JP6585877B2 - Game machine - Google Patents

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Publication number
JP6585877B2
JP6585877B2 JP2013219637A JP2013219637A JP6585877B2 JP 6585877 B2 JP6585877 B2 JP 6585877B2 JP 2013219637 A JP2013219637 A JP 2013219637A JP 2013219637 A JP2013219637 A JP 2013219637A JP 6585877 B2 JP6585877 B2 JP 6585877B2
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effect
game
setting
display
variable display
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JP2015080583A (en
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小倉 敏男
敏男 小倉
大場 直人
直人 大場
勇太 山本
勇太 山本
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株式会社三共
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Description

  The present invention relates to a gaming machine for playing a game.
  As an example of a gaming machine, a gaming medium such as a game ball is launched into a gaming area by a launching device, and a predetermined gaming value is determined based on the winning of a gaming medium in a winning area such as a winning opening provided in the gaming area. There is a pachinko machine that can be granted. As another example of the gaming machine, after setting a predetermined number of bets for one game using a game medium such as a medal, a coin, or a game ball similar to a pachinko gaming machine, the player operates the start lever. Thus, there is a slot machine that starts variable display of display symbols by the variable display device, and can give a predetermined game value based on the derived display result.
  In such a gaming machine, there has been proposed one in which a player can set a volume or change a moving image by operating an operation member (for example, Patent Document 1).
JP 2013-132314 A
  In the technique described in Patent Document 1, while the setting state of the volume can be displayed, there is a possibility that the player cannot recognize in advance that the setting of the control related to the effect such as the volume can be changed.
  This invention is made in view of the said actual condition, and aims at provision of the game machine which recognizes easily that the setting change of the control regarding an effect is possible.
(1) In order to achieve the above object, a gaming machine according to the present invention is a gaming machine for playing a game (for example, pachinko gaming machine 1 or the like), and an effect control means for controlling the execution of the effect (for example, effect control) CPU 120 and the like, and setting holding means (for example, RAM 122) that holds setting information related to the volume of the effect sound that can be set by the player, and the effect control means is an effect mode of a predetermined effect of effects. Effect mode selection means for selecting the effect mode from a plurality of types of effect modes, and effect sound output means capable of outputting effect sound by performing control according to the setting information held by the setting holding means (for example, step S205) , S211, S224 processing and portions for performing) of a viable demonstration execution unit said predetermined presentation in presentation mode selected by the representation embodiment selecting means, wherein Only when specific setting information is held by the constant holding means, by enabling selecting a particular representation embodiment by the representation embodiment selection means, which can indicate that the said specific configuration information is retained set suggesting means (e.g., step S333, S335, S230, S232 processes like portions for performing the) and includes, when a specific effect related to the control of advantageous state is performed, the specific setting information by the setting holding unit setting information but be retained, without an indication to the effect that the specific configuration information is retained, the specific configuration information, the player corresponds to the maximum volume among a plurality of types of sound can be set And a setting for changing the setting information at least during a specific period when variable display is not performed and when the display is not controlled to the advantageous state. An additional operation can be accepted, the setting suggested means can suggest that the said specific configuration information is retained in the specific period.
According to such a configuration, it is easier for the player to recognize that the output setting regarding the effect can be changed by suggesting that the specific setting information is retained.
  The effect executing means may execute the effect by controlling the output amount of the effect device according to the setting information held by the setting holding means. As an example, the effect execution means may execute the effect by performing volume control of an audio output device (for example, speakers 8L, 8R, etc.) according to the setting information held by the setting holding means. As another example, the effect execution device may execute the effect by performing light amount control of the light emitting device (for example, the game effect lamp 9 and the decoration LED) according to the setting information held by the setting holding unit. . Alternatively, the effect execution device may execute the effect by enabling or disabling predetermined effect control (for example, effect customization) according to the setting information held by the setting holding unit.
(2) In the gaming machine of the above (1), the setting suggesting means makes an suggestion when power supply to the gaming machine is started (for example, steps S230 and S232 corresponding to the determination result of Yes in step S225). And the like.
In such a configuration, it becomes easy for the game store to recognize that specific setting information is held.
(3) In the gaming machine of the above (1) or (2), a game start judging means for judging whether or not the player has started a game in the gaming machine (for example, for effect control for executing the processes of steps S303 and S304) CPU 120 and the like, and the setting suggesting means performs suggestion when it is determined by the game start determining means that the game has started (for example, the processing of steps S230 and S232 is executed based on the determination result of Yes in step S226) Or the like).
In such a configuration, the player can easily recognize that the setting can be changed at the start of the game.
(4) In any one of the above gaming machines (1) to (3), game execution judging means for judging whether or not the player is playing a game in the gaming machine (for example, processing of steps S305 and S306 is executed) And the setting suggesting means performs the suggestion when it is determined that the game is not performed by the game execution determining means (for example, based on the determination result of Yes in step S227, steps S230 and S232). And the like.
In such a configuration, the player can easily recognize that the setting can be changed before the game is started.
(5) In any one of the above gaming machines (1) to (4), the effect control means controls the output amount of the effect device according to the setting information held by the setting holding means. Including the control means (for example, the CPU 120 for effect control that executes the process of step S224), and the setting suggestion means suggests that the output amount of the effect device is less than the predetermined amount (for example, Yes in step S229) It may be configured such that the part of step S230 is executed based on the determination result.
In such a configuration, the player can easily recognize that the output amount of the effect device can be changed, and the output amount can be suitably set.
(6) In any one of the above gaming machines (1) to (5), the bonus effect execution control for enabling or disabling the bonus effect execution control according to the setting information held by the setting holding means. Means (for example, the CPU 120 for effect control for executing the effect customization process in step S75), and the setting suggesting means suggests that the execution control of the privilege effect is invalidated (for example, Yes in step S231). And the like based on the determination result of step S232).
In such a configuration, it becomes easier for the player to recognize that the execution control of the bonus effect can be validated, and the execution control can be suitably set.
(7) In any of the above gaming machines (1) to (6), setting restriction means (for example, a setting changeover switch 300) for restricting setting changes by the setting information held by the setting holding means; When setting change is restricted by the setting restriction means, suggestion restriction means for restricting execution of the suggestion by the setting suggestion means (for example, an effect control CPU 120 that executes the process of step S228B) is provided. It may be configured.
In such a configuration, execution of unnecessary suggestions can be prevented by limiting the execution of suggestions when the setting change is restricted.
It is a front view of the pachinko gaming machine in this embodiment. It is a block diagram which shows the various control boards etc. which were mounted in the pachinko game machine. It is a block diagram which shows the example of an internal structure when a pachinko game machine is seen from the back. It is a figure which shows the example of arrangement | positioning of the setting switch in an effect control board. It is a figure which shows the structural example of a setting switch. It is a flowchart which shows an example of a special symbol process process. It is a figure which shows the example of determination of a special figure display result and jackpot classification. It is a figure which shows the structural example and determination example of a fluctuation pattern. It is a flowchart which shows an example of production control main processing. It is a flowchart which shows an example of an effect customization process. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a variable display start waiting process. It is a flowchart which shows an example of a variable display start setting process. It is a figure which shows the example of determination of the message type during a fluctuation | variation. It is a figure which shows the example of a setting of the message during a fluctuation | variation. It is a figure which shows the example of alerting | reporting of the message during a fluctuation | variation. It is a flowchart which shows an example of the message determination process during a change. It is a figure which shows the example of determination, such as a message during a fluctuation | variation. It is a figure which shows the example of determination and the example of a setting of notification effect classification. It is a figure which shows the example of notification effect execution of button operation. It is a figure which shows the example of notification effect execution of step-up and lever operation. It is a figure which shows the example of the notification effect pattern determination of button operation. It is a flowchart which shows an example of the production process during variable display. It is a flowchart which shows an example of an effect output setting process. It is a figure which shows an example of the setting content corresponding to the switch position of a setting switch. It is a figure which shows the example of a display of a volume setting change screen. It is a figure which shows the suggestion example at the time of an electric power supply start. It is a figure which shows the example of a display of a demonstration screen, and the suggestion example at the time of game start or game end.
  Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment and shows an arrangement layout of main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a gaming board (gauge board) 2 constituting a gaming board surface and a gaming machine frame (base frame) 3 for supporting and fixing the gaming board 2. The game board 2 is formed with a substantially circular game area surrounded by guide rails. In this game area, a game ball as a game medium is launched from a predetermined hitting ball launching device and driven.
  In the first special symbol display device 4A and the second special symbol display device 4B provided at predetermined positions on the game board 2, a plurality of types of special symbols (special identification information) are displayed in a variable manner (variable). Is displayed. In the example shown in FIG. 1, a first special symbol display device 4A and a second special symbol display device 4B are provided on the right side of the game area. Each of the first special symbol display device 4A and the second special symbol display device 4B only needs to be composed of, for example, 7 segment or dot matrix LEDs (light emitting diodes). As the special symbols serving as a plurality of types of identification information, for example, a plurality of types of symbols that can be distinguished from each other, such as numbers indicating “0” to “9” and symbols indicating “−”, may be prepared in advance.
  The special symbols displayed on the first special symbol display device 4A and the second special symbol display device 4B are limited to those composed of numbers indicating "0" to "9", symbols indicating "-", and the like. However, for example, a plurality of types of lighting patterns in which the combination of the LED to be turned on and the LED to be turned off in the 7-segment LED may be set in advance as a plurality of types of special symbols. Hereinafter, the special symbol variably displayed on the first special symbol display device 4A is also referred to as "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as "second special symbol". . The variable display of special symbols is also referred to as a “special game” and is an example of a variable display game.
  An image display device 5 is provided near the center of the game area formed on the game board 2, and variable display of decorative symbols is performed on the screen. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. The display area of the image display device 5 only needs to include a decorative symbol display area serving as a plurality of variable display units, for example, three. In such a decorative symbol display area, decorative symbols that are a plurality of types of identification information (decorative identification information) that can be individually identified are variably displayed. The variable display of the decorative symbol is executed corresponding to each of the variable display of the first special symbol by the first special symbol display device 4A and the variable display of the second special symbol by the second special symbol display device 4B in the special symbol game. Included in variable display game.
  In the display area of the image display device 5, a special game using the first special symbol in the first special symbol display device 4A or a special game using the second special symbol in the second special symbol display device 4B is synchronized. Then, a variable display of a plurality of types of decorative symbols that can be distinguished from each other is performed, and a finalized decorative symbol that is a variable display result is derived and displayed (or simply referred to as “derivation”). As an example, “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged in the display area of the image display device 5. And in response to the start of one of the changes in the first special symbol in the first special symbol display device 4A and the second special symbol in the second special symbol display device 4B in the special symbol game, In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R, the variation of decorative symbols (for example, vertical scroll display) is started. Thereafter, when the fixed special symbol is stopped and displayed as a variable display result in the special symbol game, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5 are displayed. Then, the finalized decorative symbol (final stop symbol) that is the variable display result of the decorative symbol is stopped and displayed.
  In addition, for example, deriving and displaying various display symbols such as a special symbol and a decorative symbol means that identification information such as a decorative symbol is stopped and displayed (also referred to as a complete stop display or a final stop display) and the variable display is ended. . On the other hand, during the variable display from the start of the variable display of the decorative pattern until the fixed decorative pattern that is the variable display result is derived and displayed, the variation speed of the decorative pattern becomes “0”, The symbol may be displayed in a stationary state, for example, in a display state that causes slight shaking or expansion / contraction. Such a display state is also called a temporary stop display, and although the display result in the variable display is not displayed deterministically, the player can recognize that the variation of the decorative pattern due to the scroll display or the update display is not progressing. It becomes. The temporary stop display may include displaying the decorative symbols completely stopped for a time shorter than a predetermined time (for example, 1 second) without causing slight shaking or expansion / contraction.
  The decorative symbols variably displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R include a plurality of types of symbols, for example, eight types. More specifically, alphanumeric characters “1” to “8”, Chinese numerals, English characters, eight character images related to a predetermined motif, a combination of numbers, characters, symbols, and character images may be used. The character image may be, for example, a decoration image showing a person or animal, an object other than these, a symbol such as a character, or any other figure. A corresponding symbol number is assigned to each of the decorative symbols. For example, symbol numbers “1” to “8” are assigned to alphanumeric characters indicating “1” to “8”, respectively. Note that the number of decorative symbols is not limited to eight, and may be any number as long as an appropriate number of combinations such as a jackpot combination or a combination that is lost can be configured (for example, seven types or nine types).
  After the decorative symbol variable display is started, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are displayed until the fixed decorative symbol that is the variable display result is derived and displayed. In FIG. 5, for example, scroll display is performed such that the symbol number sequentially flows from the top to the bottom from the smallest to the largest, and when the decorative symbol having the largest symbol number (for example, “8”) is displayed, The decorative symbol having the smallest symbol number (for example, “1”) is displayed. Alternatively, in at least one of the decorative symbol display areas 5L, 5C, and 5R (for example, the “left” decorative symbol display area 5L), the symbols are scrolled from the largest symbol number to the smallest symbol symbol. When the decorative design having the smallest number is displayed, the decorative design having the largest design number may be displayed.
  In the display area of the image display device 5, a start winning memory display area 5H is arranged and a hold memory display is performed. In the hold memory display in the start winning memory display area 5H, the variable display hold number (special figure hold memory number) corresponding to the special figure game is displayed in an identifiable manner. The variable display suspension corresponding to the special game is such that the game ball passes (enters) the first start winning opening formed by the normal winning ball apparatus 6A and the second starting winning opening formed by the normal variable winning ball apparatus 6B. It occurs based on the start winning by doing. That is, the start condition (also referred to as “execution condition”) for executing a variable display game such as a special figure game or a variable display of decorative symbols has been established, but a variable display game based on the previously established start condition is being executed. When the start condition that allows the start of the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, the variable display corresponding to the established start condition is suspended. Done.
  The first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1 have a first winning display memory area 5H and a display for displaying the special figure reserved memory number in an identifiable manner. A hold indicator 25A and a second hold indicator 25B are provided. The first hold indicator 25A displays the first special figure hold memory number so that it can be specified. The second hold indicator 25B displays the second special figure hold memory number so that it can be specified. The number of first special figure hold memory is the number of memory in which the execution of the special figure game using the first special figure is suspended. The second special figure hold memory number is the number of memories in which the execution of the special figure game using the second special figure is suspended. The variable display hold memory number obtained by adding the first special figure hold memory number and the second special figure hold memory number is also referred to as a total hold memory number. When simply referring to the “number of special figure hold memory”, it usually refers to a concept including any of the first special figure hold memory number, the second special figure hold memory number, and the total hold memory number. It may refer to a concept that includes the first special figure reserved memory number and the second special figure reserved memory number but excludes the total reserved memory number).
  Below the image display device 5, an ordinary winning ball device 6A and an ordinary variable winning ball device 6B are provided. The normal winning ball device 6A forms a first starting winning opening as a starting area (first starting area) that is always kept in a constant open state by a predetermined ball receiving member, for example. The normal variable winning ball apparatus 6B has an electric motor having a pair of movable wing pieces that are changed into a normal open state as a vertical position and an expanded open state as a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. A tulip-shaped accessory (ordinary electric accessory) is provided, and a second starting prize opening is formed as a starting region (second starting region).
  In the normal variable winning ball apparatus 6B, the game ball passes through the second starting winning opening as the first opening state as the first variable state in which the gaming ball easily passes (enters) through the second starting winning opening as the second starting area. It changes to a normally open state as a second variable state that is difficult to enter (cannot enter) or cannot pass (enter). As an example, in the normally variable winning ball apparatus 6B, the movable wing piece is in the vertical position when the solenoid 81 for the normal electric accessory is in the OFF state, so that the game ball passes (enters) the second starting winning opening. It is difficult to open normally. On the other hand, in the normal variable winning ball apparatus 6B, the game ball passes through the second start winning opening by the tilt control in which the movable blade piece is tilted when the solenoid 81 for the normal electric accessory is in the ON state ( It will be in an expanded open state that is easy to enter. In the normal variable winning ball apparatus 6B, although the game ball can enter the second start winning opening even in the normal open state, there is a possibility that the game ball may enter more than in the expanded open state. You may comprise so that it may become low. Alternatively, the normally variable winning ball apparatus 6B may be configured such that the game ball does not enter the second starting winning opening in the normally open state, for example, by closing the second starting winning opening.
  Based on the detection of the game ball that has passed (entered) the first start winning area as the first start area and the detection of the game ball that has passed (entered) the second start area as the second start area A starting condition for executing variable display of special symbols in the game is established. For example, a game ball that has passed (entered) a first start winning opening formed in the normal winning ball apparatus 6A is detected by a first start opening switch 22A shown in FIG. Further, the game ball that has passed (entered) the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by the second start opening switch 22B shown in FIG. Based on the detection of the game ball by the first start port switch 22A, a predetermined number (for example, three) of game balls are paid out as prize balls, and the first special figure holding memory number is set to a predetermined upper limit value (for example, “ 4 ") If the following, the first start condition is satisfied. The first start condition is a start condition for executing the special figure game using the first special figure by the first special symbol display device 4A. Based on the detection of the game ball by the second start port 22B, a predetermined number (for example, three) of game balls are paid out as prize balls, and the second special figure holding memory number is set to a predetermined upper limit value (for example, “ 4 ") If the following, the second start condition is satisfied. The second start condition is a start condition for executing a special figure game using the second special figure by the second special symbol display device 4B. The number of prize balls to be paid out based on the detection of the game ball by the first start port switch 22A and the number of prize balls to be paid out based on the detection of the game ball by the second start port switch 22B. May be the same number or different numbers.
  A special variable winning ball device 7 is provided below the normal winning ball device 6A and the normal variable winning ball device 6B. The special variable winning ball apparatus 7 includes a special winning opening door that is opened and closed by a solenoid 82 for the special winning opening door shown in FIG. 2, and the specific region that changes between an open state and a closed state by the special winning opening door. As a big prize opening.
  The special variable winning ball apparatus 7 is an open state in which a game ball easily passes (enters) through a large winning opening as a specific area and is advantageous to the player, and a gaming ball cannot pass (enters) through the large winning opening. It changes to an adverse closed state. As an example, in the special variable winning ball apparatus 7, when the solenoid 82 for the special prize opening door is in the OFF state, the special prize opening door closes the big winning prize opening, and the game ball passes (enters) the big winning prize opening. Make it impossible. On the other hand, in the special variable winning ball apparatus 7, when the solenoid 82 for the big prize opening door is in the ON state, the big winning opening door opens the big winning opening and the game ball passes through the big winning opening (entrance). ) Make it easier. Instead of the closed state where the game ball cannot pass (enter) through the big prize opening, or in addition to the closed state, a partially opened state where the game ball hardly passes (enters) through the big prize port may be provided.
  The game ball that has passed (entered) through the big prize opening is detected by, for example, the count switch 23 shown in FIG. Based on the detection of game balls by the count switch 23, a predetermined number (for example, 15) of game balls are paid out as prize balls. In this way, when the game ball passes (enters) through the large winning opening opened in the special variable winning ball apparatus 7, the gaming ball passes through other winning openings such as the first starting winning opening and the second starting winning opening, for example. More prize balls are paid out than when passing (entering). Therefore, if the special prize winning ball device 7 is in the open state, the game ball can enter the special prize winning opening, which is a first state advantageous to the player. On the other hand, when the special prize winning device 7 is closed in the special variable prize winning ball device 7, it becomes impossible or difficult for the player to get a prize ball by passing (entering) the gaming ball into the special prize winning port. This is a disadvantageous second state.
  A normal symbol display 20 is provided at a predetermined position of the game board 2 (on the left side of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is composed of 7 segments, dot matrix LEDs, and the like, like the first special symbol display device 4A and the second special symbol display device 4B, and a plurality of types of identification information different from the special symbols. Is displayed (variably displayed) in a variable manner. Such variable display of normal symbols is called a general game (also referred to as “normal game”).
  Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. The general-purpose hold indicator 25C includes, for example, four LEDs, and displays the general-purpose hold storage number as the number of effective passing balls that have passed through the passing gate 41.
  In addition to the above-described configuration, the surface of the game board 2 is provided with a windmill for changing the flow direction and speed of the game ball and a number of obstacle nails. In addition, as a winning opening different from the first starting winning opening, the second starting winning opening, and the large winning opening, for example, a single or plural general winning openings that are always kept in a certain open state by a predetermined ball receiving member are provided. May be. In this case, a predetermined number (for example, 10) of game balls may be paid out as a prize ball based on the fact that a game ball that has entered one of the general prize openings is detected by a predetermined general prize ball switch. In the lowermost part of the game area, there is provided an out port through which game balls that have not entered any winning port are taken.
  Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the left and right upper positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the game area. A decorative LED may be arranged around each structure (for example, the normal winning ball device 6A, the normal variable winning ball device 6B, the special variable winning ball device 7, etc.) in the game area of the pachinko gaming machine 1. At the lower right position of the gaming machine frame 3, there is provided a hitting operation handle (operation knob) operated by a player or the like to launch a game ball as a game medium toward the game area. For example, the hitting operation handle adjusts the resilience of the game ball according to the operation amount (rotation amount) by the player or the like. The hitting operation handle only needs to be provided with a single shot switch or a touch ring (touch sensor) for stopping the driving of a shooting motor included in the hitting ball shooting device.
  At a predetermined position of the gaming machine frame 3 below the gaming area, a game ball paid out as a prize ball or a game ball lent out by a predetermined ball lending machine is held (stored) so as to be supplied to a ball hitting device. )) Is provided. Below the gaming machine frame 3, there is provided a lower plate that holds (stores) surplus balls overflowing from the upper plate so as to be discharged to the outside of the pachinko gaming machine 1.
  A stick controller 30 that can be held and tilted by a player is attached to a member that forms the lower plate, for example, at a predetermined position on the front side of the upper surface of the lower plate body (for example, a central portion of the lower plate). Yes. The stick controller 30 includes an operation lever (lever) to be gripped by the player, and a trigger button 31A is provided at a predetermined position of the operation rod (for example, a position where the index finger of the operator is hooked when the player holds the operation rod). Is provided. The trigger button 31A can be operated in a predetermined direction by, for example, performing a push-pull operation with a predetermined operation finger (for example, an index finger) while the player holds the operation rod of the stick controller 30 with an operation hand (for example, the left hand). What is necessary is just to be comprised so that it can do. A trigger sensor 35A (see FIG. 2) for detecting a predetermined instruction operation by a push-pull operation on the trigger button 31A or the like may be built in the operation rod. A tilt direction sensor unit 32 that detects a tilting operation (lever operation) with respect to the operating rod may be provided inside the lower pan body or the like below the stick controller 30. The tilt direction sensor unit 32 is configured to include a transmissive photosensor and the like, and may be any unit that detects the lever tilt direction (for example, front / rear / left / right direction) of the operating rod. In addition, the attachment position of the stick controller 30 in a lower plate is not limited to the center part of a lower plate, The position approached to either the right or left may be sufficient.
  The member that forms the upper plate includes, for example, a push button 31B that allows a player to input a predetermined instruction by a pressing operation or the like at a predetermined position on the front side of the upper surface of the upper plate body (for example, above the stick controller 30). Is provided. The push button 31B only needs to be configured to be able to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. A push sensor 35 </ b> B (see FIG. 2) that detects the player's operation action performed on the push button 31 </ b> B may be provided inside the main body of the upper plate at the installation position of the push button 31 </ b> B. As described above, the push button 31B is provided at a predetermined position different from the stick controller 30, and is configured so that the player can perform an instruction operation in a state where the player does not hold the operation stick of the stick controller 30.
  The pachinko gaming machine 1 is equipped with various control boards such as a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, and a payout control board 37 as shown in FIG. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as an information terminal board, a launch control board, an interface board, and a touch sensor board are disposed on the back surface of the game board or the like in the pachinko gaming machine 1. The pachinko gaming machine 1 is also equipped with a power supply board 90 (FIG. 3) for supplying power to each board.
  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is a sub-side mainly composed of a random number setting function used in a special game, a function of inputting a signal from a switch or the like disposed at a predetermined position, an effect control board 12, a payout control board 37, and the like. A function for outputting a control command as an example of command information to the control board and transmitting it as a control signal, a function for outputting various information to a management computer of a hall (game shop, amusement hall), etc. . In addition, the main board 11 performs on / off control of each LED (for example, segment LED) constituting the first special symbol display device 4A and the second special symbol display device 4B, and thereby the first special diagram and the second special diagram. Variable display of a predetermined display pattern such as controlling the variable display of the normal symbol display 20 or controlling the variable symbol display of the normal symbol display 20 by controlling the lighting / extinction / coloring control of the normal symbol display 20. It also has a function to control.
  On the main board 11, for example, a game control microcomputer 100, an input driver circuit 110, a solenoid circuit 111, and the like are mounted. The input driver circuit 110 takes in detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The solenoid circuit 111 transmits a solenoid drive signal from the game control microcomputer 100 to the solenoid 81 for the ordinary electric accessory and the solenoid 82 for the special prize opening door.
  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and receives the image display device 5, the speakers 8L, 8R. Various circuits for controlling the production operation by the electrical parts for production such as the game effect lamp 9 and the decoration LED are mounted. That is, the effect control board 12 performs all or part of the display operation in the image display device 5, all or part of the sound output operation from the speakers 8L and 8R, and all or one of the on / off operations in the game effect lamp 9 and the decoration LED. A function of determining the control content for causing the electrical component for production to execute a predetermined production operation, such as a section.
  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and outputs sound from the speakers 8L and 8R based on commands and control data from the effect control board 12. For example, a processing circuit for executing audio signal processing is mounted. The lamp control board 14 is a control board for lamp output control that is provided separately from the effect control board 12, and based on commands and control data from the effect control board 12, the game effect lamp 9, LED for decoration, etc. A lamp driver circuit that performs on / off driving is mounted. The payout control board 37 is a board that controls the payout of prize balls, and is equipped with a payout control microcomputer. The payout control board 37 drives the ball payout device in response to receiving a prize ball number command in which data indicating the number of prize balls to be paid is set, and executes prize ball payout control. The award ball number command is transmitted from the main board 11 as a control signal.
  As shown in FIG. 2, wiring for transmitting detection signals from the gate switch 21, the first start port switch 22 </ b> A, the second start port switch 22 </ b> B, and the count switch 23 is connected to the main board 11. The gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 are games as game media, such as what are called sensors (photo sensors, proximity switches, etc.), for example. What is necessary is just to have the arbitrary structures which can detect a bulb | ball. Further, the main board 11 includes a first special symbol display device 4A, a second special symbol display device 4B, a normal symbol display device 20, a first hold display device 25A, a second hold display device 25B, and an ordinary diagram hold display device 25C. Wiring for transmitting a command signal for performing display control such as is connected. Further, the main board 11 is connected to wiring for transmitting a prize ball number command or the like to the payout control board 37 as a control signal.
  A control signal transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15. The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted and received as an electric signal. The effect control command includes, for example, a display control command used for controlling an image display operation in the image display device 5, a voice control command used for controlling sound output from the speakers 8L and 8R, and a game effect lamp 9. And a lamp control command used for controlling the lighting operation of the decoration LED and the like.
  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 for storing a game control program, fixed data, and the like, and a game control work. A RAM (Random Access Memory) 102 that provides an area, a CPU (Central Processing Unit) 103 that executes a control program by executing a game control program, and updates numeric data indicating random values independently of the CPU 103 It comprises a random number circuit 104 to perform and an I / O (Input / Output port) 105.
  As an example, in the game control microcomputer 100, a process for controlling the progress of the game in the pachinko gaming machine 1 is executed by the CPU 103 executing a program read from the ROM 101. At this time, the CPU 103 reads out fixed data from the ROM 101, the CPU 103 writes various fluctuation data in the RAM 102, temporarily stores the fluctuation data, and the CPU 103 temporarily stores various fluctuation data in the RAM 102. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed. Note that the one-chip microcomputer constituting the game control microcomputer 100 only needs to incorporate the RAM 102 in addition to the CPU 103, and the ROM 101, the random number circuit 104, the I / O 105, and the like may be externally attached.
  In the game control microcomputer 100, for example, the random number circuit 104 or the like counts the numerical data indicating various random values used for controlling the progress of the game in an updatable manner. The random number used for controlling the progress of the game is also called a game random number. The game random number may be updated by hardware such as the random number circuit 104 or may be updated by software when the CPU 103 of the game control microcomputer 100 executes a predetermined computer program. May be. For example, numerical data indicating a predetermined random number value is stored in a random counter provided in a predetermined area of the RAM 102 in the game control microcomputer 100 or a random counter provided in an internal register different from the RAM 102. The random value may be updated by updating the stored value regularly or irregularly.
  In addition to the game control program, the ROM 101 provided in the game control microcomputer 100 stores various selection data and table data used to control the progress of the game. For example, the ROM 101 stores data constituting a plurality of determination tables, determination tables, setting tables and the like prepared for the CPU 103 to perform various determinations, determinations, and settings. Further, the ROM 101 includes table data constituting a plurality of command tables used for the CPU 103 to transmit control signals serving as various control commands from the main board 11 and a variation pattern table storing a plurality of types of variation patterns. Table data to be stored is stored.
  The RAM 102 included in the game control microcomputer 100 may be a backup RAM that is partially or entirely backed up by a backup power supply created on a predetermined power supply board. That is, even if the power supply to the pachinko gaming machine 1 is stopped, a part or all of the contents of the RAM 102 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). The In particular, at least data corresponding to the game state, that is, the control state of the game control means (such as a special figure process flag) and data indicating the number of unpaid prize balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game. The RAM 102 stores various data used for controlling the progress of the game in the pachinko gaming machine 1.
  The I / O 105 includes, for example, an input port to which various signals are input from the outside of the game control microcomputer 100 and an output port for transmitting various signals to the outside of the game control microcomputer 100. The
  The effect control board 12 includes an effect control CPU 120 that performs a control operation in accordance with a program, a ROM 121 that stores an effect control program, fixed data, and the like, a RAM 122 that provides a work area for the effect control CPU 120, and an image display device. 5, a display control unit 123 that executes processing for determining the control content of the display operation in FIG. 5, a random number circuit 124 that updates the numerical data indicating the random number value independently of the effect control CPU 120, and the I / O 125. And are installed.
  As an example, in the effect control board 12, when the effect control CPU 120 executes an effect control program read from the ROM 121, a process for controlling the effect operation by the effect electric component is executed. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores them, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed. The effect control CPU 120, the ROM 121, and the RAM 122 may be included in a one-chip effect control microcomputer mounted on the effect control board 12.
  In the effect control board 12, wiring for transmitting a video signal to the image display device 5, wiring for transmitting a sound effect signal as an information signal indicating sound number data to the sound control board 13, Wiring for transmitting an electrical decoration signal as an information signal indicating lamp data is connected to the lamp control board 14. Further, the effect control board 12 receives an operation detection signal as an information signal indicating that the player's operation action on the operation lever (lever) of the stick controller 30 or the trigger button 31A is detected, the tilt direction sensor unit 32 and the trigger. Wiring for transmitting from the sensor 35A and wiring for transmitting from the push sensor 35B an operation detection signal as an information signal indicating that the player's operating action on the push button 31B has been detected are also connected.
  In the effect control board 12, for example, the random number circuit 124 counts numerical data indicating various random values used for controlling the effect operation so as to be updatable. The random number used for controlling such a production operation is also called a production random number.
  In addition to the effect control program, the ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used for controlling the effect operation. For example, the ROM 121 includes a plurality of determination tables prepared for the effect control CPU 120 to perform various determinations, determinations, and settings, table data configuring the determination table, pattern data configuring various effect control patterns, and the like. It is remembered. The effect control pattern is, for example, from process data including effect control execution data (display control data, sound control data, lamp control data, operation detection control data, etc.) associated with the effect control process timer determination value, an end code, and the like. It is configured. The RAM 122 mounted on the effect control board 12 stores various data used for controlling the effect operation.
The display control unit 123 mounted on the effect control board 12 determines the control content of the display operation in the image display device 5 based on the display control command from the effect control CPU 120. For example, the display control unit 123 performs control for executing decorative display variable display and various effect displays by determining the switching timing of effect images to be displayed in the display area of the image display device 5. As an example, the display control unit 12 3, VDP (Video Display Processor ), CGROM (Character Generator ROM), VRAM (Video RAM), such as an LCD driver circuit has only to be mounted. The VDP may be a graphics processing unit (GPU), a graphics controller LSI (GCL), or a microprocessor for image processing, more commonly referred to as a digital signal processor (DSP). The CGROM may be, for example, a non-rewritable semiconductor memory, a rewritable semiconductor memory such as a flash memory, or a non-volatile recording medium such as a magnetic memory or an optical memory. Any configuration may be used.
  The I / O 125 mounted on the effect control board 12 includes an input port and an output port. Various signals such as an effect control command transmitted from the main board 11 and the operation detection signal transmitted from the tilt direction sensor unit 32, the trigger sensor 35A, and the push sensor 35B are taken into the input port. Various signals are transmitted from the output port to the outside of the effect control board 12. More specifically, from the output port of the I / O 125, a video signal transmitted to the image display device 5, a command (sound effect signal) transmitted to the sound control board 13, and a lamp control board 14 are transmitted. Command (lighting signal) or the like to be output.
  The effect control board 12 is equipped with a setting changeover switch 300 for initially setting a predetermined effect output. The effect output initially set by the setting changeover switch 300 only needs to include the volume of the speakers 8L and 8R and the amount of light emitted from the decorative light emitter (light emitting member) such as the game effect lamp 9 and the decorative LED. The setting changeover switch 300 is normally operable only by an attendant at a game shop, and initially sets various production outputs to one of a plurality of stages. Depending on the switch position of the setting changeover switch 300, whether to change the setting of the effect output by the player using the stick controller 30 is switched. The effect control CPU 120 may store data indicating such effect output settings in a predetermined area of the RAM 122 as setting information.
  FIG. 3 is a rear view of the inside of the pachinko gaming machine 1 as viewed from the back of the pachinko gaming machine 1. As shown in FIG. 3, the main board 11 and the effect control board 12 are arranged in the center of the pachinko gaming machine 1. The payout control board 37 is disposed below the pachinko gaming machine 1. The power supply board 90 is disposed on the lower left side. The ball payout device 97 is arranged on the right side of the pachinko gaming machine 1 corresponding to the prize ball supply path for paying out the prize balls. The main board 11 is stored in the board storage case 150, and the effect control board 12 is stored in the board storage case 270. Each of these substrate storage cases 150 and 270 is made of a member such as an acrylic plate having translucency. As shown in FIG. 3, the setting changeover switch 300 is arranged on the effect control board 12 so as to face the back direction of the pachinko gaming machine 1.
  FIG. 4 shows an arrangement example of the setting changeover switch 300 on the effect control board 12. When the pachinko gaming machine 1 is viewed from the back, the setting changeover switch 300 is arranged at the upper right portion of the effect control board 12 and is located outside the game board unit 250 via a notch 270a formed in the board storage case 270. It is possible to operate from. In a game store where the pachinko gaming machine 1 is installed, for example, an attendant can open and close the front door of the pachinko gaming machine 1 and the player cannot normally open and close it. When the front door is opened, the member on which the effect control board 12 and the like are arranged can be rotated with the rotation axis provided in the pachinko gaming machine 1 as an axis. As a result, the clerk can operate the setting changeover switch 300 of the effect control board 12. As described above, the setting changeover switch 300 is an operation unit for a game shop, and opening the front door is a condition (first permission condition) that allows the production output to be changed by operating the setting changeover switch 300. .
  FIG. 5 shows a configuration example of the setting changeover switch 300. As shown in FIG. 5, the setting changeover switch 300 has a total of 16 channels from “0” to “F”, and is a switch for changing channels by rotating the knob 301. In this embodiment, depending on whether the switch position of the setting changeover switch 300 is “0” to “F”, the effect output amount is initially set to one of six levels, and is set by the player. Whether or not to allow the change operation is switched. The setting changeover switch 300 is connected to the effect control CPU 120 directly or via a predetermined circuit, and a predetermined signal (switch signal) indicating the switch position of the setting changeover switch 300 is input to the effect control CPU 120 to initialize the channel. Can be read.
  In the pachinko gaming machine 1, a predetermined game using a game ball as a game medium is performed, and a predetermined game value can be given based on the game result. As an example of a game using a game ball, a predetermined hitting ball is emitted based on a predetermined operation (for example, a rotation operation) performed by a player on a hitting operation handle installed on the lower right side of the front surface of the housing of the pachinko gaming machine 1 A game ball as a game medium is launched toward a game area by driving a launch motor provided in the apparatus. When the game ball that has flowed down the game area passes (enters) the first start winning opening (first start area) formed in the normal winning ball apparatus 6A, the game ball is moved to the first start opening switch 22A shown in FIG. The first start condition is satisfied based on the fact that it is detected by the above. Thereafter, the first start condition is established based on, for example, the end of the previous special game or the big hit gaming state. In this way, the special figure game using the first special figure by the first special symbol display device 4A is started.
  Further, when a game ball passes (enters) a second start winning opening (second starting area) formed in the normally variable winning ball apparatus 6B, the game ball is detected by the second start opening switch 22B shown in FIG. The Based on the fact that the game ball is detected by the second start port switch 22B, the second start condition is satisfied. Thereafter, the second start condition is satisfied based on, for example, the end of the last special game or the big hit gaming state. In this way, a special game using the second special figure by the second special symbol display device 4B is started. When the normally variable winning ball apparatus 6B is in the normally open state as the second variable state, it is difficult or impossible for the game ball to pass through the second starting winning opening.
  Based on the fact that the game ball that has passed through the passage gate 41 is detected by the gate switch 21 shown in FIG. 2, the normal symbol starting condition for executing the variable symbol display on the normal symbol display 20 is established. Thereafter, the normal symbol game 20 is started by the normal symbol display 20 based on the fact that the normal symbol start condition for starting variable symbol normal display such as the end of the previous normal symbol game has been completed. In this ordinary game, when a predetermined time elapses after starting the change of the normal symbol, the fixed normal symbol that is the variable display result of the normal symbol is stopped and displayed (derived display). At this time, if a specific normal symbol (a symbol per ordinary symbol) is stopped and displayed as the fixed ordinary symbol, the variable symbol display result of the ordinary symbol becomes “per ordinary symbol”. On the other hand, if a normal symbol other than the symbols per regular symbol is stopped and displayed as the fixed regular symbol, the variable symbol display result of the regular symbol becomes “ordinary symbol losing”. Corresponding to the fact that the variable symbol display result of the normal symbol is “per standard”, the opening control and the expansion opening control are performed in which the movable wing piece of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted. When a predetermined time elapses, closing control or normal opening control for returning to the vertical position is performed.
  When the special symbol game using the first special symbol by the first special symbol display device 4A is executed, or when the special symbol game using the second special symbol display device 4B by the second special symbol display device 4B is executed. It is determined (predetermined) before the variable display result is derived and displayed whether or not the variable display result of the symbol is set to “big hit” as a predetermined specific display result. Then, the variation pattern is determined at a predetermined ratio based on the determination of the variable display result, and the effect control command for designating the variable display result and the variation pattern is the game control microcomputer 100 of the main board 11 shown in FIG. To the effect control board 12.
  After the special figure game is started based on the determination of the variable display result and the variation pattern, for example, when a predetermined variable display time corresponding to the variation pattern elapses, a definite special symbol as a variable display result is derived. Is displayed. Corresponding to the variable display of special symbols by the first special symbol display device 4A and the second special symbol display device 4B, decorations of “left”, “middle”, and “right” arranged in the display area of the image display device 5 In the symbol display areas 5L, 5C, 5R, variable display of decorative symbols (decorative symbols) different from the special symbols is performed. The decorative symbols variably displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are also referred to as a left symbol, a middle symbol, and a right symbol, respectively.
  In the special symbol game using the first special symbol by the first special symbol display device 4A and the special symbol game using the second special symbol by the second special symbol display device 4B, a fixed special that results in variable display of the special symbol When the symbol is derived and displayed, a fixed decorative symbol (final stop symbol) that is a variable display result of the decorative symbol is derived and displayed on the image display device 5. As a special symbol variable display result, when a predetermined big hit symbol is derived and displayed, the variable display result is “big hit” (specific display result), and when a predetermined small hit symbol is derived and displayed, the variable display result Becomes “small hit” (special display result), and when a predetermined loss symbol is derived and displayed, the variable display result becomes “loss” (non-specific display result). Based on the fact that the variable display result is “big hit”, the game is controlled to the big hit gaming state as a specific gaming state advantageous to the player. That is, whether or not the game state is controlled to the big hit gaming state corresponds to whether or not the variable display result is “big hit”, and is determined (predetermined) before the variable display result is derived and displayed.
  When the variable display result of the special symbol in the special game is “big hit”, a fixed decorative symbol that is a predetermined big hit combination is derived and displayed in the display area of the image display device 5. As an example, a combination of big hits is determined by stopping and displaying the same decorative symbols all together on predetermined effective lines in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. It is only necessary that the decorative design is derived and displayed. As another example, if the decorative symbols constituting the predetermined opening chance eyes are stopped on the effective lines in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R, A finalized decorative symbol as a combination may be derived and displayed. Even when the variable display result of the special symbol in the special symbol game is “small hit”, the decorative symbol constituting the opening chance eye may be stopped and displayed as the fixed decorative symbol in the display area of the image display device 5.
  In the big hit gaming state, the special winning opening is in an open state, and the special variable winning ball apparatus 7 is in a first state advantageous to the player. Then, in a predetermined period (for example, 29.5 seconds or 0.1 second) or a period until a predetermined number (for example, 10) of game balls enter the grand prize opening and a winning ball is generated, A round (also referred to as “round game”) that is continuously released is executed. During a period other than the execution period of such a round, the big winning opening is closed, and it is difficult or impossible to generate a winning ball. When a game ball enters the big prize opening, the prize winning ball is detected by the big prize opening switch 23, and a predetermined number (for example, 15) of game balls are paid out as a prize ball for each detection. The round in the big hit gaming state is repeatedly executed until a predetermined upper limit number of times (for example, “16” or “2”) is reached.
  Of the rounds in the big hit gaming state, the round in which the upper limit time during which the special variable winning ball apparatus 7 is in the first state (open state) advantageous to the player is relatively long is a first period (for example, 29.5 seconds). Is also called a regular open round. The big hit gaming state in which the normal open round is executed up to a predetermined first number of times (for example, “16”) is also referred to as a normal open big hit state. The normally open big hit state is also referred to as a first specific game state. On the other hand, a round in which the upper limit time for which the special variable winning ball apparatus 7 is in the first state (open state) is a relatively short second period (for example, 0.1 second) is also referred to as a short-term open round. The jackpot gaming state in which the short-term opening round is executed up to a predetermined second number (for example, “2”) that is less than the first number is also referred to as a short-term opening jackpot state. The short-term open big hit state is also referred to as a second specific game state.
  In the normal open big hit state, for example, the upper limit time for opening the grand prize opening is 29.5 seconds and the upper limit number of rounds is “16”, so that the player can easily acquire a large number of prize balls. It becomes a gaming state advantageous to the player. In a short-term open big hit state, a predetermined number (for example, 15 balls) of balls (prize balls) can be obtained if a game ball wins a big winning opening. However, the opening period of the special winning opening is the second period (such as 0.1 second) and is very short. For this reason, the short-term open big hit state is a big hit gaming state in which a ball (prize ball) cannot be obtained substantially. Note that the pachinko gaming machine 1 may be one that directly pays out game balls that are prize balls, or may be one that gives a score corresponding to the number of game balls that are prize balls.
  After the big hit gaming state is finished, based on the fact that the predetermined probability change control condition is satisfied, the probability that the variable display result will be “big hit” (big hit probability) is controlled to the probability change state in which the probability is higher than the normal state (probability change control) ). In the probability change state, a predetermined probability change end condition is satisfied, for example, a variable display is executed a predetermined number of times (for example, 200 times) or a big hit gaming state is started before the variable display is executed a predetermined number of times. It is controlled to continue until The probability variation end condition may be satisfied when the next big hit gaming state is started regardless of the number of executions of variable display. Alternatively, the probability variation end condition may be satisfied when the probability variation control is ended in the probability variation falling lottery executed every time the special game is started after the big hit gaming state is finished, and “probability variation falling” is determined. It may be. After the big hit gaming state is finished, there is a case where the average variable display time is controlled to be a short time state (short time control) when it becomes shorter than the normal state. In the short-time state, a predetermined short-time end condition is satisfied, for example, the variable display is executed a predetermined number of times (for example, 100 times), or the big hit gaming state is started before the variable display execution number reaches the predetermined number of times. It is controlled to continue until
  In the probable change state and the short time state, the normally variable winning ball apparatus 6B is in the first variable state (open state or expanded open state) in an advantageous change mode in which the game ball easily passes (enters) through the second start winning opening than in the normal state. And a second variable state (closed state or normally open state). For example, the normal symbol display unit 20 controls the normal symbol change time (normal diagram change time) in the normal symbol game to be shorter than that in the normal state, or the variable symbol display result of the normal symbol in each normal symbol game is “general”. Tilt control time for controlling the tilt of the movable blade piece in the normal variable winning ball apparatus 6B based on the fact that the probability of “per figure” is higher than that in the normal state, and the variable display result is “per figure”. By making the control longer than that in the normal state and increasing the number of tilts more than in the normal state, the normally variable winning ball apparatus 6B is changed to the first variable state and the second variable state in an advantageous change mode. Just do it. Note that any one of these controls may be performed, or a plurality of controls may be performed in combination. In this way, the control for changing the normally variable winning ball apparatus 6B between the first variable state and the second variable state in an advantageous change mode is referred to as high opening control (also referred to as “high base control”). By controlling to such a probable change state and a short time state, the time required until the next variable display result becomes a “big hit” is shortened, and a special game state that is more advantageous to the player than the normal state is obtained. Even when the probability variation control is performed in the probability variation state, the high opening control may not be performed.
  The gaming state in which both the short time control and the high opening control are performed is also referred to as a short time state or a high base state. The gaming state in which the probability variation control is performed is also referred to as a probability variation state or a high probability state. A gaming state in which the time-shortening control or the high opening control is performed together with the probability variation control is also referred to as a high probability high base state. The probability variation state in which only the probability variation control is performed and the short time control or the high opening control is not performed is also referred to as a high probability low base state. It should be noted that only the gaming state in which the time-shortening control or the high opening control is performed together with the probability variation control is sometimes referred to as a “probability variation state”, and may be referred to as a time variation probability variation state in order to be distinguished from the high probability low base state. On the other hand, a probability variation state (high probability low base state) in which only time variation control is performed and time reduction control or high opening control is not performed is sometimes referred to as a time variation probability variation state in order to be distinguished from a high accuracy high base state. The short time state in which the short time control or the high opening control is performed without performing the probability variation control is also referred to as a low probability high base state. The normal state in which neither the probability variation control, the time reduction control nor the high opening control is performed is also referred to as a low probability low base state. When at least one of time-shortening control and probability variation control is performed in a gaming state other than the normal state, the probability that the special-purpose game can be executed frequently and the variable display result in each special-purpose game will be “big hit” As a result, the player is in an advantageous state. A gaming state advantageous to a player different from the big hit gaming state is also referred to as a special gaming state.
  A case where the special symbol variable display result in the special game is “big hit” and is controlled to the normally open big hit state, and then becomes a short-time state is referred to as “non-probable” big hit type. When the variable display result becomes “big hit” and is controlled to the normally open big hit state, then the probability change state is referred to as the “big change” big hit type. A case where the variable display result becomes “big hit” and is controlled to a short-term open big hit state, and then becomes a probable change state is referred to as a “big hit” big hit type.
  Based on the fact that the special symbol variable display result in the special game is “small game”, the special game state is controlled to the small game state. In this small hit game state, similarly to the short-term open big hit state, the special variable winning ball apparatus 7 performs a variable winning operation for changing the big winning opening to the first state (open state) advantageous to the player. That is, in the small hit gaming state, for example, the operation of setting the special variable winning ball device 7 to the first state (open state) over the second period is repeatedly executed.
  In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, a special symbol game using the first special symbol in the first special symbol display device 4A and In response to the start of any one of the special symbol games using the second special symbol in the second special symbol display device 4B, the decorative symbol variable display is started. The period from the start of variable display of decorative symbols to the end of variable display due to the stop display of the fixed decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R Then, the variable display state of the decorative pattern may be a predetermined reach state.
  Here, the reach state means a decorative symbol (“reach variation symbol” which has not been stopped yet when the decorative symbol stopped and displayed in the display area of the image display device 5 forms part of the jackpot combination. Is also a display state in which the variation continues, or a display state in which all or part of the decorative symbols change synchronously while constituting all or part of the jackpot combination. Specifically, in some of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R (for example, “left” and “right” decorative symbol display areas 5L and 5R) in advance. The remaining decorative symbol display area (for example, “medium”) that has not yet been stopped when the decorative symbol (for example, the decorative symbol indicating the alphanumeric character “7”) that constitutes the determined jackpot combination is stopped. In the symbol display area 5C, etc., the decorative pattern is changing, or in all or part of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. This is a display state that changes in synchronization while constituting all or part of the combination.
  The production performed in the reach state is called reach production. As a reach effect, a character image (effect image imitating a person or the like) different from the decorative design is displayed on the screen of the image display device 5, a display mode of the background image is changed, and a moving image different from the decorative design An effect operation different from changing the variation pattern of the decorative design, such as reproducing and displaying an image, may be executed. Not only the display operation in the image display device 5, but also the sound output operation by the speakers 8L and 8R, the lighting operation (flashing operation) in the light emitter such as the game effect lamp 9, and the like are different from the operation modes before the reach mode. The operation mode may be included in the reach effect. The reach state and its state are referred to as the reach mode. Furthermore, variable display including reach production is called reach variable display. And when the display result of the symbol variably displayed on the screen of the image display device 5 is not the big hit combination, it becomes “losing” and the variable display state is ended.
  As an effect operation in the reach effect, a plurality of types of effect patterns (also referred to as “reach patterns”) having different operation modes (effect modes) may be prepared in advance. Then, the possibility of being a “hit” (also referred to as “reliability” or “hit reliability”) varies depending on the production mode in each reach production. That is, it is possible to vary the possibility that the variable display result will be a “hit” depending on which of the multiple types of reach effects is executed. In this embodiment, as an example, reach effects such as normal, super A, and super B are preset. And, when the reach production of super reach such as Super A and Super B is executed, the variable display result may be “big hit” compared to the case where the normal reach production is executed (expected expectation of big hit) Becomes higher. In addition, among the reach effects of the super reach, when the specific reach effect such as the super B is executed, the big hit expectation is higher than when the reach effect of the super A is executed.
  As an effect of liquid crystal display on the screen of the image display device 5, variable display of decorative symbols is performed. In addition, on the screen of the image display device 5, for example, an effect using a character image, or an effect of displaying a notification image based on a jackpot determination and a determination result of a variation pattern is executed. Various effects executed during variable display in which variable display of special symbols and decorative symbols is performed are also referred to as “variable display effects”. As an example of effects during variable display, there is a possibility that the decorative display variable display state will reach a reach state due to an effect operation different from the decorative display variable display operation, the possibility that a super reach reach effect will be executed, variable display A notice effect may be executed to suggest to the player in advance that the result may be a “hit”.
  The effect operation that becomes the notice effect is the variable display state of the decorative symbol after the decorative symbol variable display is started in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. May be executed (started) prior to the reach state (before the decorative symbols are temporarily displayed in the “left” and “right” decorative symbol display areas 5L and 5R). In addition, the notice effect that notifies that the variable display result may be a “big hit” may include one that is executed after the variable display state of the decorative symbol becomes the reach state. In this way, the notice effect can be a big hit gaming state at a predetermined timing from the start of variable display of special symbols and decorative symbols until the fixed special symbols and fixed decorative symbols that result in variable display are derived. Anything that can give notice of sex is acceptable. A plurality of notice effect patterns are prepared in advance corresponding to the contents of the effect operation (effect mode) when such a notice effect is executed.
  When the lost symbol is stopped and displayed (derived) on the first special symbol display device 4A or the second special symbol display device 4B and the variable display result is “lost”, the variable display mode is “non-reach” (“normal reach” A case where the variable display mode is “reach” (also referred to as “reach lose”). When the variable display mode is “non-reach”, the variable display state of the decorative design is not reached after the variable display of the decorative design is started. Reach combination) is stopped (derived). When the variable display mode is “reach”, the reach presentation is executed after the variable display state of the decorative symbol becomes the reach state after the decorative symbol variable display is started, and finally the jackpot combination is A predetermined combination of decorative symbols (reach-miss combination) that is not to be displayed is stopped (derived).
  The game ball used as a game medium in the pachinko gaming machine 1 and the recorded information of the score given corresponding to the number thereof have value that can be exchanged for special prizes or general prizes according to the quantity, for example. That's fine. Alternatively, these game balls and score recording information may not be exchanged for special prizes or general prizes, but may have valuable value that can be used for a second game in the pachinko gaming machine 1.
  Further, the game value that can be given in the pachinko gaming machine 1 is not limited to paying out a game ball as a prize ball or giving a score. For example, the game value can be controlled to a big hit game state or a special game state such as a probable change state. Control, the maximum number of rounds that can be executed in the big hit gaming state becomes the first round number (for example, “15”) larger than the second round number (for example, “7”), can be executed in a short time state The upper limit number of variable display becomes a first number (for example, “100”) larger than the second number (for example, “50”), and the big hit probability in the probability variation state is higher than the second probability (for example, 1/50). The first probability (for example, 1/20), the number of consecutive chunks, which is the number of times of repeated control to the big hit gaming state without being controlled to the normal state, is greater than the second consecutive number of chunks (for example, “5”) First Communicating Chang number (e.g. "10") and such part or all of becoming, it may include be a more favorable game situation for the player.
  Next, the operation (action) of the pachinko gaming machine 1 in this embodiment will be described.
In the main board 11, when power supply from a predetermined power supply board is started, the game control microcomputer 100 is activated, and the CPU 103 executes a predetermined process as a game control main process. When the game control main process is started, the CPU 103 performs necessary initial settings after setting the interrupt disabled. In this initial setting, for example, RAM 10 2 is cleared. Also, register setting of a CTC (counter / timer circuit) built in the game control microcomputer 100 is performed. Thereby, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 milliseconds), and the CPU 103 can periodically execute timer interrupt processing. When the initial setting is completed, an interrupt is permitted and then loop processing is started. In the game control main process, a process for returning the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop may be executed before entering the loop process.
  When the CPU 103 executing such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, the CPU 103 sets the interrupt disabled state and executes a predetermined game control timer interrupt process. The game control timer interrupt processing includes, for example, switch processing, main-side error processing, information output processing, gaming random number update processing, special symbol process processing, normal symbol process processing, command control processing, and the like in the pachinko gaming machine 1 Processing for controlling the progress of the process is included.
  The switch processing is processing for determining the state of detection signals input from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the input driver circuit 110. The main-side error process is a process of performing an abnormality diagnosis of the pachinko gaming machine 1 and generating a warning if necessary according to the diagnosis result. The information output process is a process for outputting data such as jackpot information, start-up information, probability variation information supplied to a hall management computer installed outside the pachinko gaming machine 1, for example. The game random number update process is a process for updating at least a part of a plurality of types of game random numbers used on the main board 11 side by software.
  In the special symbol process included in the game control timer interrupt processing, the value of the special symbol process flag provided in the RAM 102 is updated according to the progress of the game in the pachinko gaming machine 1, and the first special symbol display device 4A. In addition, various processes are selected and executed in order to perform control of display operation in the second special symbol display device 4B and setting of opening / closing operation of the big prize opening in the special variable winning ball device 7 in a predetermined procedure. . The normal symbol process process controls the display operation (for example, turning on / off the segment LED) on the normal symbol display 20 to variably display the normal symbol, set the tilting operation of the movable wing piece in the normal variable winning ball apparatus 6B, and the like. It is a process that enables.
  The command control process is a process of transmitting a control command from the main board 11 to a sub-side control board such as the effect control board 12. As an example, in the command control process, the output control board 12 among the output ports included in the I / O 105 corresponds to the setting in the command transmission table specified by the value of the transmission command buffer provided in the RAM 102. After setting the control data in the output port for transmitting the effect control command, the predetermined control data is set in the output port of the effect control INT signal, and the effect control INT signal is turned on for a predetermined time and then turned off. Thus, it is possible to transmit the effect control command based on the setting in the command transmission table. After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.
  FIG. 6 is a flowchart showing an example of the special symbol process. In the special symbol process shown in FIG. 6, the CPU 103 of the game control microcomputer 100 first determines whether or not a start winning has occurred (step S91). As an example, in step S91, an input state (on / off) of a start winning signal as a detection signal transmitted from the first start port switch 22A or the second start port switch 22B is checked. What is necessary is just to determine with winning.
  When a start winning is generated in step S91 (step S91; Yes), a winning random number is stored (step S92). As an example, in the process of step S92, a random number circuit 104 built in (or externally attached to) the game control microcomputer 100 or a predetermined area (for example, a game control counter setting unit) of the RAM 102 in the game control microcomputer 100 is provided. Among the random counters, a random counter configured using an internal register provided separately from the RAM 102 in the game control microcomputer 100, a game random number (for determining a special figure display result) updated at least in part Part or all of the numerical data indicating the random number value MR1, the random value MR2 for determining the jackpot type, the random value MR3 for determining the variation pattern type, and the random value MR4 for determining the variation pattern). The random number value extracted at this time is stored as holding data associated with the holding number in a holding random number storage unit provided in a predetermined area of the RAM 102 in the game control microcomputer 100, for example, at the time of winning. It may be stored as a random number.
  Subsequent to the processing in step S92, various control commands corresponding to the start winning are transmitted (step S93). As an example, in the process of step S93, a start prize designation command for notifying the occurrence of a start prize and a hold number notifying command for notifying the number of special figure hold memory increased due to the occurrence of the start prize are sent to the effect control board 12. It is only necessary to set for transmission. When the start winning is not generated in step S91 (step S91; No), after executing the process of step S93, the value of the special figure process flag is determined (step S21). Then, a process corresponding to the determination value is selected from a plurality of processes previously described in the game control computer program and executed.
  For example, when the value of the special figure process flag is “0”, it is determined whether or not the variable display of symbols (variable display game) can be started (step S101). As an example, in the process of step S101, it is determined whether or not the number of holds of the variable display game is “0” by checking the stored contents of the random number storage unit for holding. At this time, if the number of hold is other than “0”, the variable display is started because the start of the variable display has been satisfied and the variable display has not been started yet. Determine that it is possible. On the other hand, when the hold number is “0”, it is determined that variable display cannot be started. When the variable display cannot be started (step S101; No), the special symbol process process is terminated.
  When variable display can be started in step S101 (step S101; Yes), a fixed symbol derived and displayed as a variable display result is determined (step S102). The variable display result of the special symbol in the special figure game is referred to as a special figure display result. In the process of step S102, the game random number stored in the head (storage area with the smallest hold number) in the hold random number storage unit is read. The game random number read from the random number storage unit for holding may be temporarily stored in a variable display random number buffer or the like provided in a predetermined area (for example, a game control buffer setting unit) of the RAM 102 in the game control microcomputer 100. Good. Then, a special figure display result determination table prepared by storing in a predetermined area of the ROM 101 in advance is selected, and based on the special figure display result determination random number MR1 temporarily stored in the variable display random number buffer. Whether or not the variable symbol display result of the special symbol is “big hit” and whether or not the variable symbol display result is “small hit” may be determined at a predetermined ratio.
  FIG. 7A shows an example of determining the special figure display result. As described above, whether the special figure display result is “big hit”, “small hit”, or “losing” is the numerical data or the special figure display result determination table indicating the random value MR1 for determining the special figure display result. And may be determined at a predetermined rate. In the determination example shown in FIG. 7A, the determination ratio of whether or not the special figure display result is “big hit” is varied according to the presence or absence of the probability variation control in the probability variation state. Judgment in the special figure display result determination table so that the variable display result is determined as “big hit” at a higher rate when the gaming state in the pachinko gaming machine 1 is a probable change state than in the normal state or the short time state It only needs to be set. The CPU 103 may determine that the probability variation control is being performed when the probability variation flag provided in a predetermined area (for example, the game control flag setting unit) of the RAM 102 is on.
  When the variable display result is determined to be “big hit” in the process of step S102, the game state after the end of the big hit gaming state is further changed using the random number for determining the big hit type and the big hit type determination table. Decide whether or not to enter the special gaming state. At this time, corresponding to the fact that the jackpot type is determined to be “probability change” or “surprise probability”, it is determined that the probability change control is performed after the jackpot game state is ended and the probability change state is set. On the other hand, in response to the determination that the jackpot type is “non-probable change”, it is determined that the time-shortening control is performed after the jackpot gaming state is ended to enter the time-saving state. Corresponding to these determination results, a fixed symbol derived and displayed as a variable display result may be determined.
  FIG. 7B shows an example of determining the jackpot type. In this determination example, the determination ratio of the jackpot type is varied depending on whether the variation special chart is the first special chart or the second special chart. More specifically, when the variation special chart is the first special chart, the big hit type is determined to be “surprise” at a predetermined rate. On the other hand, when the variation special chart is the second special chart, the big hit type is not determined to be “surprise”. That is, the big hit type is determined to be “surprise” only when the variation special chart is the first special figure. In this manner, different jackpot types may be determined according to special symbols variably displayed in the special figure game. Further, the ratio at which the big hit type is determined to be “probable change” is higher when the fluctuation special chart is the second special figure than when the fluctuation special figure is the first special figure. Thus, the predetermined jackpot type may be determined at a different rate depending on the special symbol variably displayed in the special game.
  Following the processing in step S102, an internal flag and the like are set (step S103). As an example, in the process of step S103, when the variable display result is determined to be “big hit” in the process of step S102, the big hit flag provided in a predetermined area (for example, the game control flag setting unit) of the RAM 102 is turned on. Set to. In addition, when it is determined that the gaming state after the end of the big hit gaming state is to be the probability variation state, the probability variation confirmation flag provided in a predetermined area of the RAM 102 is set to an on state, for example, to change to the probability variation state. You may memorize | store so that identification is possible. Thereafter, the value of the special symbol process flag is updated to “1” (step S104), and the special symbol process processing is terminated.
  When the value of the special figure process flag is “1”, a variation pattern or the like is determined (step S111). Each variation pattern indicates that the required time (variable display time) from the start of variable display to the display of a fixed symbol that is a variable display result can be specified and the outline of the production mode can be specified. In the process of step S111, a variation pattern determination table prepared in advance by storing in a predetermined area of the ROM 101 is selected, and based on the variation pattern determination random number MR4 temporarily stored in the variable display random number buffer, etc. What is necessary is just to determine a fluctuation pattern in any one of several patterns by a predetermined ratio.
  FIG. 8A shows an example of setting a variation pattern used in the pachinko gaming machine 1. In the setting example shown in FIG. 8A, among the cases where the variable display result is “losing”, the variable display mode of the decorative pattern variably displayed on the image display device 5 is “non-reach” and “reach” In addition, the variable display result is “big hit” and the big hit type is other than “surprise” (“non-probability change” or “probability change”), and the big hit type is “surprise” or variable. A plurality of variation patterns are prepared in advance for each of the cases where the display result is “small hit”.
  In the process of step S111, the variation pattern may be determined after determining the variation pattern type as a plurality of types at a predetermined ratio. The variation pattern type is configured to include a single or a plurality of variation patterns classified (grouped) based on, for example, a mode of a rendering operation performed during variable display of decorative symbols. As an example, a variation pattern type that includes a variation pattern in which a variable display state of a decorative design does not become a reach state by classifying (grouping) a plurality of variation patterns by the type of reach effect (effect mode), and a variation with normal reach What is necessary is just to divide into the fluctuation pattern classification in which a pattern is included, and the fluctuation pattern classification in which the fluctuation pattern with a super reach (super A or super B) is included. Among the plurality of variation pattern types, there may be one configured to include a common variation pattern. Thus, one or a plurality of variation patterns are classified into each variation pattern type according to the variable display mode and the variable display content. The CPU 103 selects a variation pattern type determination table prepared by storing in a predetermined area of the ROM 101 in advance, and changes based on the variation pattern type determination random number MR3 temporarily stored in the variable display random number buffer. What is necessary is just to determine a pattern classification in one of a plurality of classifications with a predetermined ratio.
  FIG. 8B1 shows an example of determining a variation pattern at the time of big hit. FIG. 8B2 shows an example of determining the variation pattern at the time of small hit. FIG. 8B3 shows an example of determining the variation pattern at the time of loss. In the determination example shown in FIG. 8 (B1), when the big hit type is “non-probability change” or “probability change”, only the normal reach effect such as the variation pattern PA3-1 is executed and the reach effect of Super A or Super B is executed. Is set so that the determination ratio of the variation pattern that is not executed is lower than the determination ratio of the variation pattern in which the reach effect of the super reach such as the variation pattern PA3-2 and the variation pattern PA3-3 is executed. On the other hand, in the determination example shown in FIG. 8 (B3), the determination rate of the variation pattern in which only the normal reach effect such as the change pattern PA2-1 is executed and the reach effect of Super A or Super B is not executed is the change pattern PA2. -2 and the variation pattern PA2-3 are set to be higher than the determination ratio of the variation pattern in which the reach effect of the super reach is executed. Moreover, at the time of big hit, the determination ratio of the fluctuation pattern in which the reach effect of super reach is executed is set to be higher than that at the time of loss. Thereby, when the variable display result is derived after the reach effect of the super reach is executed, the possibility that the variable display result becomes “big hit” (expected degree of big hit) is increased.
  In the determination example shown in FIG. 8 (B3), the determination ratio of the variation pattern PA2-2 that is executed up to the super A reach effect and the variable display result is derived is equal to that of the super B after the super A reach effect is executed. It is set to be higher than the determination ratio of the variation pattern PA2-3 that is executed up to the reach effect and the variable display result is derived. On the other hand, in the determination example shown in FIG. 8 (B1), when the big hit type is “non-probable change”, the determination ratio of the variation pattern PA3-2 is higher than the determination ratio of the variation pattern PA3-3, When the big hit type is “probability change”, the determination ratio of the variation pattern PA3-2 is set to be lower than the determination ratio of the variation pattern PA3-3. Further, at the time of big hit, the determination ratio of the variation pattern in which the super B reach effect is executed is set to be sufficiently higher than that at the time of losing. Therefore, when the variable display result is “big hit” and the gaming state becomes the big hit gaming state, the variable display result is obtained after the reach effect of Super B is executed at a higher rate than when the big hit gaming state is not achieved. Derived.
  As shown in FIG. 8A, while the variation patterns PA2-1 to PA2-3 and the variation patterns PA3-1 to PA3-3 have the same special figure variation time and content, the variable display result Will be “lost” or “big hit”. By setting the determination ratio shown in FIG. 8B1 and FIG. 8B3, when the reach reach effect of the super reach is executed, the expectation degree of the big hit is higher than when the reach effect of the normal reach is executed. Further, when the Super B reach effect is executed, the big hit expectation is higher than when the Super A reach effect is executed.
  Corresponding to the variation pattern thus determined, a special symbol variation time which is a variable symbol variable display time is set. The special figure change time, which is the variable display time of the special symbol, is the time required from the start of the change of the special symbol in the special figure game until the fixed special symbol that becomes the variable display result (special display result) is derived and displayed. It is. Corresponding to the determination of the variation pattern, a special game using the first special graphic in the first special symbol display device 4A and a special graphic game using the second special graphic in the second special symbol display device 4B. Of these, it is only necessary to make a setting for starting the change of the special symbol so as to start one of the special game where the start condition is satisfied. As an example, variable display of symbols may be started by transmitting a predetermined drive signal to either the first special symbol display device 4A or the second special symbol display device 4B. Which special symbol display device using the special symbol on which special symbol display device is to be executed is a special symbol game based on whether the game ball has passed through the first starting winning port or the second starting winning port It may be set accordingly. More specifically, a special game is played by the first special symbol display device 4A based on the fact that the game ball has passed through the first start winning opening. On the other hand, based on the fact that the game ball has passed through the second start winning opening, a special game by the second special symbol display device 4B is performed.
  Subsequent to the process of step S111, various control commands corresponding to the start of variable display are transmitted (step S112). For example, in the process of step S112, as the variable display start command for specifying the start of variable display, the first change start command or the second change start command, the variable display result notification command for notifying the variable display result, and the change pattern are specified. It is only necessary to make a setting for transmitting a variation pattern designation command to be transmitted. The first variation start command is an effect control command for notifying that the special figure game using the first special figure by the first special symbol display device 4A is started. The second variation start command is an effect control command for notifying that the special figure game using the second special figure by the second special symbol display device 4B is started. Further, in response to the decrease in the hold count due to the start of variable display, a setting for transmitting a hold count notification command for notifying the hold count after the decrease may be performed. Thereafter, the value of the special symbol process flag is updated to “2” (step S113), and the special symbol process processing is terminated.
  When the value of the special figure process flag is “2”, it is determined whether or not the variable display time has elapsed (step S121). When the variable display time has not elapsed (step S121; No), the special symbol variable display control is performed (step S122), and then the special symbol process is terminated. On the other hand, when the variable display time has elapsed (step S121; Yes), the variable symbol special display is stopped, and the final symbol is controlled to be derived and displayed (step S123).
  Subsequent to the processing in step S123, various control commands corresponding to the end of variable display are transmitted (step S124). As an example, in the process of step S124, a variable display end command for instructing the end (stop) of variable display or a big hit start specifying command (fanfare command for specifying the start of a big hit gaming state when the variable display result is “big hit”. ) And the like may be set for transmission.
  After the process of step S124 is executed, it is determined whether or not the variable display result is “big hit” or “small hit” (step S125). If the variable display result is “big hit” or “small hit” (step S125; Yes), the special symbol process flag value is updated to “3” (step S126), and then the special symbol process processing is performed. Exit. On the other hand, when the variable display result is “losing” instead of “big hit” or “small hit” (step S125; No), the special process flag is cleared and the value is set to “0”. After initialization (step S127), the special symbol process is terminated. When the process of step S127 is executed, it is determined whether or not the probability variation state or the time saving state is to be ended, and when it is determined that the predetermined condition is to be ended, these gaming states are ended. Settings for controlling to a normal state may be performed.
  When the value of the special figure process flag is “3”, it is determined whether or not to end the big hit gaming state or the small hit gaming state depending on whether or not a predetermined hit end condition is satisfied (step S131). . The winning end condition may be, for example, that all rounds executed in the big hit gaming state have ended, or that the number of times that the big winning opening is opened in a small hit gaming state has reached a predetermined upper limit. When the big hit gaming state or the small hit gaming state is not terminated (step S131; No), the game operation control at the big hit or the small hit is performed (step 132), and then the special symbol process process is terminated. On the other hand, when the big hit gaming state or the small hit gaming state is ended (step S131; Yes), settings are made for controlling the gaming state after the big hit or after the small hit (step S133).
  As an example, in the process of step S133, it is determined whether or not the probability variation confirmation flag is on. If it is on, the probability variation flag provided in a predetermined area of the RAM 102 in the game control microcomputer 100 is turned on. Set to. Thus, when it is determined that the variable display result is “big hit”, and it is decided that the gaming state after the end of the big hit gaming state is to be a probable change state, a game corresponding to this decision result is made. It is possible to control the state to a certain change state. Even in the case of controlling to the short-time state, the setting corresponding to this may be performed. When ending the small hit gaming state, it is sufficient to continue to control the gaming state before the small hit gaming state. Thereafter, the special symbol process flag is cleared and its value is initialized to “0” (step S134), and then the special symbol process is terminated.
  Next, the operation in the effect control board 12 will be described. The effect control board 12 is supplied with a power supply voltage from a power supply board or the like. In the effect control CPU 120 in which the power supply for activation is started, a predetermined effect control main process is executed.
  FIG. 9 is a flowchart showing an example of the effect control main process executed by the effect control CPU 120. When the effect control main process shown in FIG. 9 is started, the effect control CPU 120 first executes a predetermined initialization process (step S71), clears the RAM 122, sets various initial values, and displays the effect control board 12. Performs register settings for the mounted CTC (counter / timer circuit). At this time, in response to the start of power supply to the entire pachinko gaming machine 1 including the effect control board 12, for example, a power supply start flag provided in a predetermined area (such as an effect control flag setting unit) of the RAM 122 is set. The on state is set (step S71A). Thereafter, it is determined whether or not the timer interrupt flag is on (step S72). The timer interrupt flag is set to the ON state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the CTC register setting. At this time, if the timer interrupt flag is off (step S72; No), the process of step S72 is repeatedly executed and waits.
  On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 is generated separately from the timer interrupt that occurs every time a predetermined time elapses. This interruption is generated when, for example, an effect control INT signal from the main board 11 is turned on. When an interruption due to the turn-on of the effect control INT signal occurs, the effect control CPU 120 automatically sets the interrupt prohibition, but if a CPU that does not automatically enter the interrupt disable state is used, It is desirable to issue a prohibition instruction (DI instruction). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt when the effect control INT signal is turned on. In this command reception interrupt process, a control signal that becomes an effect control command from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. Capture. The effect control command captured at this time is stored, for example, in an effect control command reception buffer provided in the effect control buffer setting unit 194. As an example, when the production control command has a 2-byte configuration, the first byte (MODE) and the second byte (EXT) are sequentially received and stored in the production control command reception buffer. Thereafter, the effect control CPU 120 ends the command reception interrupt processing after setting the interrupt permission.
  If the timer interrupt flag is on in step S72 (step S72; Yes), the timer interrupt flag is cleared and turned off (step S73), and command analysis processing is executed (step S74). In the command analysis process executed in step S74, for example, after reading various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the effect control command reception buffer, the reading is performed. Settings and control corresponding to the issued effect control command are performed.
  After executing the command analysis process in step S74, the effect customization process is executed (step S75). The effect customization process is, for example, a game history indicating the execution history of games and effects in the pachinko gaming machine 1 based on various information extracted from a password input in accordance with the operation of the stick controller 30 and the push button 31B by the player. It only needs to include processing for identifying information. Corresponding to the game history information specified based on this password, for example, an effect of a predetermined effect that is executed from the start of variable display of decorative symbols, such as a notice effect or a reach effect, until the variable display result is derived You may change a mode into the special production mode different from a normal production mode. The effect changed to such a special effect mode is referred to as a privilege effect. Therefore, it is possible to enable or disable the execution control of the bonus effect according to the setting information such as the password.
  Following the effect customization process in step S75, an effect control process is executed (step S76). In the effect control process in step S76, for example, an effect image display operation on the screen of the image display device 5, a sound output operation from the speakers 8L and 8R, a lighting operation in a decorative light emitter such as the game effect lamp 9 and a decoration LED, With regard to the control content of the rendering operation using various rendering devices such as the driving operation in the rendering model (movable member), determination, determination, setting, etc. according to the rendering control command transmitted from the main board 11 are performed.
Following the effect control process in step S76, effect random number update processing is executed (step S7 7 ), and various random values used for effect control are counted by the random counter of the effect control counter setting unit 193. The numerical data indicating the random number is updated by software. Following the effect random number update processing in step S77, effect output setting processing is executed (step S7 8 ). The effect output setting process includes, for example, a process for changing the output amount of the effect device, such as the volume of sound output from the speakers 8L and 8R, and the amount of light when the game effect lamp 9 and the decoration LED are turned on. Just go out. After running the presentation output setting processing at step S7 8, the process returns to step S72. Such as by executing the processing of these steps S74~S7 8, effect control CPU120 controls the execution of the effect in accordance with the progress of the game in the pachinko game machine 1.
  FIG. 10 is a flowchart showing an example of the effect customization process executed in step S75 of FIG. In the pachinko gaming machine 1, a predetermined value such as a gaming point (the name may be arbitrary, such as “experience value”, “level”, “coin”, etc.) is given to the player based on the execution result of the game or the production. be able to. The game points may be included in the game history information indicating the game history in the pachinko gaming machine 1 and managed for each player by a predetermined management server. The management server updates the game history information for each player based on the result of a game transmitted from a portable terminal having a two-dimensional code reading function and a function for connecting to a telecommunication network. Then, when the game points reach a predetermined value, for example, predetermined digital contents (music, images, application programs, etc.) may be provided.
  In the effect customization processing shown in FIG. 10, the effect control CPU 120 first determines whether or not a customization screen for setting effect customization is being displayed on the image display device 5 (step S201). In the customization screen, for example, a predetermined operation (such as a pressing operation) on the operation means such as the push button 31B is detected in a predetermined period in which a game in the pachinko gaming machine 1 is not started, such as during demonstration display (demo display). It is only necessary that the image display device 5 can display the image.
  If the customization screen is not being displayed in step S201 (step S201; No), it is determined whether a display start condition for starting the display of the customization screen is satisfied (step S202). For example, the presentation control CPU 120 establishes a display start condition when a predetermined operation (such as a pressing operation) on the operation means such as the push button 31B is detected in a predetermined period in which a game in the pachinko gaming machine 1 is not started. What is necessary is just to determine with having carried out. If the display start condition is satisfied (step S202; Yes), a setting for starting display of the customization screen is performed (step S203). On the other hand, if the display start condition is not satisfied (step S202; No), it is determined whether or not an easy start instruction has been given (step S204). The simple start is started when a predetermined operation on the push button 31B is detected in response to a specific changing message or a notice effect even during the execution of the game in the pachinko gaming machine 1, for example, during the variable display of decorative symbols It is only necessary to be able to instruct.
  If there is an instruction for easy start in step S204 (step S204; Yes), an effect setting for easy start is performed (step S205). For example, the effect control CPU 120 reads the game history record in the history record management table stored in a predetermined area of the RAM 122, sets the level, experience value, character, etc. according to the read result, and specifies these settings. Inform as much as possible. In the history record management table, data indicating achievement (already executed) or unachieved (not yet executed) is stored for each game content predetermined as a mission object as a game history in the pachinko gaming machine 1. Yes. The game history record in the history record management table can be updated without an easy start instruction, but is cleared (initialized) if there is no start of production customization due to an easy start instruction when a predetermined condition is met. Is done. In accordance with the contents of the game history in such a pachinko gaming machine 1, the display mode of the effect image displayed on the screen of the image display device 5, the type of music output from the speakers 8L and 8, the game effect lamp 9 and The lighting pattern for decoration may be set to any of a plurality of types prepared in advance. The production control CPU 120 stores the production customization setting information (customization setting information) by such a simple start in a predetermined area of the RAM 122, etc., in a production mode different from the normal time when the production customization is not performed. It is only necessary to control the execution of the production (privilege production).
  If it is determined in step S201 that the customization screen is being displayed (step S201; Yes), it is determined whether or not a display end condition for ending the display of the customization screen is satisfied (step S206). . The effect control CPU 120 may determine that the display end condition is satisfied when, for example, an item for instructing the end of display is selected on the customization screen or when the variable display of the decorative symbols is started. When the display end condition is satisfied (step S206; Yes), settings for ending the display of the customization screen are performed (step S207). On the other hand, when the display end condition is not satisfied (step S206; No), it is determined whether or not there is a request for starting the production customization during the display of the customization screen (step S208). The effect control CPU 120 may determine that there is a request for start of effect customization when, for example, a password is input or an item for instructing easy start is selected on the customization screen.
  When there is a request for starting the production customization in step S208 (step S208; Yes), customization information necessary for starting production customization is acquired (step S209). For example, when a password is input after the customization screen is displayed, data indicating the password is acquired as customization information. Based on the customization information acquired at this time, it is determined whether or not the instruction for effect customization is valid (step S210). For example, the effect control CPU 120 may execute a predetermined password analysis process to determine whether or not the input password is valid. When it is determined in step S210 that the effect customization instruction is not valid (step S210; No), the effect customization process is terminated. On the other hand, when it is determined that the instruction for rendering customization is valid (step S210; Yes), settings for starting rendering customization are performed (step S211). For example, in the process of step S211, the display mode of the effect image displayed on the screen of the image display device 5 and the speakers 8L and 8R are output according to the level specified by the password, the experience value, and other game histories. The type of music and the like, and lighting patterns such as the game effect lamp 9 and the decoration LED may be set to any of a plurality of types prepared in advance. In addition, an effect mode corresponding to the game history may be set, and an effect image corresponding to the effect mode may be displayed. The effect control CPU 120 stores such effect customization setting information (customization setting information) in a predetermined area of the RAM 122, for example, to produce an effect in an effect mode different from the normal time when the effect customization is not performed ( It is only necessary to be able to control the execution of the bonus presentation.
  When there is no start request for rendering customization in step S208 (step S208; No), it is determined whether or not there is a request for outputting customization information (step S212). The effect control CPU 120 may determine that there is a request for output of customization information when, for example, an item for instructing display of a two-dimensional code serving as customization information is selected on the customization screen.
  If there is a request for outputting customization information in step S212 (step S212; Yes), the customization information is output (step S213). For example, in the process of step S213, the history record management table is checked, and control for displaying and outputting a predetermined code (such as a two-dimensional code) according to the game history on the screen of the image display device 5 is performed. . For example, as a two-dimensional code, in addition to the model information indicating the model of the pachinko gaming machine 1 and the player ID, information that can specify the variable display count, the number of jackpots, the level, the experience value, etc., and the terminal possessed by the player A code including a network address or the like for accessing a predetermined management server using the apparatus may be output. It is only necessary for the player to operate the terminal device to take an image of the two-dimensional code displayed on the screen of the image display device 5 and take it into the terminal device. Based on such a two-dimensional code, a password that can be used for the next production customization is issued by a management server that is accessed by designating a predetermined network address (specifically, URL, IP address, etc.) using a terminal device. Just do it. It should be noted that customization information that can be used in the next production customization may be issued when the player takes the code output from the pachinko gaming machine 1 into the terminal device. Or the customization information which can be used by presentation customization may be issued by the application program downloaded and executed from the management server to the terminal device.
  If there is no output request for customization information in step S212 (step S212; No), it is determined whether or not there is a request for finishing the production customization (step S214). The effect control CPU 120 may determine that there is a request to end the effect customization when, for example, an item for instructing the end of effect customization is selected on the customization screen. When there is no request for finishing the effect customization in step S214 (step S214; No), the effect customization process is ended. On the other hand, when it is determined that there is a request for finishing the production customization (step S214; Yes), settings for ending the production customization are performed (step S215). For example, in the process of step S215, the game history information may be deleted by clearing (initializing) the history record management table.
  FIG. 11 is a flowchart showing an example of the effect control process executed in step S76 of FIG. In the effect control process shown in FIG. 11, the effect control CPU 120 performs the following steps S170 to S177 in accordance with the value of the effect process flag provided in a predetermined area of the RAM 122 (for example, the effect control flag setting unit). Select one of the processes to execute.
  The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is “0”. This variable display start waiting process determines whether or not to start variable display of decorative symbols on the image display device 5 based on whether or not the first variation start command or the second variation start command is received from the main board 11. The process etc. which determine are included.
  The variable display start setting process in step S171 is a process executed when the value of the effect process flag is “1”. This variable display start setting process corresponds to the start of variable display of special symbols in the special symbol game by the first special symbol display device 4A and the second special symbol display device 4B, and the decorative symbols in the image display device 5 In order to perform various display operations and other various presentation operations, it includes a process of determining a definite decorative pattern and various presentation control patterns according to the variation pattern of the special symbol, the type of display result, and the like. By determining the confirmed decorative pattern in such a variable display start setting process, the variable display result of the decorative pattern can be determined before the variable display result is derived and displayed.
  The variable display effect process in step S172 is a process executed when the value of the effect process flag is “2”. In this variable display effect process, the effect control CPU 120 performs various control data from the effect control pattern corresponding to the timer value in the effect control process timer provided in a predetermined area of the RAM 122 (for example, the effect control timer setting unit). Are read out, and various effect controls are performed during variable display of the decorative symbols. After performing such effect control, an end code indicating the end of variable display of the decorative symbol is read from a predetermined effect control pattern (for example, a special-figure variation effect control pattern), or transmitted from the main board 11. Corresponding to the reception of the symbol confirmation command or the like, the finalized symbol as the final stop symbol which is the variable display result of the ornament symbol is displayed in a completely stopped manner. If the final decorative design is displayed in a complete stop in response to the end code being read from the special pattern variation production control pattern, the variable display time corresponding to the variation pattern specified by the variation pattern designation command is displayed. Even if it does not depend on the effect control command from the main board 11, it is possible to determine and display the variable display result by autonomously deriving and displaying the determined decorative pattern on the effect control board 12 side. When the finalized decorative symbol is displayed as a complete stop, the value of the effect process flag is updated to “3”.
  The special figure waiting process in step S173 is a process executed when the value of the effect process flag is “3”. In this special figure waiting process, the effect control CPU 120 determines whether or not a hit start designation command transmitted from the main board 11 has been received. When the hit start designation command is received and the hit start designation command designates the start of the big hit gaming state, the value of the production process flag is “6” corresponding to the big hit middle production process. Update to On the other hand, when the hit start designation command is received and the hit start designation command designates the start of the small hit gaming state, the value of the production process flag is a value corresponding to the small hit medium production process. To “4”. When the production control process timer times out without receiving the hit start designation command, it is determined that the variable display result (special drawing display result) in the special drawing game is “lost”, and the value of the production process flag is determined. Is updated to “0” which is an initial value.
Effect process in Koatari in step S174 is processing to be performed when the value of Starring depletion Rosesufuragu is "4". In this small hit effect processing, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small hit gaming state, and displays an effect image based on the set content on the display screen of the image display device 5. The sound and sound effects are output from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and the game effect lamp 9 is output by outputting a command (lighting signal) to the lamp control board 14. Various effect control in the small hit gaming state such as lighting / extinguishing / flashing the decoration LED is executed. In the small hit effect processing, for example, the value of the effect process flag is updated to “5”, which is a value corresponding to the small hit end effect, in response to receiving a hit end designation command from the main board 11, for example. .
Koatari end effect processing in step S175 is processing to be performed when the value of Starring depletion Rosesufuragu is "5". In this small hit end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small hit gaming state, etc., and displays an effect image based on the set content on the display screen of the image display device 5. The sound and sound effects are output from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and the game effect lamp 9 is output by outputting a command (lighting signal) to the lamp control board 14. And various effect controls at the end of the small hit gaming state, such as turning on / off / flashing the decorative LED. Thereafter, the value of the effect process flag is updated to “0” which is an initial value.
The big hit effect process in step S176 is a process executed when the value of the effect process flag is “6”. In this jackpot effect processing, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the jackpot gaming state, and displays an effect image based on the set content on the display screen of the image display device 5. In addition, a sound or sound effect is output from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and a game effect lamp 9 or a decoration is output by outputting a command (electric signal) to the lamp control board 14. Various effect control in the big hit gaming state such as lighting / extinguishing / flashing the LED for the game is executed. Further, in our presentation processing big hit, for example, in response to receiving a per termination specifying command from the main board 11, and updates the value of Starring depletion Rosesufuragu a value corresponding to the ending effect process to "7".
  The ending effect process in step S177 is a process executed when the value of the effect process flag is “7”. In this ending effect process, the effect control CPU 120 sets an effect control pattern or the like corresponding to, for example, the end of the big hit gaming state, and displays an effect image based on the set content on the display screen of the image display device 5. The sound and sound effects are output from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and the game effect lamp 9 and decoration are output by outputting the command (electric signal) to the lamp control board 14 Various effect controls such as turning on / off / flashing the LED are executed at the end of the big hit gaming state. Thereafter, the value of the effect process flag is updated to “0” which is an initial value.
  FIG. 12 is a flowchart showing an example of the variable display start waiting process executed in step S170 of FIG. In the variable display start waiting process shown in FIG. 12, the effect control CPU 120 first determines whether or not a change start command such as a first change start command or a second change start command transmitted from the main board 11 has been received. (Step S301). When these change start commands are not received (step S301; No), control is performed to execute a demonstration effect including a demonstration display (demonstration display) in a customer waiting state in the pachinko gaming machine 1 (step S301). S302). As an example, in the process of step S302, depending on the production control execution data (for example, display control data, audio control data, lamp control data, etc.) read from the production control pattern prepared in advance to execute the demonstration production, In order to perform predetermined presentation operations including part or all of image display, sound effect output, and lamp lighting, various commands are generated and the display control unit 123, the sound control board 13, and the lamp control board are created. 14 may be transmitted.
  Following the processing of step S302, it is determined whether or not there has been a predetermined detection corresponding to the player starting a game in the pachinko gaming machine 1 (step S303). In order to detect the start of a game in the pachinko gaming machine 1, for example, in a launching ball guide passage included in the gaming area of the pachinko gaming machine 1, a launching ball detection sensor is provided adjacent to the launching position of the game ball by the hitting ball launching device. It only has to be done. The launch ball detection sensor detects the passage of a game ball that moves immediately after being launched at the launch position. The launch signal (detection signal) output from the launch ball detection sensor is input to the payout control board 37, and via the payout control board 37, the I / O 105 of the game control microcomputer 100 mounted on the main board 11 is provided. Is transmitted to. The CPU 103 of the game control microcomputer 100, for example, when a firing signal is detected for the first time after a predetermined time (such as one minute) has elapsed since the value of the effect process flag is updated (initialized) to “0”. In addition, a game start notification command may be transmitted to the effect control board 12. The launch ball detection sensor is not limited to the one installed adjacent to the launch position, and may be installed near the exit of a guide rail provided on the left side of the game area, for example. Moreover, it is not limited to what detects the start of a game by the detection of the game ball | bowl using a shot ball detection sensor, What is necessary is just to have the arbitrary structures which can detect the start of a game. For example, the start of the game may be detected by detecting the operation of the hitting ball operating handle using a touch ring (touch sensor). Alternatively, the start of the game may be detected by player detection (sitting detection) of an infrared sensor provided at a predetermined position inside or outside the pachinko gaming machine 1. An RTC (real-time clock circuit) for specifying the current time is installed on the effect control board 12, and the start of the game is detected by detecting the launch of the game ball first after the game store opening time has elapsed. It may be detected.
  As processing for detecting the start of a game in the pachinko gaming machine 1, it may be detected whether or not the first variable display in the pachinko gaming machine 1 has been started. For example, when it is determined that a variation start command has been received for the first time after a predetermined time (such as one minute) has elapsed since the value of the effect process flag has been updated (initialized) to “0”, You may determine with detection. An RTC for specifying the current time is installed on the effect control board 12, and when the start of variable display is detected for the first time after the opening time of the game shop has elapsed, it is determined that the game start has been detected. May be.
  If it is determined in step S303 that a game start has been detected (step S303; Yes), for example, a game start determination flag provided in a predetermined area (such as an effect control flag setting unit) of the RAM 122 is set to an on state. Then (step S304), the variable display start waiting process is terminated. The game start determination flag indicates whether or not a game in the pachinko gaming machine 1 has been started, and is referred to in the effect output setting process in step S78 shown in FIG.
  If it is determined in step S303 that the game start has not been detected (step S303; No), it is determined whether or not a predetermined time has elapsed as a game end waiting time (step S305). The game end waiting time is determined in advance as, for example, a waiting time (for example, 1 minute) from when the value of the effect process flag is updated (initialized) to “0” until it is determined that no game is played in the pachinko gaming machine 1. It only has to be done. If the game end waiting time has not elapsed (step S305; No), the variable display start waiting process is ended. On the other hand, when the game end waiting time has elapsed (step S305; Yes), for example, after setting a game end determination flag provided in a predetermined area (such as an effect control flag setting unit) of the RAM 122 to an on state (step S306), the variable display start waiting process is terminated. The game end determination flag indicates whether or not a game is being played in the pachinko gaming machine 1, and is referred to in the effect output setting process of step S78 shown in FIG.
  It should be noted that the present invention is not limited to determining the end of the game based on the elapsed time since the value of the effect process flag is updated (initialized) to “0”, and has an arbitrary configuration capable of detecting the end of the game. I just need it. For example, after the value of the effect process flag is updated (initialized) to “0”, the end of the game may be detected when the game ball is not detected using the firing ball detection sensor. Alternatively, the end of the game may be detected by detecting the operation of the hitting operation handle using a touch ring (touch sensor). Or you may detect completion | finish of a game by the player detection of the infrared sensor provided in the predetermined position of the pachinko gaming machine 1.
  If the change start command is received in step S301 (step S301; Yes), the value of the effect process flag is updated to “1” corresponding to the variable display start setting process (step S307). ), The variable display start waiting process is terminated.
  FIG. 13 is a flowchart showing an example of the variable display start setting process executed in step S171 of FIG. In the variable display start setting process shown in FIG. 13, the effect control CPU 120 first determines a final stop symbol or the like to be a finalized symbol as a variable symbol display result (step S311). As the processing of step S311, the CPU 120 for effect control is based on variable display contents such as a variation pattern indicated by a variation pattern designation command transmitted from the main board 11 and a variable display result indicated by a variable display result notification command. To determine the final stop symbol. In this embodiment, as the variable display contents according to the combination of the fluctuation pattern and the variable display result, “non-reach (lack)”, “reach (lack)”, “small hit”, “non-probable change (big hit)”, There are "probability (big hit)" and "surprise (big hit)".
  When the variable display content is “non-reach (losing)”, the variable display mode of the decorative pattern is not changed to the reach mode, the fixed decorative pattern of the non-reach combination is stopped and displayed, and the variable display result is “lost”. " When the variable display content is “reach (losing)”, after the variable display mode of the decorative symbol is changed to the reach mode, the fixed decorative symbol of the reach / losing combination is stopped and displayed, and the variable display result is “lost”. . When the variable display content is “reach (loss)”, the “normal (loss)” variable display content corresponding to the case where the normal reach effect is executed and the super reach effect is executed. There may be variable display contents of “super (losing)” corresponding to the case. When the variable display content is “small hit”, the variable display form of the decorative pattern does not become the reach form, but the fixed decorative pattern of a special combination predetermined as a short-term opening chance is stopped and displayed. The display result is “small hit”. When the variable display content is “non-probable change (big hit)”, the variable display result is “big hit” and the big hit type is “non-probable change”. When the variable display content is “probable change (big hit)”, the variable display result is “big hit” and the big hit type is “probable change”. When the variable display content is “surprise (big hit)”, the variable display result is “big hit” and the big hit type is “surprise”.
  When the variable display content is “non-reach (losing)”, different (unmatched) decorative symbols are determined as the final stop symbols in the “left” and “right” decorative symbol display areas 5L and 5R. The effect control CPU 120 extracts numerical data indicating a random number value for determining the left determined symbol updated by an effect random counter or the like provided in a predetermined area (such as an effect control counter setting unit) of the random number circuit 124 or the RAM 122. Referring to the left determined symbol determination table stored and prepared in advance in the ROM 121, the left that is stopped and displayed in the “left” decorative symbol display area 5L in the display area of the image display device 5 among the determined decorative symbols. Determine the final decorative pattern. Next, numerical value data indicating a random number value for determining the right determined symbol updated by the random number circuit 124 or the effect random counter is extracted, and the right determined symbol determining table prepared in advance stored in the ROM 121 is referred to. For example, the right determined decorative symbol to be stopped and displayed in the “right” decorative symbol display area 5R in the display area of the image display device 5 is determined. At this time, the symbol number of the right determined decorative symbol may be determined so as to be different from the symbol number of the left determined decorative symbol by setting in the right determined symbol determining table or the like. Subsequently, the numerical data indicating the random number value for determining the medium fixed symbol updated by the random number circuit 124 or the production random counter is extracted, and the medium fixed symbol determination table prepared in advance stored in the ROM 121 is referred to. From the determined decorative symbols, the medium fixed decorative symbol that is stopped and displayed in the “medium” decorative symbol display area 5C in the display area of the image display device 5 is determined.
  When the variable display content is “reach (losing)”, the same (matching) decorative symbol is determined as the final stop symbol in the “left” and “right” decorative symbol display areas 5L and 5R. The effect control CPU 120 extracts numerical data indicating random values for determining the left and right determined symbols that are updated by the random number circuit 124 or the effect random counter, and stores the left and right determined symbol determination table that is stored in advance in the ROM 121 and prepared. By referring to the decorative symbols, the decorative symbols having the same symbol number that are stopped and displayed in the “left” and “right” decorative symbol display areas 5L and 5R in the display area of the image display device 5 are displayed. decide. Further, numerical data indicating a random number value for determining a medium fixed symbol updated by the random number circuit 124 or a random counter for production is extracted, and a medium fixed symbol determination table stored and prepared in advance in the ROM 121 is referred to. As a result, among the determined decorative symbols, the medium fixed decorative symbol that is stopped and displayed in the “medium” decorative symbol display area 5C in the display area of the image display device 5 is determined. Here, for example, when the confirmed decorative symbol is a jackpot combination, such as when the symbol number of the middle confirmed decorative symbol is the same as the symbol number of the left confirmed decorative symbol and the right confirmed decorative symbol, an arbitrary value (For example, “1”) may be added to or subtracted from the symbol number of the medium-decorated decorative symbol so that the finalized decorative symbol is not the jackpot combination but the reach combination. Alternatively, when determining the medium-decorated decorative symbol, the difference (design difference) between the symbol number of the left confirmed decorative symbol and the right confirmed decorative symbol may be determined, and the medium-decorated decorative symbol corresponding to the symbol difference may be set. .
  When the variable display content is “small hit”, it becomes a special combination predetermined as a short-term opening chance in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. The decoration symbol is determined as the final stop symbol. The effect control CPU 120 extracts numerical data indicating the random number value for determining the short-term opening chance eye updated by the random number circuit 124 or the effect random counter. Subsequently, by referring to a short-term opening chance determination table prepared and stored in advance in the ROM 121, a combination of decorative symbols to be the final stop symbols is determined from among a plurality of types of short-term opening chances.
  When the variable display content is “non-probable change (big hit)” or “probable change (big hit)”, the same is applied to the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R ( The matching symbol is determined as the final stop symbol. The effect control CPU 120 extracts numerical data indicating a random value for determining the jackpot determined symbol updated by the random number circuit 124 or the effect random counter. Subsequently, by referring to the jackpot determined symbol determination table stored and prepared in advance in the ROM 121, the “left”, “middle”, and “right” decorative symbol display areas 5L in the display area of the image display device 5 are provided. A decorative symbol having the same symbol number that is stopped and displayed along with 5C and 5R is determined. At this time, depending on whether the jackpot type is “non-probable change” or “probability change”, or whether or not the promotion effect during the jackpot is executed, the normal symbol or the probable symbol is used as the confirmed decorative symbol. It may be determined. Specifically, when the jackpot type is “non-probable change”, a symbol to be a confirmed decorative symbol is determined from a plurality of types of normal symbols. Further, when the jackpot type is “probability change” and it is determined not to execute the jackpot promotion effect, the one that becomes a definite decoration symbol is determined from a plurality of types of probability change symbols. On the other hand, when it is determined that the jackpot promotion effect is to be executed even if the jackpot type is “probability change”, the determined symbol is selected from a plurality of types of normal symbols. Accordingly, it is only necessary to prevent the promotion effect during the big hit from being executed despite the fact that the probability variation symbols are all derived and displayed as the confirmed decorative symbols, so that the player is not distrusted.
  When the variable display content is “Accuracy (big hit)”, depending on the fluctuation pattern specified by the fluctuation pattern designation command, the decoration pattern that constitutes the short-term opening chance eye, or the decoration pattern that becomes the reach combination, Decide on the final stop symbol. For example, in the variation pattern shown in FIG. 8A, when the variation pattern PC1-1 is designated corresponding to the variable display result “big hit” and the big hit type “surprise”, the variable display content is “small”. Similarly to the case of “winning”, the decorative symbol constituting the short-term opening chance eye may be determined as the final stop symbol. On the other hand, when the variation pattern PC2-1 is designated, the decorative symbol to be the reach combination may be determined as the final stop symbol in the same manner as when the variable display content is “reach (losing)”.
  In the processing of step S311, it is determined whether or not to execute a probability change promotion effect such as a re-lottery effect or a jackpot promotion effect when the variable display content is “non-probability change (big hit)” or “probability change (big hit)”. May be. In the redraw lottery effect, once the decorative symbol of the non-probable variable big hit combination consisting of the same normal symbol is displayed during variable display of the decorative symbol, it is once difficult to recognize or impossible to recognize that it is controlled to the probabilistic state, It is possible to notify that the control is changed to the probability variation state by variably displaying (revariing) the decoration symbol again and stopping and displaying the decorative symbol of the probability variation big hit combination comprising the same probability variation symbol. Note that there is a case in which the control of the probability variation state is not notified when the decoration symbol of the non-probable variation big hit combination is stopped and displayed after the decoration symbol is re-variable in the re-lottery effect. Moreover, what is necessary is just to be able to alert | report that it is controlled to a probability change state by performing promotion effect during a big hit at the time of a big hit game state or completion | finish of a big hit game state. When it is determined that the re-lottery effect is executed in the process of step S501, a combination of decorative symbols to be temporarily stopped and displayed may be determined before the re-lottery effect is executed.
  Following the determination of the final stop symbol in step S311, the presence / absence of a changing message and the changing message type corresponding to the notification mode when the changing message is notified are determined (step S312). The effect control CPU 120 may select the changing message type determination data prepared by, for example, storing it in a predetermined area of the ROM 121 in advance, and determine the presence / absence of the changing message, the changing message type, and the like. In the changing message type determination data, for example, according to the variable display content, the numerical value (decision value) to be compared with the random value for determining the changing message type is the presence or absence of the changing message and the changing message type. It only has to be assigned. The effect control CPU 120 refers to the changing message type determining data based on the numerical data indicating the changing message type determining random number value updated by the random number circuit 124 or the effect random counter. What is necessary is just to determine the presence or absence of the middle message and the message type during the fluctuation.
  FIG. 14 shows an example of determining the changing message type (including presence / absence of changing message) in the process of step S312. In this embodiment, character display and telop display are prepared in advance as changing message types. The changing message type of the character display is a notification effect of changing message that notifies a predetermined message as a character line displayed on the screen of the image display device 5. The message type during the change of the telop display is such that an effect image (such as a character image) indicating a message is displayed in a telop display (scrolled) in a predetermined area (for example, a message display area at the top of the screen) on the screen of the image display device 5. This is a notification effect of a changing message that notifies a predetermined message.
  In the example of determination shown in FIG. 14, it is determined as “no message” corresponding to the case where the changing message is not notified at a different rate depending on the variable display contents, or the changing message type of character display or telop display. The For example, when the variable display content is “non-reach (losing)”, the variable display content is “normal (losing)”, “super (losing)”, or “big hit” at a higher rate. The message display type is changed to the message display during the change of the character display or the telop display. Therefore, when the variable display content corresponds to “non-reach (loss)” and the variable display state of the decorative symbol does not reach the reach state, the changing message is notified at a higher rate than the reach state. Is called. In this way, the changing message may be notified at a different rate depending on whether or not the variable display content is the specific content. It should be noted that the presence / absence and type of the changing message are not limited to those determined according to the variable display content, and the presence / absence and type of the changing message may be determined at a predetermined rate regardless of the variable display content. That is, the possibility that the variable display content becomes the predetermined content may be suggested depending on the presence / absence or type of the changing message, or such a possibility may not be suggested.
  Based on the determination by the process of step S312 shown in FIG. 13, it is determined whether or not “no message” corresponding to the case where the changing message is not notified (step S313). At this time, if it is determined that the message type is changing during character display or telop display instead of “no message” (step S313; No), a changing message determination process is executed (step S314). In the changing message determination process, the content of a specific message to be notified during the variable display of decorative symbols is determined according to the determination result of the changing message type.
  FIG. 15 shows a setting example of the changing message in this embodiment. Among the plurality of types of changing messages shown in FIG. 15, the variable display results of “changed message MN1A to changing message MN1E, changing message MN2A to changing message MN2C, changing message MN3A to changing message MN3C” It is classified as a normal message that is not intended to suggest the possibility of " On the other hand, the changing message MSA to the changing message MSF are classified into specific messages for the purpose of suggesting the jackpot expectation.
  The changing message MN1A, the changing message MN2A, and the changing message MN3A are normal messages having contents that explain the game in the pachinko gaming machine 1. The changing message MN1B, the changing message MN2B, and the changing message MN3B are normal messages with contents that explain a story (story) that is a motif of the pachinko gaming machine 1. The changing message MN1C, the changing message MN2C, and the changing message MN3C are normal messages having general contents that are not limited to the game description and the story description. The changing message MN1D is a normal message indicating the setting of the output amount in the effect device, such as volume and light amount, for example, and in particular, is a normal message indicating that the output amount of the effect device is the minimum output amount. The changing message MN <b> 1 </ b> E is a normal message indicating whether or not the bonus effect execution control by the effect customization is enabled, and in particular, the normal message indicating that the privilege effect by the effect customization is invalid.
  In this embodiment, regardless of whether the changing message type is determined to be character display or telop display, a common changing message is determined and notified in a different notification mode according to the determination result of the changing message type. Is done. When the message display type is determined to be the changing message type, the message is notified as a character line displayed on the screen of the image display device 5. When it is determined that the message type is changing during telop display, an effect image (such as a character image) indicating a message in a predetermined area (for example, a message display area at the top of the screen) on the screen of the image display device 5 is displayed in telop. (Scrolled).
  FIGS. 16A to 16E show notification examples of changing messages corresponding to the case where the changing message type is determined to be character display. For example, as the changing message MN1A, as shown in FIG. 16 (A), a message with a game description “Step-up advance notice is hot as the step progresses!” Is notified as a character CH1 message. As the changing message MN1B, a message having a story description as shown in FIG. 16B is notified as a message of the character CH1. As the changing message MN1C, a general message as shown in FIG. 16C is notified as a line of the character CH1. As the changing message MN1D, a message indicating that the effect output setting (volume setting in this example) is the minimum output amount as shown in FIG. 16D is notified as a character CH1 line. As the changing message MN1E, a message suggesting that the effect customization as shown in FIG. 16E is invalid is notified as a character CH1 message.
  FIG. 16F shows a notification example of the changing message corresponding to the case where the changing message type is determined to be telop display. For example, as the changing message MN1E, a message suggesting that the effect customization as shown in FIG. 16F is invalid is displayed in a telop in a predetermined area of the image display device 5.
  FIG. 17 is a flowchart showing an example of the changing message determination process executed in step S314 of FIG. In the changing message determination process shown in FIG. 17, the effect control CPU 120 first determines whether or not the variable display content is non-reach corresponding to “non-reach (loss)” (step S401). If it is non-reach (step S401; Yes), normal message determination data prepared for determining a changing message to be a normal message is selected (step S402). In the normal message determination data, for example, a numerical value (determination value) to be compared with a random number value for message determination may be assigned to a plurality of types of changing messages classified as normal messages. At this time, a group selection buffer value that is a stored value of a group selection buffer provided in a predetermined area (such as an effect control buffer setting unit) of the RAM 122 is specified (step S403). In this embodiment, a plurality of types of changing messages that become normal messages are divided into a plurality of groups in advance, and the group from which the changing message is selected is switched each time variable display is executed. If it is determined in step S401 that it is not non-reach (step S401; No), whether or not a specific message is selected corresponding to whether or not a specific message is selected is determined (step S404).
  FIG. 18A shows an example of determining whether or not a specific message is selected in the process of step S404. The effect control CPU 120 selects specific message presence / absence determination data prepared for determining whether or not a specific message is selected. In the specific message presence / absence determination data, for example, a numerical value (determination value) to be compared with a random number for determining the presence / absence of a specific message may be assigned to a determination result indicating whether or not a specific message is selected. The effect control CPU 120 refers to the specific message presence / absence determination data by referring to the numerical data indicating the random number value for determining whether or not the specific message is selected, which is updated by the random number circuit 124 or the effect random counter. What is necessary is just to determine the presence or absence of selection.
  Based on the determination in step S404 shown in FIG. 17, it is determined whether or not a specific message is selected (step S405). At this time, if there is no selection of a specific message (step S405; No), the process proceeds to step S402, and setting for determining a normal message is performed. On the other hand, when there is a selection of a specific message (step S405; Yes), the specific message determination data prepared for determining the changing message to be the specific message is selected (step S406). In the specific message determining data, for example, a numerical value (determined value) to be compared with a random number value for determining a message may be assigned to a plurality of types of changing messages classified as the specific message.
  After executing the processes of steps S403 and S406, a changing message is determined (step S407). The effect control CPU 120 extracts numerical data indicating a random number value for message determination updated by the random number circuit 124 or the effect random counter, and selects the selected message determination data (normal message determination data or specific message determination data). The changing message may be determined by referring to (data).
FIG. 18 (B) shows an example of determining the normal message by the processing in step S40 2. The changing message that can be determined as the normal message may be set according to the group selection buffer value, the effect output setting, and the effect customization state (invalid or valid). In the determination example shown in FIG. 18B, when the group selection buffer value is “1”, the changing message that can be determined is made different according to the state of the effect output setting and the effect customization. For example, when the production output setting is the minimum output amount and the player can be adjusted, it can be determined as the changing message MN1D, while when it is other than the minimum output amount or the player cannot be adjusted, the changing message MN1D is displayed. It becomes impossible to decide. Further, for example, when the effect customization is invalid, it can be determined as the changing message MN1E, while when the effect customization is enabled, it cannot be determined as the changing message MN1E. When the group selection buffer value is “2” or “3”, it is impossible to determine the changing message MN1D or the changing message MN1E. Therefore, when the production output setting is the minimum output amount and the adjustment by the player is allowed, the changing message MN1D is determined at a predetermined rate. When the effect customization is invalid, it is determined as the changing message MN1E at a predetermined rate.
  FIG. 18C shows an example of determining a specific message by the process of step S407. The changing message serving as the specific message has different determination ratios depending on the variable display contents. Therefore, it is possible to suggest the possibility that the variable display result will be a “big hit” (big hit expectation) based on the notification content in the changing message as the specific message.
  After the changing message is determined in step S407 shown in FIG. 17, the group selection buffer value is updated (step S408), and the changing message determination process is terminated. For example, in the process of step S408, if the group selection buffer value is “1” or “2”, the group selection buffer value is updated to be incremented by 1. If the group selection buffer value is “3”, the group selection buffer value is updated. The buffer value may be updated to “1”. As a result, the variable message MN1D and the variable message MN1E are displayed when the variable display content is “non-reach (loss)” or the variable display content is “non-display” every time the variable display of the decorative symbol is executed three times. Other than “reach (lack)”, it can be determined at a predetermined rate corresponding to the case where a normal message is selected (when no specific message is selected). Thus, for example, after the changing message MN1D and the changing message MN1E are determined corresponding to “1” in the process of step S407, the group selection buffer value is updated to “1” again. Until then, the changing message MN1D and the changing message MN1E are not determined. As described above, depending on the history of selecting the message indicating that the production output setting is the minimum output amount or the message suggesting that the production customization is invalid as the changing message in the pachinko gaming machine 1, The changing message corresponding to the variable display can be selected. For example, a message that suggests that the production output setting is the minimum output amount, or a production customization message, such as a variable message that is notified for each predetermined game in the pachinko gaming machine 1 that the variable display of the decorative design is executed three times. A message suggesting that is invalid can be selected at a predetermined rate. However, when the variable display content is other than “non-reach (losing)”, the ratio determined not to select the specific message in the process of step S404 is low. Therefore, for example, when the game result in the pachinko gaming machine 1 is a specific result, for example, the variable display state of the decorative symbols is a reach state, the specific setting is made at a lower rate than the case where the specific result is not obtained. It is possible to make a production mode that suggests that it is in a state.
  When the changing message MN1D or changing message MN1E is determined by the processing of step S407 instead of updating the group selection buffer value, a predetermined message determination restriction flag is set to the on state, and the message During the period when the determination restriction flag is on, a restriction may be provided so that the changing message MN1D and the changing message 1E are not set to the changing messages that can be determined. The message determination limit flag is determined in advance, for example, that the number of executions of variable display has reached a predetermined number (such as 10 times), that a predetermined time (such as 5 minutes) has elapsed, or that a demonstration display has started. It may be cleared and turned off when the message determination restriction release condition is satisfied.
  When it is determined in step S313 shown in FIG. 13 that there is no message that does not notify the changing message (step S313; Yes), after executing the changing message determination process of step S314, The notice effect type corresponding to the effect mode in the case of executing the notice effect is determined (step S315). The effect control CPU 120 may select the notice effect type determination data prepared by, for example, storing it in a predetermined area of the ROM 121 in advance, and determine the presence or absence of the notice effect, the notice effect type, and the like. In the data for determining the notice effect type, for example, a numerical value (decision value) to be compared with the random value for determining the notice effect type is assigned to the presence or absence of the notice effect or the notice effect type according to the variable display content, for example. That's fine. The effect control CPU 120 refers to the notice effect type determining data based on the numerical data indicating the random number value for determining the notice effect type updated by the random number circuit 124 or the effect random counter, and the like. The presence / absence and the notice effect type may be determined.
  FIG. 19A shows an example of determining the notice effect type (including the presence or absence of the notice effect) in the process of step S315. In this embodiment, button operation, step-up, and lever operation are prepared in advance as a plurality of notice effect types. The notice operation type of the button operation is that a predetermined effect operation is performed at a timing when a predetermined operation (such as a pressing operation) by the player on the push button 31B is detected, and the variable display result is “big hit” according to the effect mode. ”Is announced in advance. For the step-up notice effect type, it is only necessary to perform an effect operation such that the display mode of the effect image on the screen of the image display device 5 changes in a plurality of stages. In this way, the step-up notice effect type corresponds to the fact that the special symbol game start condition (the first start condition or the second start condition) is satisfied once and the decorative symbol variable display is started. There is a possibility that the variable display result will be a “hit” by changing the production mode from one stage to a plurality of stages according to a predetermined order before the final stop symbol that becomes the variable display result is derived and displayed. To notice. In the “step-up” notice effect, the big hit reliability differs depending on the number of times the production mode changes (number of steps), and the big hit reliability is higher when the number of steps is larger than when the number of steps is small. It only needs to be suggested. That is, when the variable display result is “big hit” and the game state is a big hit game state, the effect mode changes to a predetermined stage at a higher rate than when the big hit game state is not obtained. As a change (step-up) of the effect mode in the “step-up” notice effect, different character images may be displayed in order, or display such as the shape, display color, and display pattern of one character. It may be such that a part or all of the aspect changes to step up. In other words, it is only necessary to be able to recognize that at least a part of the state of the notice means (display, sound, lamp, movable member, etc.) as viewed from the player has changed in stages. In addition to the step-up by displaying the character image, the jackpot reliability may be varied by varying the number of times the movable member repeatedly operates, the number of members that operate simultaneously, the type of members that operate, and the like. The notice effect type of lever operation is a predetermined effect operation performed at a timing when a predetermined operation (such as tilting operation) by the player with respect to the operation rod (lever) of the stick controller 30 is detected, and depending on the effect mode, etc. Predict the possibility that the variable display result will be a “big hit”.
  FIG. 19B shows an example of setting the notice effect type used in the pachinko gaming machine 1. Each notice effect type is a group to which a plurality of notice effect patterns belong and only needs to be classified for each group of notice effect patterns including common effect modes. The notice effect type of the button operation is a group to which the notice effect pattern YKP1-1 to the notice effect pattern YKP1-4, the notice effect pattern YKP1D, and the notice effect pattern YKP1E belong. The step-up notice effect type is a group to which the notice effect patterns YKP2-1 to YKP2-4 belong. The notice effect type of lever operation is a group to which the notice effect pattern YKP3-1 to the notice effect pattern YKP3-4 belong.
  FIG. 20 and FIG. 21 show examples of performance execution corresponding to the case where various notice effects are executed. 20A to 20D show execution examples of the notice effect corresponding to the case where the notice effect type is determined to be button operation. When the notice effect type is determined to be a button operation, button action such as the notice effect pattern YKP1-1 to the notice effect pattern YKP1-4, the notice effect pattern YKP1D, or the notice effect pattern YKP1E is selected. A notice effect pattern is determined. When a notice effect is executed in response to a button effect notice effect pattern, for example, as shown in FIG. 20A, a promotion effect that prompts a player to perform a predetermined operation (such as a pressing operation) on the push button 31B. An effect operation such as notification of a predetermined message is executed based on detection of the predetermined operation. For example, as a message by the notice effect pattern YKP1-2, a message suggesting a jackpot expectation degree as shown in FIG. On the other hand, as a message by the notice effect pattern YKP1D, a message indicating that the effect output setting (volume setting in this example) as shown in FIG. Further, a message suggesting that the effect customization as shown in FIG. 20D is invalid is notified as a message by the notice effect pattern YKP1E.
  FIG. 21A shows an execution example of the notice effect corresponding to the case where the notice effect type is determined to be step-up. When the notice effect type is determined to be step-up, a step-up notice effect pattern such as any one of the notice effect patterns YKP2-1 to YKP2-4 is determined. When the notice effect is executed corresponding to the step-up notice effect pattern, the effect mode can be changed from one stage to a plurality of stages by, for example, displaying a character image shown in FIG. The step-up notice effect pattern does not include a suggestion that the effect output setting is the minimum output amount or a suggestion that the effect customization is invalid.
  FIGS. 21B1 and 21B2 show execution examples of the notice effect corresponding to the case where the notice effect type is determined to be lever operation. When the notice effect type is determined to be lever operation, a notice effect pattern for lever operation, such as any one of the notice effect patterns YKP3-1 to YKP3-4, is determined. When the notice effect is executed in response to the lever effect notice effect pattern, for example, as shown in FIG. 21 (B1), the player's predetermined operation (tilt operation or the like) with respect to the operation rod (lever) of the stick controller 30 ) Is performed, and based on detection of a predetermined operation, an effect operation such as notification of a predetermined message is performed. The notice operation pattern for lever operation does not include a suggestion that the effect output setting is the minimum output amount or a suggestion that the effect customization is invalid.
  Based on the determination by the process of step S315 shown in FIG. 13, it is determined whether or not “no execution” corresponding to the case where the notice effect is not executed (step S316). At this time, when it is determined that it is not a “no execution” but any of button operation, step-up, and lever operation advance notice types (step S316; No), a notice effect pattern is determined (step S317). . For example, the effect control CPU 120 selects the notice effect pattern determination data prepared in advance according to the notice effect type. In the notice effect pattern determination data, for example, a numerical value (determined value) to be compared with a random number value for determining the notice effect pattern may be assigned to the result of determining the notice effect pattern according to variable display contents or the like. . The effect control CPU 120 refers to the notice effect pattern determination data based on the numerical data indicating the random number value for determining the notice effect pattern, which is updated by the random number circuit 124 or the effect random counter. Can be determined.
  FIG. 22A shows an example of determining a notice effect pattern for button operation corresponding to non-reach. At the time of non-reach in which the variable display content is “non-reach (losing)”, the notice effect pattern of button operation is determined at a predetermined ratio according to the effect output setting and the effect customization state (invalid or valid). Further, the notice operation patterns of button operations that can be determined are made different according to the effect output setting and the effect customization state. For example, when the production output setting is the minimum output amount and the player can be adjusted, the announcement effect pattern YKP1D can be determined. It becomes impossible to decide. For example, when the effect customization is invalid, it can be determined as the notice effect pattern YKP1E, while when the effect customization is valid, it cannot be determined as the notice effect pattern YKP1E. Therefore, when the effect output setting is the minimum output amount and the adjustment by the player is allowed, the notice effect pattern YKP1D is determined at a predetermined rate. When the effect customization is invalid, the notice effect pattern YKP1E is determined at a predetermined rate.
  When the notice operation pattern for button operation is determined in step S317, the predetermined buffer value is updated in the same manner as the group selection buffer value in the case of the changing message, and the buffer value is set to a predetermined value (for example, “ 1 "), the notice effect pattern YKP1D and the notice effect pattern YKP1E are set as determinable notice effect patterns, while when the buffer value is other than the predetermined value, the notice effect pattern YKP1D and the notice effect pattern YKP1E are determined. It may not be set to a possible notice effect pattern. Alternatively, when the notice effect pattern YKP1D or the notice effect pattern YKP1E is determined by the process of step S317, the predetermined pattern determination restriction flag is set to the on state, and the period in which the pattern decision restriction flag is on is the notice effect. A restriction may be provided so that the pattern YKP1D and the notice effect pattern YKP1E are not set as deciding notice effect patterns. The pattern determination limit flag is determined in advance, for example, that the number of executions of variable display has reached a predetermined number (such as 10), that a predetermined time (such as 5 minutes) has elapsed, or that a demonstration display has started. When the pattern determination restriction release condition is satisfied, it may be cleared and turned off.
  FIG. 22B illustrates an example of determining a notice effect pattern for button operation corresponding to a time other than non-reach time. When the variable display content is other than “non-reach (loss)”, the button operation advance notice pattern is determined at a predetermined rate regardless of the production output setting or the production customization state (invalid or valid). In this case, a restriction is provided so that the notice effect pattern YKP1D and the notice effect pattern YKP1E are not determined. Thus, for example, when the result of the game in the pachinko gaming machine 1 is a specific result, such as the variable display state of the decorative symbol is a reach state, a notice effect that suggests that the specific setting has been made A restriction is set not to execute. In addition, when the result of the game is a specific result, it is not limited to the case where there is a restriction so as not to execute the notice effect that suggests that the specific setting has been made. A restriction may be provided so that a notice effect that suggests that a specific setting has been made is executed at a low rate. For example, as in the case of a floating message, even if it is not during non-reach, if it is decided to perform the notice effect pattern determination process for non-reach at a predetermined ratio, the notice effect is determined at the same determination ratio as during non-reach. A pattern may be determined.
  In this way, in the process of step S317 shown in FIG. 13, it is determined whether or not the notice effect pattern YKP1D or the notice effect pattern YKP1E can be determined according to whether or not the variable display content is “non-reach (losing)”. By differentiating them or changing their decision ratios, a notice effect that suggests that a specific setting has been made at a different ratio depending on whether or not the game result will be a specific result. Can be executed. Further, in the process of step S315 shown in FIG. 13, for example, as shown in FIG. 19A, the notice effect type of button operation is determined at a different rate according to the variable display content. Since the notice effect pattern YKP1D and the notice effect pattern YKP1E are classified into the button effect notice effect type, they can be selected when determined as the button effect notice effect type, while the step up or lever operation notice effect. If the type is determined, it cannot be selected. Even from this, it is possible to execute the notice effect that suggests that the specific setting is made at a different rate depending on whether or not the game result is the specific result. Therefore, it is suggested that a specific setting is made at a different ratio depending on whether the result of the game is a specific result, depending on both the determination ratio of the notice effect type and the determination ratio of the notice effect pattern. A notice effect can be executed. It should be noted that the specific setting is made at a different rate depending on whether or not the game result is a specific result depending on one of the determination rate of the notification effect type and the determination rate of the notification effect pattern. You may enable it to perform the notice effect which suggests that.
  When it is determined as “no execution” in the process of step S316 shown in FIG. 13 (step S316; Yes), after executing the process of step S317, a simple start instruction reception period is set (step S318). The simple start instruction acceptance period corresponds to a period in which a message suggesting that the effect customization is invalid when the message MN1E in change and the notice effect pattern YKP1E are determined, and the operation on the push button 31B is performed. This is a period during which it is possible to effectively accept and start production customization by simple start. Following the process of step S318, an output change instruction acceptance period is set (step S319). The output change instruction acceptance period corresponds to a period during which a message indicating that the effect output setting is the minimum output amount is notified when the changing message MN1D or the notice effect pattern YKP1D is determined. This is a period during which an operation on the operation lever (lever) is effectively received and the setting of the production output can be changed.
  After executing the process of step S319, the effect control pattern is determined as one of a plurality of patterns prepared in advance (step S320). For example, the effect control CPU 120 selects one of a plurality of special-figure variation effect control patterns prepared in correspondence with the variation pattern indicated by the variation pattern designation command and sets it as a usage pattern. Further, the production control CPU 120 selects one of a plurality of production control patterns prepared in response to the determination result of the changing message by the changing message determination process in step S314, and sets it as a use pattern. Furthermore, the CPU 120 for effect control selects any one of the plurality of effect control patterns prepared in accordance with the determination result of the notice effect pattern by the process of step S317, and sets it as a use pattern.
  Subsequent to the processing in step S320, for example, based on a variation pattern designated by a variation pattern designation command, an initial value of an effect control process timer provided in a predetermined area (such as an effect control timer setting unit) of the RAM 122 is set ( Step S321). And the setting for starting the fluctuation | variation of the decoration design etc. in the image display apparatus 5 is performed (step S322). At this time, for example, the display control command designated by the display control data included in the effect control pattern determined as the use pattern in step S320 is transmitted to the VDP or the like of the display control unit 123. The variation of the decorative symbols may be started in the decorative symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right” provided on the display screen.
  Following the process of step S322, in response to the start of variable display of decorative symbols, settings are made to update the hold storage display in the start winning storage display area 5H (step S323). For example, the display part corresponding to the hold number “1” in the start winning memory display area 5H may be deleted and the entire display part may be moved to the left one by one. Thereafter, the value of the effect process flag is updated to “2”, which is a value corresponding to the effect process during variable display (step S324), and the variable display start setting process ends.
  FIG. 23 is a flowchart showing an example of the variable display effect process executed in step S172 of FIG. In the effect processing during variable display shown in FIG. 23, the effect control CPU 120 first determines whether or not the variable display time has elapsed based on, for example, an effect control process timer value (step S331). As an example, in the process of step S331, the effect control process timer value is updated (for example, 1 subtraction), and when an end code is read from the effect control pattern corresponding to the updated effect control process timer value, etc. It may be determined that the variable display time has elapsed.
  If the variable display time has not elapsed in step S331 (step S331; No), it is determined whether it is the changing message notification period (step S332). The changing message notification period may be determined in advance in, for example, the effect control pattern selected according to the determination result of the changing message in the process of step S320 illustrated in FIG. If it is the changing message notification period in step S332 (step S332; Yes), control for notifying the changing message is performed (step S333). In the process of step S333, for example, effect control execution data is read from the effect control pattern selected according to the determination result of the changing message. Various commands created based on the production control execution data read out in this way are transmitted to the display control unit 123, the sound control board 13, the lamp control board 14, and the like. Thereby, a predetermined effect image is displayed on the screen of the image display device 5, a predetermined sound effect is output from the speakers 8L and 8R, and the game effect lamp 9 and the decoration LED are turned on, blinked, or turned off. Or, by combining some or all of these, it is only necessary to notify the changing message in a predetermined effect device.
  When it is determined in step S332 that it is not the changing message notification period (step S332; No), after executing the process of step S333, it is determined whether it is a notice effect period (step S334). The notice effect period may be determined in advance in the effect control pattern selected in accordance with the result of determination of the notice effect pattern in the process of step S320 shown in FIG. 13, for example. When it is a notice effect period in step S334 (step S334; Yes), effect control for executing the notice effect is performed (step S335). In the process of step S335, for example, effect control execution data is read from the effect control pattern selected according to the result of determining the notice effect pattern. Various commands created based on the production control execution data read out in this way are transmitted to the display control unit 123, the sound control board 13, the lamp control board 14, and the like. Thereby, a predetermined effect image is displayed on the screen of the image display device 5, a predetermined sound effect is output from the speakers 8L and 8R, and the game effect lamp 9 and the decoration LED are turned on, blinked, or turned off. In other words, or by combining some or all of them, the notice effect may be executed by a predetermined effect device.
  When it is determined in step S334 that it is not the notice effect period (step S334; No), after executing the process of step S335, it is determined whether or not it is a reach effect period (step S336). The reach production period may be determined in advance in, for example, the production control pattern selected according to the variation pattern in the process of step S320 shown in FIG. When it is the reach production period in step S336 (step S336; Yes), production control for executing the reach production is performed (step S337). When it is determined in step S336 that it is not the reach effect period (step S336; No), after executing the process of step S337, for example, based on the setting in the effect control pattern selected corresponding to the variation pattern. Then, after performing other effect operation control including the variable display operation of the decorative design (step S338), the execution of the variable display effect process is terminated.
  If the variable display time has elapsed in step S331 (step S331; Yes), it is determined whether or not a symbol confirmation command transmitted from the main board 11 has been received (step S339). At this time, if there is no reception of the symbol confirmation command (step S339; No), the variable display effect processing is terminated and waits. If the predetermined time has elapsed without receiving the symbol confirmation command after the variable display time has elapsed, predetermined error processing is executed in response to the failure to successfully receive the symbol confirmation command. You may make it do.
  If a symbol confirmation command is received in step S339 (step S339; Yes), for example, in a variable display of decorative symbols such as transmitting a predetermined display control command to the VDP or the like of the display control unit 123, for example. Control is performed to derive and display the final stop symbol (definite decorative symbol) that is the display result (step S340). In addition, a predetermined time is set as a waiting time for specifying the hit start designation command (step S341). Then, the value of the effect process flag is updated to “3” which is a value corresponding to the variable display stop process (step S342), and then the variable display effect process is ended.
  FIG. 24 is a flowchart showing an example of the effect output setting process executed in step S78 of FIG. In the effect output setting process shown in FIG. 24, the effect control CPU 120 first determines whether or not the setting changeover switch 300 has been changed (step S221). For example, the effect control CPU 120 reads the switch position of the setting changeover switch 300 and stores it in a predetermined area of the RAM 122 every time the process of step S <b> 221 is executed. At this time, for example, when the switch position read this time is different from the switch position read last time, it may be determined that the setting changeover switch 300 has been changed. When power supply to the pachinko gaming machine 1 is started, it may be determined that there has been a change in the setting changeover switch 300 because there is no record of the previously read switch position. When the setting changeover switch 300 is changed in step S221 (step S221; Yes), the setting corresponding to the changed state (switch position) is performed (step S222).
  FIG. 25 shows an example of the setting content corresponding to the switch position of the setting changeover switch 300. For example, when the switch position of the setting changeover switch 300 is “5”, the upper limit volume is initially set to “97.0” for the volume of the sound output from the speakers 8L and 8R, and the volume setting by the player is performed. (Adjustment) is set to possible (allowable). It should be noted that the output volume of an arbitrary effect device, such as the light amount of the game effect lamp 9 or the decoration LED, is initially set according to the switch position of the setting changeover switch 300. It only has to be set. In the process of step S222 shown in FIG. 24, a plurality of effect output amounts are obtained by storing effect output amount setting information (output amount setting information) corresponding to the switch position of the setting changeover switch 300 in a predetermined area of the RAM 122. What is necessary is just to be able to be initially set in any of the steps (for example, 6 steps). Here, when the switch position of the setting changeover switch 300 is any one of “6” to “B” and the setting change (adjustment) by the player is impossible (prohibited), the initial setting is performed in the process of step S222. Subsequent effects and the like are executed with the set effect output amount.
  If there is no change in the setting changeover switch 300 in step S221 shown in FIG. 24 (step S221; No), or after executing the processing in step S222, the setting by the player is performed according to the switch position of the setting changeover switch 300. It is determined whether or not change (adjustment) is possible (allowed) (step S223A). If the setting change (adjustment) by the player is possible (allowed) (step S223A; Yes), it is determined whether or not an output change instruction has been issued (step S223B). The effect control CPU 120 performs a predetermined operation (tilting operation, etc.) on the operation rod (lever) of the stick controller 30 during a predetermined period when the game in the pachinko gaming machine 1 is not started, for example, during execution of a demonstration display (demo display). ) Is detected, it may be determined that there is an instruction to change the output. Further, even when a game is being executed in the pachinko gaming machine 1, for example, during decorative display of a decorative design, when a predetermined operation on the operation lever (lever) of the stick controller 30 is detected in response to a specific message during change or a notice effect, etc. Then, it may be determined that there is an instruction to change the output.
  If there is an instruction to change the output in step S223B (step S223B; Yes), display and setting corresponding to the instruction are performed (step S224). In this embodiment, when the setting change (adjustment) by the player is possible (allowable), the player operates the operation lever (lever) of the stick controller 30 to change the switch position of the setting changeover switch 300. Similarly, the production output amount can be changed (adjusted) in any of six levels. On the screen of the image display device 5, for example, the display of the demo screen may be continued behind the setting change screen by superimposing the layer of the setting change screen on the layer of the demo screen. Will continue).
  FIG. 26 shows a display example of the volume setting change screen. The effect control CPU 120 sends a predetermined display control command to the display control unit 123, and a setting change screen showing that the effect output amount corresponding to the output amount setting information stored in the predetermined area of the RAM 122 can be specified. The image is displayed on the image display device 5. For example, when the switch position of the setting changeover switch 300 is “0” and the setting change (adjustment) is not yet performed by the player, the volume setting is “volume 1 (minimum)”. 26, only one of the six levels of memory shown in FIG. 26 is displayed in the first display color (for example, red), while the remaining five are displayed in the second display color (for example, white) different from the first display color. To do. Then, for example, the volume setting is changed to “volume 2” in response to the operation lever (lever) of the stick controller 30 being tilted to the right, and the memory for the first display color is set to 1 on the volume setting change screen. Increase. In this way, for example, every time the operation lever (lever) of the stick controller 30 is tilted in the first direction (right direction or the like), the effect output amount in a plurality of stages is set to 1 until the effect output amount setting reaches the maximum. What is necessary is just to change to increase in steps. On the other hand, for example, every time the operation lever (lever) of the stick controller 30 is tilted in a second direction (left direction) different from the first direction, a plurality of stages of effect output are performed until the setting of the effect output amount reaches a minimum. What is necessary is just to change so that competence may be decreased one step at a time.
  In the process of step S224 shown in FIG. 24, a confirmation operation for notifying the changed effect output amount may be executed. For example, the production control CPU 120 outputs a confirmation sound corresponding to the changed volume from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13. Further, the effect control CPU 120 turns on the game effect lamp 9 and the decoration LED in accordance with the changed light amount by outputting a command (electric decoration signal) to the lamp control board 14.
  If setting change (adjustment) by the player is impossible (prohibited) in step S223A (step S223A; No), if there is no output change instruction in step S223B (step S223B; No), or step S224 After executing the process, it is determined whether or not the power supply start flag is on (step S225). At this time, if the power supply start flag is off (step S225; No), it is determined whether or not the game start determination flag is on (step S226). If the game start determination flag is off (step S226; No), it is determined whether or not the game end determination flag is on (step S227). When the game end determination flag is off (step S227; No), the effect output setting process is ended.
  If the power supply start flag is on in step S225 (step S225; Yes), the game start determination flag is on in step S226 (step S226; Yes), or the game end determination flag in step S227. Is on (step S227; Yes), the corresponding flag determined to be on is cleared and turned off (step S228A), and then the player can change (adjust) the setting (allowable) ) Is determined (step S228B).
  In the case where setting change (adjustment) by the player is possible (allowed) in step S228B (step S228B; Yes), for example, the effect output setting is made based on the output amount setting information stored in a predetermined area of the RAM 122. It is determined whether or not it is the minimum output amount (step S229). Then, when the production output setting is the minimum output amount (step S229; Yes), control for executing the production suggesting the minimum output amount is performed (step S230). At this time, it is only necessary that the suggestion according to the situation can be made by selecting an effect control pattern corresponding to the flag determined to be on by the processing of steps S225 to S227.
  If setting change (adjustment) by the player is impossible (prohibited) in step S228B (step S228B; No), or if the effect output setting is not the minimum output amount in step S229 (step S229; No), or After the process of step S230 is executed, it is determined based on, for example, customization setting information stored in a predetermined area of the RAM 122 whether or not the effect customization setting is invalid (step S231). At this time, if the effect customization setting is valid (step S231; No), the effect output setting process ends.
  If the effect customization setting is invalid in step S231 (step S231; Yes), control for executing an effect suggesting that the effect customization is invalid is performed (step S232). At this time, it is only necessary that the suggestion according to the situation can be made by selecting an effect control pattern corresponding to the flag determined to be on by the processing of steps S225 to S227.
  When the RAM 122 mounted on the effect control board 12 is not backed up by the backup power source, the stored contents are erased every time the power supply to the pachinko gaming machine 1 is stopped. Therefore, when the process of step S231 is executed corresponding to the case where the power supply start flag is turned on in step S225, it is always determined that the effect customization setting is invalid, and the process of step S232 is executed. It will be. On the other hand, in the process of step S229, depending on the switch position of the setting changeover switch 300, there are cases where it is determined that the effect output setting is the minimum output amount, and where it is not determined. Therefore, when it is determined in step S225 that the power supply start flag is on, the determination by the process of step S229 is performed, while the determination by the process of step S231 and the effect control by the process of step S232 are not performed. It may be. Alternatively, the stored contents are not erased even if the power supply is stopped by storing and saving the effect customization settings in the backup RAM or by storing them in a non-volatile memory (for example, a flash memory) different from the RAM 122. It may be. As for the effect output setting, for example, the player's output setting using the operation lever (lever) of the stick controller 30 is stored in the backup RAM or stored in a non-volatile memory different from the RAM 122. The stored contents may not be erased even when the power supply is stopped. That is, in the process of step S225, it may be determined whether or not the production output setting is the minimum output amount based only on the switch position of the setting changeover switch 300, and not only the switch position of the setting changeover switch 300 but also the backup. Whether or not the production output setting is the minimum output amount may be determined based on the output setting stored in the RAM or the like.
  FIG. 27 shows a suggestion example at the start of power supply. In the example shown in FIG. 27, when an initial display of a decorative design is performed on the screen of the image display device 5, a character image or message that becomes a message notifying that the effect output setting is the minimum output amount, A character image serving as a message notifying that the customization is invalid is displayed. Along with the display of the character image as the message or instead of the display of the character image, the sound as the message may be output from the speakers 8L and 8R. In addition, an effect operation suggesting that the effect output setting is the minimum output amount or an effect operation suggesting that the effect customization is invalid may be executed using an arbitrary effect device. For example, a predetermined notification lamp included in the game effect lamp 9 may be turned on to notify that the effect output setting is the minimum output amount. Thereby, the attendant of the game shop can easily recognize that the production output setting is the minimum output amount.
  FIG. 28A shows a display example of a demonstration screen in a normal time. For example, the effect control CPU 120 causes the image display device 5 to display a demonstration screen as shown in FIG. 28A by performing effect control in the variable display start waiting process shown in FIG. At this time, a predetermined operation by the player with respect to the operation lever (lever) of the stick controller 30 or the push button 31B may be detected effectively, and a customization screen for performing various settings related to effect customization may be displayed. For example, when the CPU 120 for effect control determines that the display start condition for the customization screen is satisfied in step S202 shown in FIG.
  FIG. 28 (B1) and (B2) show suggested examples at the start or end of a game. For example, when the CPU 120 for effect control determines in the variable display start waiting process shown in FIG. 12 that a game start has been detected by the process of step S303, the game start determination flag is set to an on state by the process of step S304. . In the effect output setting process shown in FIG. 24, when it is determined in step S226 that the game start determination flag is on, the processes in step S228B and step S231 are executed. Also, in the variable display start waiting process shown in FIG. 12, when it is determined that the game end waiting time has elapsed by the process of step S305, the game end determination flag is set to the ON state by the process of step S306. In the effect output setting process shown in FIG. 24, when it is determined in step S227 that the game end determination flag is on, the processes of step S228B and step S231 are executed.
  When it is determined that the effect output setting is the minimum output amount when the process of step S228B is executed in this way, as shown in FIG. 28 (B1), the effect output setting is the minimum output amount. A character image serving as a message to be notified is displayed. If it is determined that the effect customization setting is invalid when the process of step S231 is executed, a message notifying that the effect customization is invalid, as shown in FIG. 28 (B2). The character image that becomes is displayed. The character image that becomes such a message may be displayed as a part of the demonstration display, or may be displayed as a notification image separate from the demonstration display. Along with the display of the character image serving as the message or instead of displaying the character image, the sound serving as the message may be output from the speakers 8L and 8R. In addition, an effect operation suggesting that the effect output setting is the minimum output amount or an effect operation suggesting that the effect customization is invalid may be executed using an arbitrary effect device. When detecting that the first variable display has been started as detection of the start of the game in the pachinko gaming machine 1, the message that the production output setting is the minimum output amount and the production customization setting are invalid. A message may be broadcast. As described above, when the first variable display is started, it may be forcibly suggested that the specific setting state is set.
  For gaming machines such as the pachinko gaming machine 1, for example, there are restrictions on the production output amount such as the output volume, and the setting of the production output amount can be changed within the range of the regulation. However, since it is not recognized by the player that the setting of the production output amount can be changed, the game is performed with the initial setting, and the game is not attractive because the output setting does not match the player's preference. There is a risk that the operation of the gaming machine will decline due to decline. In addition, the game store may adjust the switch position of the setting changeover switch 300 to turn on the power with an initial setting such that the production output amount is the minimum output amount. There is a risk that the number of cases that do not match will increase. Therefore, when the production output setting is the minimum output amount, it is suggested that the production output setting is the minimum output amount by displaying a character image serving as a message informing that effect.
  The present invention is not limited to the above embodiment, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not have to include all the technical features shown in the above embodiment, and the part described in the above embodiment so as to solve at least one problem in the prior art. It may be provided with the following structure.
  As a specific example, in the above-described embodiment, it has been described that an effect suggesting these is executed when the effect output setting is the minimum output amount and when the effect customization setting is invalid. However, the present invention is not limited to this, and a predetermined suggestion is made only in one of the cases where the production output setting is the minimum output amount and the production customization setting is invalid, It may be configured such that no suggestion is made in the other case.
  In the above embodiment, when the power supply to the gaming machine such as the pachinko gaming machine 1 is started, the start of the game is detected, or the end of the game is detected, the effect output setting is the minimum output amount. It has been described that it is a notification that suggests that the setting of the effect customization is invalid. In addition, the effect output setting is the minimum output amount for the effect mode of the effect executed for each predetermined game in the gaming machine such as the pachinko gaming machine 1 such as the changing message or the button operation notice effect. It was described as a specific effect mode corresponding to the invalid setting. However, the present invention is not limited to this, and the effect output setting is the minimum output amount or the effect customization setting is invalid in a predetermined period other than during or during any game in the pachinko gaming machine 1. Anything that can suggest such things is acceptable. For example, the effect output setting is a minimum output amount as an effect mode of a big hit effect that is executed in response to the big hit game state based on the fact that the variable display result in the pachinko gaming machine 1 is “big hit”, It is also possible to select a specific effect mode corresponding to invalid customization settings. Alternatively, for example, when the gaming state in the pachinko gaming machine 1 is a special gaming state such as a probable change state or a short time state, the effect output setting is minimized corresponding to the execution of variable display or without corresponding to the execution of variable display. It may be possible to suggest that the output amount is set or that the effect customization setting is invalid.
  In the said embodiment, when the production output setting was the minimum output amount, it demonstrated that the production etc. which suggest this were performed. However, the present invention is not limited to this, and when a predetermined suggestion condition based on the effect output setting is satisfied, an effect suggesting that the condition is satisfied may be executed. For example, when the effect output setting is the maximum output amount, an effect suggesting this may be executed. Alternatively, for example, when the volume setting is “Volume 1 (minimum)” or “Volume 2” and the volume is less than a predetermined amount (such as less than 3), an effect suggesting this may be executed.
  In the above-described embodiment, it has been described that an effect suggesting this is executed when the effect customization setting is invalid. However, the present invention is not limited to this, and when a predetermined suggestion condition based on an arbitrary effect setting that can be changed regardless of the game history in the gaming machine such as the pachinko gaming machine 1 is established, the establishment of the condition is suggested. An effect or the like may be executed. For example, one of a plurality of types of characters is selected and selected in response to detection of a predetermined operation on an operation means such as a predetermined operation (tilting operation, etc.) on an operation rod (lever) of the stick controller 30 by the player. When an effect according to the character can be executed over a plurality of variable displays, when a character corresponding to a case where a predetermined operation is not detected is selected, an effect suggesting this may be executed. .
  In the above-described embodiment, the case where setting change (adjustment) by the player is not possible (prohibited) depending on the switch position of the setting changeover switch 300 has been described. However, the present invention is not limited to this, and the player may always be able to change (adjust) the setting regardless of the switch position of the setting changeover switch 300. Further, in the above-described embodiment, a predetermined operation with respect to a predetermined operation means such as an operation lever (lever) of the stick controller 30 is performed in any one of a plurality of stages (such as 6 stages) similar to the setting by the switch position of the setting changeover switch 300. It demonstrated as what can change production output amount. However, the present invention is not limited to this, and the range of the effect output amount that can be changed according to the operation by the player and the range of the effect output amount that can be changed according to the switch position of the setting changeover switch 300 are predetermined. Or one range may be wider or narrower than the other range. For example, different variable setting ranges may be determined in advance as the range of the effect output amount that can be changed according to the operation by the player for each of a plurality of stages according to the switch position of the setting changeover switch 300. As a more specific example, when the switch position of the setting changeover switch 300 is any of “0” to “2”, the light amount of the game effect lamp 9 and the decoration LED is “30%” to “70%”. When the switch position is any of “3” to “5”, the light amount may be changed within the range of “60%” to “100%”. Thus, the range of the effect output amount that can be changed according to the switch position of the setting changeover switch 300 may include a range (overlapping range) that is common to a plurality of stages of switch positions. Alternatively, a changeable range of the effect output amount that does not include the overlapping range may be determined for each switch position of the setting changeover switch 300.
  In the above embodiment, the stick controller 30 and the push button 31B in the pachinko gaming machine 1 are provided as separate operation means, and the effect customization is performed according to the result of detecting the instruction operation by the predetermined operation for each operation means. In the above description, it is assumed that the setting or the change in the production output amount is performed, or the production mode in the predetermined notice production is changed. However, the present invention is not limited to this. For example, in the case where a single operation unit such as only the push button 31B is provided, various settings and changes can be made according to the detection result of the instruction input by a predetermined operation on the operation unit. You may be able to do it.
  The configuration for detecting the instruction input by the player is not limited to the stick controller 30 and the push button 31B, and may be a jog dial that can be rotated, for example, or a touch operation or a press operation like a touch panel. It may be possible. Further, for example, a sensor that can detect an arbitrary operation not limited to an instruction input action by a player, such as an infrared sensor, an ultrasonic sensor, a CCD sensor, or a CMOS sensor may be used. The result of photographing a subject such as a player's hand using a predetermined camera may be analyzed (video motion capture) so that an arbitrary input operation can be detected as a predetermined operation. That is, the configuration for detecting a predetermined operation may be any configuration that can detect the operation of an arbitrary object mechanically, electrically, or electromagnetically.
  In the above embodiment, when a game is executed in the pachinko gaming machine 1, according to the notification of the changing message MN1D or the changing message MN1E, or the execution of the notice effect by the notice effect pattern YKP1D or the notice effect pattern YKP1E In the above description, the output change instruction reception period and the easy start instruction reception period are set, and in other periods, the change of the effect output setting according to the predetermined operation by the player and the simple start instruction are not performed. However, the present invention is not limited to this. For example, even when an effect according to the progress of the game, such as a special symbol or a variable symbol display, is performed, a predetermined operation (operating lever) of the stick controller 30 ( In response to a predetermined operation (such as a tilting operation) or a push button 31B (such as a pressing operation), it may be possible to accept a change in the production output amount setting or a production customization setting. However, for example, when an operation effect corresponding to an operation on a predetermined operation means such as a button operation notification effect or a lever operation notification effect is executed, a restriction is set so that an operation for changing the setting is not accepted. May be. Thereby, it is possible to improve the gaming interest by preventing the setting change unintended by the player and preventing the player from feeling distrust.
  In addition, for example, even when the variable display of decorative symbols is started, the setting is changed in a period until the effect according to the progress of the game becomes a predetermined mode, such as a period until the notice effect of the button operation is started. You may make it accept operation of. Thereby, it is possible to prevent the effects in the game from being hindered by the setting change operation, and to improve the gaming interest.
  Furthermore, for example, when a predetermined time elapses after the execution of the operation effect such as the button operation notice effect, the restriction that prevents the setting change operation from being accepted may be released. Thereby, it is possible to prevent an operation for changing the setting from being erroneously accepted with the execution of the operation effect.
  In addition, for example, a display area is provided on the screen of the image display device 5 so as to be able to specify the production output amount and the production customization setting state. You may perform in areas other than an area. Thereby, it can be made to recognize that the operation of setting change was received, without preventing the production in a game.
  For example, when a plurality of operation means such as the stick controller 30 and the push button 31B are provided, an operation for changing a setting is accepted according to an operation on one operation means, and an operation according to an operation on another operation means is performed. When an effect is executed, a restriction may be provided so as not to accept such a setting change operation. Thereby, it is possible to prevent an operation for changing the setting from being erroneously accepted with the execution of the operation effect.
  In addition, regarding the setting of the effect output amount using the setting changeover switch 300 and the setting of the effect output amount corresponding to a predetermined operation with respect to a predetermined operation means such as an operation lever (lever) of the stick controller 30, the following modifications are possible. It is.
  For example, when the setting changeover switch 300 is operated (when the front door is opened), when the switch position of the setting changeover switch 300 is changed, the effect control CPU 120 performs step S222 shown in FIG. In the processing, any one of a plurality of stages is set as a first output amount stage such as a first volume stage or a first light quantity stage. For example, when a predetermined operation (tilting operation, etc.) is performed on the operation rod (lever) of the stick controller 30 while the volume setting change screen as shown in FIG. In the process of step S224, any one of a plurality of steps is set as a second output amount step such as a second volume step or a second light amount step. When the volume is set based on the first output amount stage (such as the first volume stage or the first light quantity stage) and the second output amount stage (such as the second volume stage or the second light quantity stage) in the process of step S224, Performs subsequent productions at the set volume.
  Then, for example, in the process of step S224 shown in FIG. 24, by performing initial display according to the switch position of the setting changeover switch 300 on the volume setting change screen as shown in FIG. A step display indicating a second output amount step (such as a second sound volume step or a second light amount step) may be performed according to a sound volume step or a first light amount step. As described above, based on the first operation performed when the first permission condition for the game store is satisfied, any one of the plurality of stages is changed to the first output amount stage (the first volume stage or the first light amount). On the other hand, based on the second operation performed when the second permission condition for the player is satisfied, one of a plurality of stages is set as the second output amount stage (second volume stage). Or a second light intensity step). An output amount effect according to the first output amount step and the second output amount step set in this way is executed by a predetermined effect device (for example, speakers 8L, 8R, etc.), while the display area is visible to the player. As the display content to be displayed, a stage display indicating the second output amount stage may be performed when the second operation is performed, and the initial display in the stage display may be varied according to the first output amount stage. Thereby, the output amount of an effect device can be adjusted suitably.
  For example, in the process of step S224 shown in FIG. 24, the volume setting is “volume 6” corresponding to the switch position of the setting changeover switch 300 shown in FIG. (Maximum) "and the first output amount stage (first) by performing different initial displays when the switch position corresponds to" 0 "and the volume setting is" volume 1 (minimum) ". A stage display may be performed which is an initial display that is different depending on whether the volume stage or the first light quantity stage is the highest stage and the lowest stage. As described above, when the second operation is performed, the stage display indicating the second output quantity stage is performed, and the initial display in the stage display is performed when the first output quantity stage is the highest stage and the lowest stage. May be different. Thereby, the output amount of an effect device can be adjusted suitably.
  Alternatively, for example, in the process of step S224 shown in FIG. 24, the switch position of the setting changeover switch 300 shown in FIG. 25 corresponds to any of “0” to “4” on the volume setting change screen as shown in FIG. When the volume setting is “Volume 1 (minimum)” or “Volume 5”, an initial display is performed to indicate the second volume level other than “Volume 6 (maximum)”, and the switch When the position corresponds to “5” and the volume setting is “volume 6 (maximum)”, an initial display is performed so as to indicate the second volume stage where the volume setting is “volume 6 (maximum)”. When the first output amount stage (such as the first volume stage or the first light quantity stage) is other than the highest stage, a second output quantity stage (such as the second volume stage or the second light quantity stage) other than the highest stage is indicated. And the first output amount As it is shown the second output volume stage up to stage when floor is the highest stage, stage display as the initial display may be performed. As described above, when the second operation is performed, the stage display indicating the second output amount stage is performed, and the initial display in the stage display is performed when the first output amount stage is other than the highest stage. The output level may be indicated, and when the first output level is the highest level, the highest output level may be indicated. Thereby, the output amount of an effect device can be adjusted suitably.
  For example, the setting changeover switch 300 shown in FIG. 4 or FIG. 5 has a displacement portion that physically displaces to any one of a plurality of switch positions corresponding to a plurality of stages that an effect output amount can take as an operation target by an attendant of a game shop. It becomes an operating device provided. In the process of step S222 shown in FIG. 24, when the volume setting change screen as shown in FIG. 26 is displayed after the switch position of the setting changeover switch 300 is physically changed, It is also possible to start execution of an effect corresponding to the effect output amount set to, using a predetermined effect device (speakers 8L, 8R, etc.). As described above, as the operation target of the first operation, an operation device including a displacement unit that is physically displaced by the first operation at any of a plurality of positions corresponding to the plurality of stages that the first output amount stage can take is provided. When the first output amount stage corresponding to the position of the displacement portion displaced by one operation is set as the first output amount step based on the first operation, and the second operation is performed after the position of the displacement portion is changed In response to the stage display indicating the second output amount stage, it may be started to cause the predetermined effect device to produce the effect output amount corresponding to the newly set first output amount stage. Thereby, the output amount of an effect device can be adjusted suitably.
  Alternatively, after the switch position of the setting changeover switch 300 is physically changed, the processing in step S224 shown in FIG. 24 is performed according to the player's predetermined operation (for example, tilting operation with respect to the operation rod of the stick controller 30). When the setting change of the output amount is performed, it may be started to execute an effect according to the effect output amount newly set by the setting changeover switch 300 by a predetermined effect device (speakers 8L, 8R, etc.). . As described above, as the operation target of the first operation, an operation device including a displacement unit that is physically displaced by the first operation at any of a plurality of positions corresponding to the plurality of stages that the first output amount stage can take is provided. The first output amount stage corresponding to the position of the displacement portion displaced by one operation is set as the first output amount step based on the first operation, and is set by the second operation after the position of the displacement portion is changed. When the second output amount stage is changed, a predetermined effect device may start to produce an effect output amount according to the first output amount stage newly set by the first operation. Thereby, the output amount of an effect device can be adjusted suitably.
  For example, on the volume setting change screen as shown in FIG. 26, the initial display amount of the memory displayed in the first display color may be varied according to the switch position of the setting changeover switch 300. As described above, the higher the first output amount level is, the higher the second output amount level indicated by the initial display in the step display may be. Thereby, it becomes easy to grasp the relationship between the first output amount stage and the second output amount stage, and the output amount can be adjusted suitably.
  For example, in the process of step S224 shown in FIG. 24, when the effect output setting is changed in accordance with a predetermined operation (such as tilting operation) on the operation rod (lever) of the stick controller 30, the confirmation effect indicating the changed effect output amount is displayed. Perform the action. On the other hand, in the process of step S222 shown in FIG. 24, for example, even when the effect output setting is changed according to the switch position of the setting changeover switch 300, the confirmation effect operation indicating the changed effect output amount is not executed. Also good. As described above, when the second output amount stage is newly set by the second operation, a confirmation effect operation (for example, output of a confirmation sound) indicating the newly set second output amount stage is performed in a predetermined effect. When the first output amount stage is newly set by the first operation, the confirmation effect operation indicating the newly set first output amount stage may not be executed. Thereby, since the 2nd output amount stage can be checked by production operation, output amount can be adjusted suitably.
  For example, when the switch position of the setting changeover switch 300 is set to any one of “6” to “B” and setting change (adjustment) by the player is impossible (prohibited), a screen for changing the effect output setting The display may not be performed. Thus, the plurality of stages that can be taken by the first output quantity stage includes a restriction stage that restricts setting of the second output quantity stage by the second operation, and this restriction stage is set as the first output quantity stage. When this is done, a setting restriction may be made to restrict the setting of the second output amount stage. Thereby, the output amount setting on the player side can be restricted, and the execution of the production with the output amount not intended by the game store can be prevented.
  Further, for example, during the period when the second permission condition for changing the production output setting is satisfied, for example, when the operation lever (lever) of the stick controller 30 is operated in a predetermined manner while the demonstration screen is displayed, the setting changeover switch When setting change (adjustment) by the player is impossible (prohibited) corresponding to the switch position of 300, the player displays a predetermined image informing the change prohibition on the screen of the image display device 5 or the like. The player may be notified that the setting change (adjustment) is impossible (prohibited). As described above, when the setting restriction that restricts the setting of the second output amount stage is performed in the period in which the second permission condition is satisfied, it corresponds to the fact that the second permission condition is satisfied. When the corresponding image is displayed and such setting restriction is not performed, the corresponding image may not be displayed. This can inform the player that the setting of the second output stage is limited.
  Alternatively, for example, during the period when the second permission condition for changing the effect output setting is satisfied by a predetermined operation of the operation lever (lever) of the stick controller 30 while the demonstration screen is displayed, the setting changeover switch When setting change (adjustment) by the player is impossible (prohibited) corresponding to the switch position of 300, a buzzer sound indicating that the production output setting cannot be changed in response to a predetermined operation being performed is generated by the speaker 8L, You may make it output from 8R. Thus, when the setting restriction that restricts the setting of the second output amount stage is performed, a predetermined effect may be executed in response to the second operation being performed. This can inform the player that the setting of the second output stage is limited.
  For example, when it is determined in step S227 shown in FIG. 24 that the game end determination flag is on, the effect output setting changed by a predetermined operation (tilting operation, etc.) on the operation rod (lever) of the stick controller 30 is cleared. Then, the initial setting of the effect output amount according to the switch position of the setting changeover switch 300 may be performed. Thus, the second output amount stage being set may be cleared at a predetermined timing, and the initial setting stage may be set as the second output amount stage. The first output amount stage may be changed only based on the first operation. Thereby, it is possible to prevent a game from being played by another player while the setting of the second output amount stage remains unintentionally.
  In the above embodiment, variable display is started in order to notify the effect control CPU 120 of the change pattern indicating the variable display mode such as the variable display time of the decorative symbol corresponding to the special figure change time and the type of reach effect. Although an example of transmitting one variation pattern designation command by the process of step S112 (see FIG. 6) executed sometimes is shown, the variation pattern is notified to the effect control CPU 120 by two or more commands. You may make it do. Specifically, in the case of notifying by two commands, the gaming control microcomputer 100 uses the first command as a first command before reaching reach, such as the presence or absence of variable display effects such as “slip” and “pseudo-continuous” (reach) If not, a command indicating the variable display time and variable display mode of the so-called second stop) is transmitted, and the second command is reached, such as the type of reach and the presence / absence of a re-lottery effect. You may make it transmit the command which shows variable display time after that (after what is called a 2nd stop when not reaching, and a variable display mode). In this case, the effect control CPU 120 may perform effect control in variable display based on the variable display time derived from the two commands. In the game control microcomputer 100, the variable display time is notified by each of the two commands, and a specific variable display mode executed at each timing is selected by the effect control CPU 120. It may be. When sending two commands, the two commands may be transmitted within the same timer interrupt, or after a predetermined time has elapsed after the first command is transmitted (for example, in the next timer interrupt). ) A second command may be transmitted. In addition, the variable display mode indicated by each command is not limited to this example, and the order of transmission can be changed as appropriate. In this way, by notifying the variation pattern by two or more commands, it is possible to reduce the amount of data to be stored and prepared in advance as the variation pattern designation command.
  The pachinko gaming machine 1 may be one that does not perform variable display of special symbols and decorative symbols. As an example, based on the detection of a game ball that has passed (entered) a start winning opening provided in the game area, the variable winning device provided in the game area is changed from the closed state (second state) to the open state ( When the game ball that has entered the variable winning device enters the specific area (V winning opening) of the plurality of areas, it is controlled to a big hit gaming state that is advantageous to the player. It may be. When a game ball that has entered the variable winning device is detected, an indication that the production output setting is the minimum output amount or that the production customization setting is invalid is suggested. You may be made to be.
  The present invention is applicable not only to the pachinko gaming machine 1 but also to a slot machine or the like. A slot machine is an arbitrary gaming machine that performs a predetermined game such as variable display of symbols that are a plurality of types of identification information and that can be assigned a predetermined game value based on the game result, and more specifically, A variable display device that can start a game by setting a predetermined number of bets (the number of medals or credits) for one game and variably displays a plurality of types of identification information (designs) that can be identified One game is completed by displaying and displaying a display result (for example, a plurality of reels, etc.), and a prize (for example, a cherry prize, a watermelon prize, a bell prize, a replay prize, a BB prize, an RB prize, etc.) is selected according to the display result. ) Can be generated. In such a slot machine, the pachinko gaming machine 1 shown in the above embodiment has a feature that hardware resources including an image display device of the slot machine cooperate with software that performs predetermined processing. What is necessary is just to be comprised so that all or one part may be provided. Specifically, the effect customization setting is invalid in the case where the aspect of the effect is changed according to the setting information such as the customization setting information and the output amount setting information stored in the predetermined area of the RAM mounted on the effect control board. Or in a specific setting state based on the setting information, such as when the production output setting is the minimum output amount, it may be configured to include a feature that suggests the specific setting state. .
  In addition, various effects including the device configuration and data configuration of the gaming machine, the processing shown in the flowchart, the image display operation of the image display device, the sound output operation of the speaker, and the lighting operation of the game effect lamp and decoration LED The operation and the like can be arbitrarily changed and modified without departing from the spirit of the present invention. In addition, the gaming machine of the present invention is not limited to a payout type gaming machine that pays out a predetermined number of gaming media as prizes based on the occurrence of winnings, and is scored based on the occurrence of winnings by enclosing gaming media It can also be applied to an enclosed game machine that gives Slot machines are not limited to those where bets are set using medals and credits as gaming values, but only slot machines that set betting numbers using gaming balls as gaming values, or only credits as gaming values. It may be a full credit type slot machine that sets the number of bets using. When game balls are used as game media, for example, one medal can correspond to five game balls. For example, when 3 is set as the bet number, the number of bets using 15 game balls is used. Is equivalent to setting The pachinko gaming machine 1 and the slot machine are not limited to those using only one of a plurality of types of gaming values such as medals and game balls, but for example, a plurality of types of medals and gaming balls. The game value may be used together. For example, a slot machine can play a game by setting the number of bets using any one of a plurality of types of gaming values such as medals and game balls, and a plurality of medals and game balls can be played by winning. Any of the types of gaming value may be paid out.
  The program and data for realizing the present invention are limited to a form distributed and provided by a detachable recording medium to a computer device included in a gaming machine such as a pachinko gaming machine 1 or a slot machine. Instead of this, a form distributed by preinstalling in a storage device such as a computer device may be adopted. Furthermore, the program and data for realizing the present invention are distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit. It doesn't matter.
  The game execution mode is not only executed by attaching a removable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.
  As described above, in the above embodiment, for example, an effect is performed by performing control according to setting information such as customization setting information and output amount setting information stored (held) in a predetermined area of the RAM 122. Then, when specific setting information is stored (held), for example, when the effect customization setting is invalid or the effect output setting is the minimum output amount, the specific setting information is stored ( It is suggested that it has been retained. Thereby, it becomes easy for the player to recognize that the setting change of the control related to the effect is possible, and the change of the output setting according to the player's preference can be promoted to improve the game interest.
  For example, in response to the determination that the power supply start flag is on in step S225 shown in FIG. 24, the power supply to the gaming machine is started by enabling the processing of step S230 and step S232 to be executed. Suggestions may be made when done. Thereby, the game store side can easily recognize that it is in the specific setting state, and it is possible to change the output setting suitable for the game store side.
  For example, in response to the determination that the game start determination flag is turned on in step S226 shown in FIG. 24, the process of step S230 or step S232 is made executable so that the player can play the game in the gaming machine. You may make it suggest when it determines with having started. Thereby, it becomes easy for the player to recognize that the output setting can be changed at the start of the game, and the change of the output setting according to the player's preference can be promoted to improve the game entertainment.
  For example, in response to the determination that the game end determination flag is turned on in step S227 shown in FIG. 24, the processing of step S230 or step S232 is made executable so that the player can play the game in the gaming machine. You may make it suggest when it determines with not having performed. This makes it easier for the player to recognize that the output setting can be changed before starting the game, and promotes the change of the output setting according to the player's preference, thereby improving the gaming interest. .
  Alternatively, in the above embodiment, by determining the changing message in step S407 shown in FIG. 17, the effect mode of the predetermined effect among the effects according to the progress of the game by the gaming machine is selected from a plurality of modes. To do. Here, when the normal message determination data is selected in the process of step S402, for example, a variable message that can be determined is set as shown in FIG. 18B, for example, and the effect customization setting is invalid When the specific setting information is stored (held), such as when the production output setting is the minimum output amount, the changing message suggesting that the specific setting information is stored (held) A specific effect mode such as MN1D or changing message MN1E is set to be selectable. Thereby, it becomes easy for the player to recognize that the setting change of the control related to the effect is possible, and the change of the output setting according to the player's preference can be promoted to improve the game interest.
  For example, every time a changing message is determined in step S407 shown in FIG. 17, the group selection buffer value is updated to one of “1” to “3” in step S408. In the process of step S407, for example, as shown in FIG. 18B, when the group selection buffer value is “1”, it is possible to select specific effects such as the changing message MN1D and the changing message MN1E. Thus, after selecting a specific effect mode, for example, until the group selection buffer value is updated again to “1”, the specific effect mode is not selected, and according to the history of selecting the specific effect mode. Thus, a specific effect mode may be selected. Thereby, the notification that suggests that the setting can be changed is not frequently executed, the troublesomeness of the notification is suppressed, and the effect mode can be suitably selected, so that the game entertainment can be improved.
  For example, if it is determined in step S401 shown in FIG. 17 that it is other than non-reach, the presence / absence of specific message selection is determined in step S404 at a rate as shown in FIG. If it is determined in step S405 that the specific message is not selected, the process proceeds to step S402 and the normal message determination data is selected, so that a specific effect such as the changing message MN1D or the changing message MN1E is obtained. A mode is set to be selectable. On the other hand, when it is determined that a specific message has been selected, for example, as shown in FIG. In this way, for example, when the result of the game by the gaming machine becomes a specific result, such as the variable display state of the decorative design becomes the reach state, the specific effect mode is selected at a different rate from the case where the specific result is not obtained. May be. Thereby, it is suggested that the output setting can be changed according to whether or not the specific result is obtained, and it is possible to promote the change of the output setting according to the player's preference and improve the gaming interest. it can.
  For example, in step S312 shown in FIG. 13, the presence / absence of the changing message and the changing message type are determined at a predetermined rate each time the decorative symbol variable display is started. For example, the character display at the determined rate as shown in FIG. When the changing message type in the telop display is determined, the changing message determination process in step S314 is executed to select specific effects such as changing message MN1D and changing message MN1E at a predetermined rate. In this way, for example, an effect aspect of an effect executed for each predetermined game such as a variable display of decorative symbols may be selected from a plurality of types of effect aspects including a specific effect aspect at a predetermined ratio. . Further, when the group selection buffer value updated in step S408 shown in FIG. 17 is “1”, by selecting the changing message MN1D and the changing message MN1E at a predetermined ratio, for example, variable display of decorative symbols May be selected from among a plurality of types of performance modes including a specific performance mode at a predetermined ratio. Thereby, it is possible to appropriately select the effect mode of the effect executed for each predetermined game, promote the change of the output setting according to the player's preference, and improve the game entertainment.
  Alternatively, in the above-described embodiment, a predetermined operation for the push button 31B by the player is determined by determining the notice effect pattern in step S317 after the notice effect type of the button operation is determined in step S315 shown in FIG. The effect mode of the operation effect according to (pressing operation etc.) is selected from a plurality of types of effect modes. Here, at the time of non-reach when the variable display content is “non-reach (losing)”, for example, the notice effect pattern is determined at a determination ratio as shown in FIG. When specific setting information is stored (held) as in the case where the effect output setting is the minimum output amount, the notice effect pattern YKP1D suggesting that the specific setting information is stored (held) And a specific effect mode such as a notice effect pattern YKP1E is set to be selectable. Thereafter, for example, the notice effect control in step S335 shown in FIG. 23 is performed, so that the operation effect corresponding to the operation on the push button 31B is executed. Thereby, it becomes easy for the player to recognize that the setting change of the control related to the effect is possible, and the change of the output setting according to the player's preference can be promoted to improve the game interest.
  For example, every time the notice effect pattern classified as the notice effect type of button operation is determined in step S317 shown in FIG. 13, the buffer value is updated in the same manner as the group selection buffer value in the case of the changing message. When the buffer value is a predetermined value (for example, “1”), a specific effect mode such as the notice effect pattern YKP1D or the notice effect pattern YKP1E may be selectable. Thus, after selecting a specific effect mode, the specific effect mode is not selected until the buffer value is updated again to a predetermined value. Depending on the history of selecting the specific effect mode, A production mode may be selected. Thereby, the notification that suggests that the output setting can be changed is not frequently executed, the troublesomeness of the notification is suppressed, and the production mode can be suitably selected, so that the game entertainment can be improved.
  For example, in the process of step S317 shown in FIG. 13, when the variable display content is other than “non-reach (losing)”, for example, the notice effect pattern is determined at the determination ratio as shown in FIG. The pattern YKP1D and the notice effect pattern YKP1E may not be determined. Alternatively, when the variable display content is other than “non-reach (losing)”, the specifics such as the notice effect pattern YKP1D and the notice effect pattern YKP1E are lower than when the variable display content is “non-reach (loss)”. It may be possible to select the production mode. In this way, for example, when the result of a game on the gaming machine is a specific result, such as a variable display state of a decorative symbol is a reach state, a specific effect mode is selected at a different rate from the case where the specific result is not obtained. May be. Thereby, it is suggested that the output setting can be changed according to whether or not the specific result is obtained, and it is possible to promote the change of the output setting according to the player's preference and improve the gaming interest. it can.
  For example, in step S315 shown in FIG. 13, the presence / absence of the notice effect and the notice effect type are determined at a predetermined rate each time the decorative symbol variable display is started. For example, the button is displayed at the determined rate as shown in FIG. When the notice effect type of operation is determined, the specific effect mode such as the notice effect pattern YKP1D and the notice effect pattern YKP1E is selected at a predetermined ratio by executing the process of step S317. In this way, for example, an effect aspect of an effect executed for each predetermined game such as a variable display of decorative symbols may be selected from a plurality of types of effect aspects including a specific effect aspect at a predetermined ratio. . Thereby, it is possible to appropriately select the effect mode of the effect executed for each predetermined game, promote the change of the output setting according to the player's preference, and improve the game entertainment.
  For example, after an effect output setting such as a volume setting is made in accordance with the switch position of the setting changeover switch 300 in step S222 shown in FIG. Etc.) to change the setting of the effect output amount. Then, in response to the determination that the production output setting is the minimum output amount in step S229, the processing in step S230 is executed to indicate that the output amount of the production device is less than the predetermined amount. You may make it perform. Alternatively, in the process of step S407 shown in FIG. 17, the changing message MN1D is set as a changing message that can be determined as shown in FIG. 18B, corresponding to the case where the effect output setting is the minimum output amount. May be. Alternatively, in the process of step S317 shown in FIG. 13, the notice effect pattern YKP1D is set to be selectable at a predetermined rate as shown in FIG. 22A, corresponding to the case where the effect output setting is the minimum output amount. May be. Thereby, it becomes easy for the player to recognize that the output amount of the effect device can be changed, and the change of the output setting according to the player's preference can be promoted to improve the game entertainment.
  For example, in response to the determination that there is an instruction for easy start in step S204 shown in FIG. 10, by performing the processing in step S205, the effect customization by simple start is set. Further, in response to the determination that the customization information acquired for starting the effect customization in step S210 is valid, the effect customization using a password or the like is started by executing the process of step S211. Settings are made. On the other hand, in the process of step S231 shown in FIG. 24, in response to the determination that the setting of such effect customization is invalid, the process of step S232 is executed, so that the privilege different from the normal time by the effect customization is obtained. You may make it suggest that the execution control of production is invalidated. Alternatively, in the process of step S407 shown in FIG. 17, in response to the case where the effect customization setting is invalid, the changing message MN1E is set to a changing message as shown in FIG. 18B. May be. Alternatively, in the process of step S317 shown in FIG. 13, the notice effect pattern YKP1E is set to be selectable at a predetermined rate, as shown in FIG. 22A, corresponding to the case where the effect customization setting is invalid. Also good. Thereby, it becomes easy for the player to recognize that the execution control of the privilege effect can be validated, and the change of the output setting according to the player's preference can be promoted, so that the gaming interest can be improved.
  For example, when it is determined in step S228B shown in FIG. 24 that setting change (adjustment) by the player is not possible (prohibited) according to the switch position of the setting changeover switch 300, the process of step S230 is restricted from being executed. Thus, when the setting change by the player is restricted, the suggestion of the specific setting state may be restricted. Alternatively, in the process of step S407 shown in FIG. 17, for example, as shown in FIG. 18B, in response to the fact that the player cannot change (adjust) the effect output setting (change), MN1D may be set not to be included in the changing message that can be determined. Alternatively, in the process of step S317 shown in FIG. 13, for example, as shown in FIG. 22A, in response to the fact that the setting change (adjustment) of the effect output by the player is impossible (prohibited), the notice effect pattern YKP1D may be set so that it cannot be determined. Thereby, execution of an unnecessary suggestion can be prevented and the player can be prevented from being confused.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 3 ... Gaming machine frame 4A, 4B ... Special symbol display device 5 ... Image display device 6A ... Ordinary winning ball device 6B ... Ordinary variable winning ball device 7 ... Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 11 ... Main board 12 ... Production control board 13 ... Audio control board 14 ... Lamp control board 15 ... Relay board 20 ... Normal symbol display 21 ... Gate switch 22A, 22B ... Start-up switch 23 ... Count switch 30 ... Stick controller 31B ... Push button 37 ... Dispensing control board 100 ... Game control microcomputers 101, 121 ... ROM
102, 122 ... RAM
103 ... CPU
104, 124 ... random number circuit 105, 125 ... I / O
120 ... CPU for effect control
123 ... Display control unit 300 ... Setting changeover switch

Claims (1)

  1. A gaming machine for performing a game,
    Production control means for controlling execution of the production;
    Includes a setting holding means the player to hold the configuration information about the volume that can be set produce sound, the,
    The production control means includes
    An effect mode selecting means for selecting an effect mode of a predetermined effect among the effects from a plurality of types of effect modes;
    Effect sound output means capable of outputting effect sound by performing control according to the setting information held by the setting holding means;
    Effect execution means capable of executing the predetermined effect in the effect mode selected by the effect mode selection means;
    Only when the specific setting information is held by the setting holding means, it is possible to suggest that the specific setting information is held by making the specific appearance mode selectable by the presentation mode selecting means. includes a setting suggesting means, the,
    When a specific effect related to the control of advantageous state is executed, the be specific configuration information is retained, without an indication to the effect that the specific configuration information is retained by the setting holding unit,
    The specific setting information is setting information corresponding to the maximum volume among a plurality of types of volumes that can be set by the player,
    A setting change operation for changing the setting information can be accepted at least in a specific period when variable display is not performed and when the advantageous state is not controlled,
    The setting suggested means can suggest that the said specific configuration information is retained in the specific period,
    A gaming machine characterized by that.
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JP5874710B2 (en) * 2013-10-30 2016-03-02 タイヨーエレック株式会社 Game machine
JP6078618B1 (en) * 2015-10-16 2017-02-08 京楽産業.株式会社 Game machine
JP6338117B2 (en) * 2015-12-04 2018-06-06 株式会社サンセイアールアンドディ Game machine
JP6241013B2 (en) * 2015-12-04 2017-12-06 株式会社サンセイアールアンドディ Game machine
JP6491128B2 (en) * 2016-03-16 2019-03-27 株式会社三共 Game machine
JP2019022605A (en) * 2017-07-24 2019-02-14 株式会社三共 Game machine

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JP2002102430A (en) * 2000-10-03 2002-04-09 Heiwa Corp Game machine
JP2002066045A (en) * 2000-11-17 2002-03-05 Sgs:Kk Pachinko game machine
JP4660644B2 (en) * 2004-04-05 2011-03-30 株式会社高尾 Bullet ball machine
JP5775377B2 (en) * 2011-06-23 2015-09-09 株式会社平和 Game machine
JP2013132316A (en) * 2011-12-26 2013-07-08 Maruhon Industry Co Ltd Pachinko machine
JP5938360B2 (en) * 2013-03-01 2016-06-22 京楽産業.株式会社 Game machine

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