as the display effect is performed without limitation even when the reach effect is performed on the speaker 17. In the effect display device 25, it is preferable that both the effects are made visible by displaying the reach effect image and the left-handed notification effect image in an overlapping manner.
  Also, as shown in FIG. 12, when a right turn is made at time t9 in the low base state, the speaker 17 uses the channel CH15 on the condition that the door opening error notification effect is not performed. The second left-handed notification effect is performed at [middle] (time points t9 to t10). Further, during the period in which the second left-handed notification effect is being performed, the volume of the other sound effects including the third BGM effect is changed to the volume [0] and is restricted. As already described in detail, in this embodiment, the second left-handed notification effect is 1 or more in the effect suspension state (time t8 to t8a) in which the game ball passes through the gate 31 at time t8. This is performed in response to the detection of the game ball (2) in this embodiment.
  Further, in the effect display device 25, the left-handed notification effect as the display effect is performed over the reproduction time of the audio data SD2 for the second left-handed notification effect as the sound effect. In this embodiment, when the number of game balls passing through the gate 31 does not reach the specified number of times before the time T (10 seconds in this embodiment) elapses after the transition to the effect suspension state, The production hold state is terminated.
  Here, as shown in FIG. 13B, in the state where the reach effect is performed from time t21, when a right-hand strike is detected at time t23, the speaker 17 sets the volume of the channels CH00 to CH14 to the volume. While changing to [0], the second left-handed notification effect is performed at the volume [medium] using the channel CH15. For this reason, when the second left-handed notification effect with priority [High] is performed, the reach effect with priority [medium] and the reproduction time (time t21 to t24) of the audio data SD5 with reach effect are set. The execution is limited from time t23 to t24 when the reproduction time (time t23 to t26) of the audio data SD2 of the second left-handed notification effect overlaps. That is, the second left-handed notification effect is given priority over the reach effect.
Therefore, the pachinko gaming machine 10 of this embodiment has the following effects.
(1) According to this embodiment, the first left-handed notification effect and the second left-handed notification effect are performed in accordance with the game situation of whether or not there is a change in the gaming state, and the aspects of these effects By making different, it is possible to distinguish and recognize both effects. Therefore, according to this embodiment, it is possible to appropriately execute an effect related to the launch intensity of the game ball.
  (2) According to this embodiment, the first left-handed notification effect is performed in response to a change in the gaming state, while the second left-handed notification effect is different from the notified firing strength. Since it is triggered by the game ball being fired, an effect relating to the launch intensity of the game ball can be appropriately executed according to the game situation.
  (3) According to this embodiment, since the first left-handed notification effect and the second left-handed notification effect are different from each other in at least one element among the plurality of elements constituting the aspect of the effect, both effects are further provided. It can be recognized and distinguished.
  (4) According to this embodiment, depending on whether or not the condition is satisfied, the presence / absence (executability) of the effect differs for each of the first left-handed notification effect and the second left-handed notification effect. It is possible to increase the variation of the aspect of the production and suppress the production from becoming monotonous.
  (5) According to this embodiment, the first left-handed notification effect and the second left-handed notification effect are different from each other in terms of the presence or absence (executability) of the effect. Variations can be increased.
  (6) According to this embodiment, since the first left-handed notification effect and the second left-handed notification effect differ depending on the state of the speaker 17, whether or not the effect is performed depends on the game situation. Thus, it is possible to appropriately execute an effect relating to the launch intensity of the game ball.
  (7) According to this embodiment, the first left-handed notification effect and the second left-handed notification effect are performed in accordance with the game situation whether or not there is a change in the gaming state, and the strength of these effects By making different, you can sharpen both productions. Therefore, according to this embodiment, it is possible to appropriately execute an effect related to the launch intensity of the game ball.
(8) According to this embodiment, since the sound volume of the first left-handed notification effect and the second left-handed notification effect are different, both effects can be further sharpened.
(9) According to this embodiment, the first left-handed notification effect and the second left-handed notification effect are performed in accordance with the game situation such as whether or not there is a change in the game state, and these priorities are set. By making them different, it is possible to provide notices with sharpness. According to this embodiment, the effect regarding the launch intensity of the game ball can be appropriately executed.
  (10) According to this embodiment, the first left-handed notification effect and the second left-handed notification effect differ depending on whether or not notification is performed according to the state of the speaker 17, so that the game situation and effect Depending on the priority of the game, it is possible to more appropriately execute the effect relating to the launch intensity of the game ball.
  (11) According to this embodiment, the first left-handed notification effect is performed in response to a change in the gaming state, while the second left-handed notification effect is different from the notified firing strength. Since it is triggered by the fact that the game ball has been fired, an effect relating to the launch intensity of the game ball can be more appropriately executed according to the game situation and the priority of the effect.
  (12) According to this embodiment, since the number of conditions for enabling the second left-handed notification effect is greater than that of the first left-handed notification effect, the second left-handed notification effect is The conditions for becoming feasible are relatively complex. For this reason, the effect regarding the launch intensity of a game ball can be more appropriately executed according to the complexity of conditions for enabling the notification effect and the priority of the effect.
  (13) According to this embodiment, the second left-handed notification effect is performed as a predetermined effect in the speaker 17 while being triggered by the fact that the game state is different from the change. Even if the production effect is performed, the reach production is limited. Therefore, it is possible to more appropriately execute the effect relating to the launch intensity of the game ball according to the game situation.
  (14) According to this embodiment, the second left-handed notification effect is produced when an effect different from the effect for notifying an error (in this embodiment, the door opening error notification effect) is performed. This is done with restrictions. Therefore, in a state where other effects can be restricted, an effect relating to the launch intensity of the game ball can be more appropriately executed according to the game situation.
  (15) According to this embodiment, the first left-handed notification effect is performed when the gaming state changes, and the first left-handed notification effect is a reach effect as a predetermined effect in the speaker 17. Limited if done. Therefore, priority can be determined according to the type of effect, and the effect relating to the launch intensity of the game ball can be executed more appropriately.
  (16) According to this embodiment, in a low base state, when a game ball is fired at the second firing strength (when it is hit to the right), the player may suffer a disadvantage without being aware of it. There is sex. In this embodiment, even if the reach effect as the predetermined effect is limited, the player can protect the interests and improve the interest by performing the second left-handed notification effect.
  (17) According to this embodiment, the second left-handed notification effect is not performed when the first game ball is detected by the sub-control CPU 41a. This is performed when one or more game balls are detected. Therefore, in the low base state, the second left-handed notification effect is produced until the game ball is accidentally fired at the second launch strength or when the game ball is accidentally fired at the second launch strength. By being performed, it is suppressed that the player feels annoying on the contrary.
  (18) According to this embodiment, the first left-handed notification effect is provided in response to a change in the gaming state, and the first left-handed notification effect is a reach effect as a predetermined effect in the speaker 17. Limited if done. Therefore, it is possible to appropriately execute an effect related to the launch intensity of the game ball according to the game situation.
  (19) According to this embodiment, even if the channel for performing the first left-handed notification effect and the channel for outputting the sound for the reach effect are the same channel, the sound for the reach effect is output. By restricting the first left-handed notification effect when it is being performed, the reach effect sound can be preferentially output. Therefore, it is possible to appropriately execute an effect related to the launch intensity of the game ball according to the game situation.
  (20) According to this embodiment, even when the same strength is reported as the launch strength of the game ball in the first left-handed notification effect and the second left-handed notification effect, depending on the game situation, The launch intensity of the game ball can be properly reported.
For example, the embodiment described above may be changed to another embodiment as follows.
The first condition related to the first left-handed notification effect and the second condition related to the second left-handed notification effect may be changed. For example, at least one of the first condition and the second condition may be during a special game with a predetermined variation content. Further, both conditions may be different conditions or the same conditions.
  The first left-handed notification effect may vary in the aspect of the effect depending on whether or not the first condition is satisfied. For example, the sub-control CPU 41a is in the first mode (for example, the volume [low]) until the first condition is reached in which the elapsed time from the start of the first left-handed notification effect reaches a predetermined time. After the condition is satisfied, the speaker 17 may be controlled so as to be in a second mode (for example, volume [medium]) different from the first mode.
  The second left-handed notification effect may have different effects depending on whether or not the second condition is satisfied. For example, the sub-control CPU 41a operates in the first mode (for example, the sound volume) until the second condition that the game ball passes through the gate 31 after the specified number of game balls pass through the gate 31 in the effect suspension state. [Small]), and after the second condition is satisfied, the speaker 17 may be controlled to be in a second mode (for example, volume [medium]) different from the first mode.
  According to this embodiment, depending on whether or not the condition is satisfied, the aspect (intensity) of the effect and the presence / absence of the effect (whether or not it can be executed) for each of the first left-handed notification effect and the second left-handed notification effect. Since at least one of these is different, it is possible to increase the variation of the state of production and suppress the monotonous notification.
  The sub-control CPU 41a may be configured to cause the second right-handed notification effect to be triggered when the game ball is launched at the first launch intensity in the high base state. For example, every time a detection signal is input from the first start sensor SE1, the main control CPU 40a does not indicate whether or not the first special hold number is 4, but indicates predetermined control information (hereinafter referred to as a start winning command). ) And store it in the output buffer. In the right-handed detection process shown in FIG. 10, the sub-control CPU 41a sets “low base state” to “high base state”, “gate 31” to “first start winning opening 26”, and “gate passage command”. The processing read as “start winning command” may be performed. Then, the sub-control CPU 41a may handle the second right-handed notification effect as an effect of priority [High]. In this embodiment, the normal right-handed notification effect corresponds to the first-type effect, the non-specific effect, and the special effect, and the second right-handed notification effect is the second-type effect, the specific effect, and the normal effect. It corresponds to production. According to this embodiment, in the high base state, when the game ball is fired at the first firing strength (when left-handed), there is a possibility that the player may suffer a disadvantage without being aware of it. . In this embodiment, even if the reach effect as the predetermined effect is limited, the player can protect the interests and improve the interest by performing the second right-hand notification effect.
The number of conditions for enabling execution of the right-handed notification effect, the first left-handed notification effect, and the second left-handed notification effect may be changed as appropriate.
The sub-control CPU 41a may be configured to cause the second left-handed notification effect to be performed on condition that one game ball has passed through the gate 31 without the configuration for shifting to the effect suspension state. Good. The sub-control CPU 41a may perform the second left-handed notification effect on condition that one game ball has passed through the gate 31 in the effect suspension state, and three or more game balls may pass through the gate 31. The second left-handed notification effect may be performed on the condition of having done so.
  The right-handed notification effect may be performed in any manner as long as the player can recognize the firing strength at which the game ball flows down the second route R2. Similarly, the left-handed notification effect may be performed in any manner as long as the player can recognize the launch intensity at which the game ball flows down the first route R1. For example, the mode of the right-handed notification effect and the mode of the left-handed notification effect may be configured to include the light-emitting effect by the decoration lamp 16, and may not include the display effect by the effect display device 25. In this case, the intensity of the effect corresponds to the brightness (luminance) of the decorative lamp 16 or the length of lighting time. Moreover, the aspect of the right-handed notification effect and the aspect of the left-handed notification effect may include a movable body effect that operates the movable body. In this case, the intensity of the effect corresponds to the moving amount or moving speed of the movable body.
  The sub-control CPU 41a may control the effect display device 25 so as to perform the first left-handed notification effect and the second left-handed notification effect as display effects. In this case, the intensity of the effect corresponds to the size of the image displayed as the left-handed notification effect, the area of the region where the left-handed notification effect is performed in the display area, or the like.
  The effect relating to the launch intensity of the game ball may not be an effect of notifying the launch intensity of the game ball, such as a right-handed notification effect or a left-handed notification effect. For example, the effect relating to the launch intensity of the game ball may be an effect suggesting the launch intensity of the game ball.
  The sub-control CPU 41a may control the effect display device 25 so as to perform a door opening error notification effect as a display effect. In this case, the door opening error notification effect as the display effect may have a higher priority than the right-handed notification effect or the left-handed notification effect as the display effect. Then, the sub-control CPU 41a limits the other effects and performs the door opening error notification effect in the effect display device 25 from when the error notification start command is input until the error notification end command is input. Good.
  The sub-control CPU 41a may set the volume of the channels CH00 to CH14 to a volume smaller than the volume [low] while executing the door opening error notification effect and the second left-hand notification notification effect. In other words, the sub-control CPU 41a may execute the door opening error notification effect and the second left-hand notification notification effect in parallel as long as some restriction is applied to other sound effects. .
  -The medium-priority effect corresponding to the predetermined effect can be changed as appropriate. For example, an effect of notifying the remaining number of times in the high base state may be used, and for example, a specific jackpot notice effect may be included in the jackpot notice effect, such as a jackpot notice effect. That is, the medium-priority effect is preferably an effect for performing predetermined notification.
  The second left-handed notification effect may be performed when a normal winning opening is provided in the second route R2 and a game ball that has won the normal winning opening is detected. Further, the pachinko gaming machine 10 may include a dedicated sensor that detects a game ball flowing down the second route R2.
  -The error notified by the error notification effect can be changed as appropriate. For example, the sub-control CPU 41a may notify the error notification effect that an abnormality has occurred in the update of the random number by the random number generation circuit, detection of predetermined magnetism, detection of predetermined radio waves, or the like.
The number of channels (output systems) of the audio control unit 42 (decoder 42a) may be singular, 2-15, or 17 or more.
When performing a notification effect as a light emission effect by the decoration lamp 16, while assigning a right-handed notification effect, a first left-handed notification effect, and a reach effect to the same channel among the channels (output system) of the decoration lamp 16, The second left-handed notification effect may be assigned to a different channel.
A plurality of speakers 17 may be provided, and different speakers 17 may be assigned to the respective channels.
The pachinko gaming machine 10 may include a dedicated effect execution means for executing a left-handed notification effect and a right-handed notification effect. For example, the pachinko gaming machine 10 may include a dedicated speaker for performing these notification effects.
The voice control unit 42 may be a separate board from the sub control board 41.
-The game area | region 21 may be provided with the 3 or more path | route as a path | route for a game ball to flow down. That is, the recommended route and the non-recommended route may be set according to the gaming state, and the number of routes may be changed as appropriate.
The special game may be displayed on the effect display device 25. In this case, the effect game may not be displayed.
-A 1st special game and a 2nd special game may be performed in the hold order, and may be performed alternately. Further, the second special game may be omitted.
  The pachinko gaming machine 10 may include a single control board that integrates the functions of the main control board 40 and the sub-control board 41. Further, the function of the main control board 40 may be realized by dividing it into a plurality of boards. The main control CPU 40a may be composed of a plurality of CPUs mounted on a single substrate.
The main control CPU 40a, the main control ROM 40b, and the main control RAM 40c may be configured as a one-chip microcomputer.
The function of the sub control board 41 may be realized by dividing it into a plurality of boards. For example, the pachinko gaming machine 10 may include a display board that specially controls the effect display device 25, a lamp board that specially controls the decorative lamp 16, and an audio board that specially controls the speaker 17. You may further provide the overall board which controls a board group centrally. The sub control CPU 41a may be composed of a plurality of CPUs mounted on a single substrate.
  CH00-CH15 ... channel, R1 ... first route, R2 ... second route, 10 ... pachinko machine, 16 ... decoration lamp (effect execution means), 17 ... speaker (effect execution means), 25 ... effect display device (effect) (Execution means), 40 ... main control board, 41 ... sub-control board (control means), 41a ... sub-control CPU (detection means), 42 ... voice control section, 42a ... decoder.

Claims (2)

  1. A game machine having a plurality of paths according to the launch strength of the game ball as a path through which the game ball flows down,
    An effect execution means capable of executing at least an effect related to the launch intensity of the game ball;
    Control means for controlling the effect execution means;
    A first start port that can satisfy a big win lottery condition by entering a game ball;
    A second starting port that can satisfy a big hit lottery condition by entering a game ball;
    An opening / closing means operable to open the second starting port so that a game ball can enter or a closed state where the game ball cannot enter;
    Gaming state control means capable of controlling the gaming state;
    Detecting means for detecting a game ball,
    The gaming state includes a first gaming state and a second gaming state, and in the second gaming state, a game ball can easily enter the second starting port as compared to the first gaming state,
    The effect related to the launch strength of the game ball includes a special effect that is performed when the game state changes,
    The special effect is limited when a predetermined effect is performed in the effect execution means,
    The predetermined effect includes an effect for making a predetermined notification,
    The effect related to the launch intensity of the game ball includes a normal effect that is triggered when the game state is different from the change,
    The normal performance is performed by limiting the predetermined performance when the predetermined performance is performed,
    The special production and the normal production have different priorities,
    In the first gaming state, when the game ball is fired at the first launch strength, the player's profit is likely to be greater than when the game ball is fired at the second launch strength. In the gaming state, when the game ball is launched at the second firing strength, the player's profit is likely to be greater than when the game ball is launched at the first launch strength,
    In the first gaming state, when a game ball fired at the second launch strength is detected, a preparation period is started, and a predetermined number of game balls are generated until the preparation period ends. By being detected, it becomes an opportunity for the normal performance,
    The normal effect when the number of detected game balls fired at the second launch intensity until the end of the preparation period is a predetermined number is the first aspect, and at the second launch intensity. The normal effect when the launched game ball is further detected is the second aspect,
    In the second game state, the normal effect is not executed even if a game ball launched at the first launch intensity is detected.
  2. A game machine having a plurality of paths according to the launch strength of the game ball as a path through which the game ball flows down,
    An effect execution means capable of executing at least an effect related to the launch intensity of the game ball;
    Control means for controlling the effect execution means;
    A first start port that can satisfy a big win lottery condition by entering a game ball;
    A second starting port that can satisfy a big hit lottery condition by entering a game ball;
    An opening / closing means operable to open the second starting port so that a game ball can enter or a closed state where the game ball cannot enter;
    Gaming state control means capable of controlling the gaming state;
    Detecting means for detecting a game ball,
    The gaming state includes a first gaming state and a second gaming state, and in the second gaming state, a game ball can easily enter the second starting port as compared to the first gaming state,
    The effect related to the launch strength of the game ball includes a special effect that is performed when the game state changes,
    The special effect is limited when a predetermined effect is performed in the effect execution means,
    The predetermined effect includes an effect for making a predetermined notification,
    The effect related to the launch intensity of the game ball includes a normal effect that is triggered when the game state is different from the change,
    The normal performance is performed by limiting the predetermined performance when the predetermined performance is performed,
    The special production and the normal production have different priorities,
    In the first gaming state, when the game ball is fired at the first launch strength, the player's profit is likely to be greater than when the game ball is fired at the second launch strength. In the gaming state, when the game ball is launched at the second firing strength, the player's profit is likely to be greater than when the game ball is launched at the first launch strength,
    In the first gaming state, when a game ball fired at the second launch strength is detected, a preparation period is started, and a predetermined number of game balls are generated until the preparation period ends. By being detected, it becomes an opportunity for the normal performance,
    The normal effect when the number of detected game balls fired at the second launch intensity until the end of the preparation period is a predetermined number is the first aspect, and at the second launch intensity. The normal effect when the launched game ball is further detected is the second aspect,
    In the second gaming state, when a game ball launched at the first firing strength is detected, a preparation period is started, and a predetermined number of game balls are generated until the preparation period ends. A gaming machine that is triggered by the normal performance by being detected.
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JP4099787B2 (en) * 1996-10-18 2008-06-11 奥村遊機株式會社 Pachinko game machine
JP5207035B2 (en) * 2008-03-28 2013-06-12 豊丸産業株式会社 Game machine
JP5156926B2 (en) * 2008-09-05 2013-03-06 株式会社大都技研 Amusement stand
JP5792480B2 (en) * 2011-02-25 2015-10-14 株式会社ニューギン Game machine
JP5438802B2 (en) * 2012-06-08 2014-03-12 株式会社藤商事 Game machine
JP5856092B2 (en) * 2013-02-06 2016-02-09 株式会社藤商事 Bullet ball machine
JP5844758B2 (en) * 2013-02-18 2016-01-20 京楽産業.株式会社 Game machine
JP5896576B2 (en) * 2014-02-26 2016-03-30 京楽産業.株式会社 Game machine
JP6016304B2 (en) * 2014-02-28 2016-10-26 サミー株式会社 Pachinko machine
JP2016019557A (en) * 2014-07-11 2016-02-04 株式会社三共 Game machine
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