JP6591756B2 - Game machine - Google Patents

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JP6591756B2
JP6591756B2 JP2015011815A JP2015011815A JP6591756B2 JP 6591756 B2 JP6591756 B2 JP 6591756B2 JP 2015011815 A JP2015011815 A JP 2015011815A JP 2015011815 A JP2015011815 A JP 2015011815A JP 6591756 B2 JP6591756 B2 JP 6591756B2
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display
effect
variable display
special
hold
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JP2016135214A (en
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小倉 敏男
敏男 小倉
常夫 檜森
常夫 檜森
貴裕 岩本
貴裕 岩本
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株式会社三共
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  The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state advantageous to a player.
  As a gaming machine, when a game medium such as a game ball is launched into a game area by a launching device, and the game medium wins a prize area such as a prize opening provided in the game area and a start condition is satisfied, a plurality of types of identification are made. Information is variably displayed on the variable display device (hereinafter also referred to as “variable” or “variable display”), and whether or not a predetermined game value is given is determined according to the display result. There is a pachinko machine that has improved In such a pachinko gaming machine, when the stop symbol form when the variable display of the display symbol in the variable display game is completely stopped becomes the specific display aspect, the player is in an advantageous state (big hit game state). For example, a pachinko gaming machine that has been in a big hit gaming state has a special electric accessory called a big prize opening or an attacker opened, and a state in which it is extremely easy for a player to win a game ball continuously for a certain period of time. provide.
  In addition, the pachinko gaming machine can not start the variable display when the game medium passes through the start area and the execution condition of the variable display of the identification information is satisfied, that is, the variable display based on the start condition previously established If the start condition that allows the variable display to start execution is not satisfied due to the fact that it is being executed or that the gaming machine is controlled to the big hit gaming state, a hold number is assigned with the hold of the execution condition as the hold information. And store the hold information as a hold display in the order of the hold numbers.
  As such a gaming machine, when the variable display based on the hold information is a specific variable display pattern, or when the variable display result is a big hit, the display mode of the hold display corresponding to the hold information is set to the hold number. There is a gaming machine that changes to a different color step by step each time the value decreases (see, for example, Patent Document 1).
JP 2011-19683 A
  However, with the technology disclosed in Patent Document 1, when the hold display is displayed in a low-expectation manner, there is a risk that the sense of expectation for the game will be reduced.
  The present invention has been made in view of the above situation, and an object thereof is to provide a gaming machine capable of improving a sense of expectation for a game.
(1) In order to achieve the above object, a gaming machine according to the present invention provides:
A gaming machine (for example, pachinko gaming machine 1 or the like) that can perform variable display and can be controlled to an advantageous state (for example, a big hit gaming state) that is advantageous to the player,
Hold storage means (for example, a first special figure hold storage unit, a second special figure hold storage unit, etc.) for storing information relating to variable display that has not yet been started as hold information;
Hold display means for displaying a hold display corresponding to the hold information stored in the hold storage means (for example, the first hold storage area 5HR, the second hold display area 5HL, etc.);
A first effect (for example, a long reach effect, etc.) and a second effect (for example, a super reach A effect, a super reach B effect, etc.) having a higher rate of control in the advantageous state than the first effect are executed. Possible effect execution means (for example, the effect control CPU 120 for executing the processing of S803 shown in FIG. 23);
Determining means for determining whether or not to be controlled to the advantageous state (for example, the CPU 103 or the like for executing the winning random number determination process shown in FIG. 8);
In accordance with the determination result by the determination means, a hold notice execution means (for example, FIG. 18) capable of executing a hold notice that displays the hold display corresponding to the hold information that has been determined in any one of a plurality of types. And the effect control CPU 120 that executes step S503 shown in FIG.
The holding notice execution means is
At least in the first mode (for example, display color “blue”, etc.) and the second mode (for example, display color “red”, etc.) that is controlled to the advantageous state higher than the first mode. A notice is possible,
When executing a hold announcement targeting variable display of the second effect is performed after the start of the first effect I by the presentation execution means, wherein the first effect is performed by the presentation execution section without the running hold notice by the second aspect at a lower rate than when the second effect is to execute the pending announcement targeting variable display to be performed (e.g., in the final display mode decision table shown in FIG. 19, the variable In the case of a variation pattern that develops into a super reach A effect or a super reach B effect after the display result is “big hit” and the long reach effect is executed, the determination ratio assigned to the display color “red” as the final display mode Is low),
Based on the start of the variable display, it is possible to display the variable display corresponding display by the display mode according to the display mode of the hold display corresponding to the variable display,
Variable display corresponding notice executing means capable of executing variable display corresponding notice for displaying variable display corresponding display in any one of a plurality of types including the first aspect and the second aspect;
The variable display corresponding notice execution means performs the variable display after the hold notice is executed according to the first aspect for variable display in which the second effect is executed after the first effect is started by the effect executing means. In the period in which the second effect is executed, the variable display corresponding notice can be executed according to the second aspect.
It shall be the features a.
Incidentally, Te gaming machine smell of (1),
A common effect can be executed in common when changing the display mode of the variable display compatible display and when not changing the display mode of the variable display compatible display,
After executing the common effect, it is possible to execute either a successful effect that changes the display mode of the variable display corresponding display or a failure effect that does not change the display mode of the variable display compatible display,
Of the multiple timings during the execution of the variable display, depending on which timing the common effect is executed, the ratio of executing the successful effect is different.
You may do it.
  According to such a configuration, it is possible to prevent a decrease in expectation associated with execution of the hold notice according to the first aspect.
(2) In the gaming machine of (1) above,
A variable display corresponding display means (for example, active display section AHA) for displaying a variable display corresponding display (for example, active display AH) corresponding to the variable display as the variable display is started is further provided. ,
You may do it.
  According to such a configuration, it is possible to enhance a sense of expectation for the variable display being executed.
(3) In the above gaming machine (1) or (2),
The holding notice execution means performs a holding notice in a common execution mode when the first effect is executed by the effect executing means and when the second effect is executed after execution of the first effect. (For example, in the final display mode determination table shown in FIG. 19, in the case of the variation pattern in which the long reach effect is executed, the super reach A effect or the super reach B effect is generated after the long reach effect is executed. In the case of the variation pattern to be used, etc., the determination ratio assigned to each display color is the same as the final display mode)
You may do it.
  According to such a configuration, the expectation for the first effect can be enhanced.
(4) In any of the above gaming machines (1) to (3),
The effect execution means can be executed when controlled to the advantageous state, and can execute a special effect (for example, full rotation reach effect, etc.) that cannot be executed when not controlled to the advantageous state,
The hold notice execution means executes the hold notice according to the first mode at a higher rate than the second mode when the special effect is executed by the effect execution unit (for example, the final display shown in FIG. 19). In the mode determination table, when the variable display result is “big hit” and the variation pattern in which the full rotation reach effect is executed, the final display mode is determined to be assigned to the display color “blue” rather than the display color “red”. A high percentage)
You may do it.
  According to such a configuration, it is possible to prevent a decrease in expectation associated with execution of the hold notice according to the first aspect.
(5) In the gaming machine of (2) above,
A common effect (for example, a first change effect, a second change effect, etc.) executed in common when the display mode of the variable display-compatible display is changed and when the display mode of the variable display-compatible display is not changed, Successful effect of changing the display mode of the variable display compatible display after executing the common effect (for example, an effect of changing the display shape of the active display from “circle” to “star”) or the display mode of the variable display compatible display Unsuccessful production (for example, production in which the display shape of the active display is not changed in a circle) can be executed,
Of the multiple timings during execution of the variable display (for example, immediately after the start of variable display or during the execution of the reach effect), the ratio of executing the successful effect varies depending on the timing at which the common effect is executed ( For example, when the variable display result is “big hit”, the determination ratio of the active display change effect during execution of the reach effect is high and the determination ratio of the success effect that changes the display mode of the active display is also high. Such),
You may do it.
  According to such a configuration, the player can be focused on the execution timing of the common performance.
It is a front view of the pachinko gaming machine in the present embodiment. It is a block diagram which shows examples, such as various control boards mounted in the pachinko gaming machine. It is a figure showing an example of main production control commands. It is a flowchart which shows an example of a special symbol process process. It is a flowchart which shows an example of a start winning determination process. It is a figure which shows random number values MR1-3. It is a figure which shows the structural example of a special figure holding | maintenance memory | storage part. It is a flowchart which shows an example of a random value determination process at the time of winning. It is a flowchart which shows an example of a special symbol normal process. It is a figure which shows the structural example of a special figure display result determination table and a jackpot classification determination table. It is a flowchart which shows an example of a fluctuation pattern setting process. It is explanatory drawing which shows the structural example of a fluctuation pattern. It is a figure which shows the structural example of the fluctuation pattern determination table according to a variable display result. It is a flowchart which shows an example of a command analysis process. It is a figure which shows the structural example etc. of the command buffer at the time of a start winning prize. It is explanatory drawing explaining an example of the effect control command received by the effect control board side, and the processing content performed in a command analysis process according to the received effect control command. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a pending | holding display setting process. It is a figure which shows the structural example of the final display mode determination table. It is a figure which shows the structural example of the display mode change pattern determination table in case the number of reservations is 4. FIG. It is a figure which shows the structural example of the display mode change pattern determination table in case the number of reservations is 3. FIG. It is a flowchart which shows an example of a variable display start setting process. It is a flowchart which shows an example of the production process during variable display. It is a figure which shows the example of an effect image in case a holding notice effect, a long reach effect, and a super reach effect are performed. It is a figure which shows the example of an effect image in case a holding notice effect, a long reach effect, and a super reach effect are performed. It is a figure which shows the example of an effect image in case a hold notice effect and a full rotation reach effect are performed. It is a flowchart which shows an example of a change effect setting process. It is a figure which shows the structural example of the table for determining execution and execution timing of an active display change effect. It is a figure which shows the structural example of the table for determining the production | generation aspect of a 1st change production and a 2nd change production. It is a figure which shows the example of an effect image in execution of the 1st change effect and the 2nd change effect as an active display change effect. It is a figure which shows the example of an effect image in execution of the 1st change effect and the 2nd change effect as an active display change effect. It is a figure which shows the example of an effect image in case a holding notice effect, a long reach effect, and a super reach effect are performed. It is a figure which shows the example of an effect image in case a holding notice effect, a long reach effect, and a super reach effect are performed.
  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.
  A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions of the game board 2 (in the example shown in FIG. 1, 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 is composed of, for example, 7-segment or dot matrix LEDs (light emitting diodes). Special symbols (also referred to as “special graphics”) that are a plurality of types of identification information (special identification information) that can be identified are displayed variably (variably displayed). For example, each of the first special symbol display device 4A and the second special symbol display device 4B variably displays a plurality of types of special symbols composed of numbers indicating "0" to "9", symbols indicating "-", and the like. To do. Thereafter, the confirmed special symbol is stopped and displayed as a variable display result in the special figure game. The confirmed special symbol may be different from the special symbol displayed during variable display.
  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. For example, a plurality of types of lighting patterns (a pattern in which all LEDs are appropriately turned off may be included as a lighting pattern) in which a combination of an LED to be turned on and a light to be turned off in a 7-segment LED are different from each other What is necessary is just to be preset as a special symbol. 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". .
  An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. On the screen of the image display device 5, in response to 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. For example, in a decorative symbol display area serving as a plurality of variable display units such as three, decorative symbols that are a plurality of types of identification information (decorative identification information) that can be identified are variably displayed. This variable display of decorative designs is also included in the variable display game.
  As an example, “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged on the screen of the image display device 5. And in response to the start of one of the changes in the first special symbol in the first special symbol display device 4A and the second special symbol in the second special symbol display device 4B in the special symbol game, In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R, 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. Note that the confirmed decorative design may be different from the decorative design displayed during variable display. For example, a decorative pattern other than the scrolled decorative pattern may be a confirmed decorative pattern. In addition, each of the “left”, “middle”, and “right” decorative symbol display areas can be moved within the display area of the image display device 5 so that the decorative symbols can be displayed in a reduced or enlarged manner. Also good.
  As described above, on the screen of the image display device 5, the special symbol game (also referred to as the first special symbol game) using the first special symbol in the first special symbol display device 4A or the second special symbol display device 4B. In synchronism with the special figure game using the second special figure (also referred to as the second special figure game), a variable display of a plurality of types of decorative patterns that can be distinguished from each other is performed, and a fixed decorative pattern that is a variable display result is displayed. Derived display (or simply referred to as “derivation”). Note that, for example, various display symbols such as special symbols and decorative symbols are derived and displayed by stopping display of identification information such as decorative symbols (also referred to as complete stop display or final stop display) and terminating variable display. is there. 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 stopped and displayed, and for example, a display state that causes slight shaking or expansion / contraction may occur. 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.
  On the screen of the image display device 5, a first hold display unit 5HL, a second hold display unit 5HR, and an active display unit AHA are arranged. The 1st reservation display part 5HL displays the 1st special figure reservation memory number so that identification is possible. The number of first special figure hold memory is the number of variable display hold corresponding to the special figure game using the first special figure in the first special symbol display device 4A. The 2nd reservation display part 5HR displays the 2nd special figure reservation memory number so that identification is possible. The second special figure holding memory number is the variable display holding number corresponding to the special figure game using the second special figure in the second special symbol display device 4B. 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.
  For example, when a first start prize that causes a game ball to pass (enter) the first start prize opening is generated, the start condition of the special figure game using the first special figure by the first special symbol display device 4A (first start condition) ) Is satisfied, if the first start condition for starting the special figure game using the first special figure based on the establishment of the first start condition is not satisfied, the first special figure holding storage number is 1. Addition (increment) is made, and execution of the special figure game using the first special figure is suspended. In addition, when the second start winning that the game ball passes (enters) through the second start winning opening is generated, the start condition of the special figure game using the second special figure by the second special symbol display device 4B (second start condition) ) Is established, if the second start condition for starting the special figure game using the second special figure based on the establishment of the second start condition is not established, the second special figure holding memory number is 1. Addition (increment) is made, and execution of the special figure game using the second special figure is suspended. On the other hand, when the execution of the special figure game using the first special figure is started, the hold data (holding memory) is digested, the first special figure holding memory number is decremented by 1 (decrement), and the second When the execution of the special figure game using the special figure is started, the hold data (hold memory) is digested, and the second special figure hold memory number is decremented by 1 (decrement). If the first special figure holding storage number reaches a predetermined upper limit (for example, “4”) when the first start winning is generated, the first starting condition is not satisfied, and the start winning is determined. The special figure game based on it may be invalidated and only the payout of prize balls may be performed. Also, if the second special figure holding storage number reaches a predetermined upper limit (for example, “4”) when the second start winning is generated, the second starting condition is not satisfied, and the start winning is determined. The special figure game based on it may be invalidated and only the payout of prize balls may be performed.
  The variable special display reserved memory number obtained by adding the first special figure reserved memory number and the second special figure reserved memory number is also referred to as a total reserved 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. , A concept including the first special figure reserved memory number and the second special figure reserved memory number while excluding the total reserved memory number).
  In the first hold display section 5HL, a hold display corresponding to the hold storage of the special figure game using the first special figure is performed. The first hold display unit 5HL only needs to be configured so that the first hold display is performed, for example, left-justified. The first hold display section 5HL is provided with four display parts corresponding to the upper limit value “4” of the first special figure hold memory number, and hold numbers “1”, “2”, “3” in order from the left end. ”And“ 4 ”. When the number of holds of the special figure game using the first special figure increases due to the establishment of the first start condition, if there is no other first hold display in the first hold display part 5HL, the hold on the first hold display part 5HL At the leftmost display portion corresponding to the number “1”, a new first hold display is added as a hold display corresponding to the incremented first special figure hold memory number. If there is another first hold display in the first hold display portion 5HL, a new first hold display is hidden on the right side of the display part where the other first hold display is performed. It is added to the part (corresponding to any of the holding numbers “2” to “4”). When there is a plurality of first hold displays in the first hold display section 5HL, and when a special figure game using the first special figure is started due to establishment of a new first start condition, the first hold display section 5HL While deleting (digesting) the first hold display in the leftmost display part corresponding to the hold number “1”, each of the first hold display in the display part corresponding to the other hold numbers “2” to “4” Move (shift) in the direction (left side) of the erased display area.
  In the second hold display section 5HR, a hold display corresponding to the hold storage of the special figure game using the second special figure is performed. For example, the second hold display unit 5HR may be configured so that the second hold display is performed right-justified. The second hold display section 5HR is provided with four display parts corresponding to the upper limit value of the second special figure hold memory number “4”, and hold numbers “1”, “2”, “3” in order from the right end. ”And“ 4 ”. When the number of holdings of the special figure game using the second special figure increases due to the establishment of the second start condition, if there is no other second holding display in the second holding display part 5HR, the holding in the second holding display part 5HR At the rightmost display part corresponding to the number “1”, a new second hold display is added as a hold display corresponding to the incremented second special figure hold memory number. If there is another second hold display in the second hold display section 5HR, a new second hold display is hidden on the left side of the display part where the other second hold display is performed. It is added to the part (corresponding to any of the holding numbers “2” to “4”). When there is a plurality of second hold indications in the second hold display portion 5HR, when a special game using the second special drawing is started due to the establishment of a new second start condition, the second hold display portion 5HR While deleting (digesting) the second hold display in the rightmost display portion corresponding to the hold number “1”, each of the second hold display in the display portion corresponding to the other hold numbers “2” to “4” Move (shift) in the direction (right side) of the erased display area.
  The active display unit AHA displays the same effect image as the hold display or a different effect image corresponding to the variable display being executed. The display in the active display section AHA is referred to as active display (also referred to as variable display compatible display, digestion display, or current display). In the active display unit AHA, for example, in response to the start of the special game using the first special figure when the first start condition is established, the first display unit 5HL erased (digested) the first special game. 1 Active display corresponding to the hold display is performed. Further, in the active display area AHA, for example, in response to the start of the special figure game using the second special figure due to the establishment of the second start condition, the active display part AHA is erased (digested) in the second hold display part 5HR. The active display corresponding to the second hold display is performed. The first hold display, the second hold display, and the active display only need to have colors and patterns in common. For example, the active display is displayed larger than the first hold display or the second hold display. It may be. Further, the display mode of the active display may be changed to a display mode different from the display mode of the first hold display or the second hold display by executing the active display change effect.
  In the display area of the image display device 5 shown in FIG. 1, an active display portion AHA is arranged between the first hold display portion 5HL and the second hold display portion 5HR. On the other hand, the active display unit AHA is not limited to the one arranged between the first hold display unit 5HL and the second hold display unit 5HR, and is arranged at an arbitrary position in the display area of the image display device 5. It only has to be. Further, the arrangement of the first hold display section 5HL and the second hold display section 5HR can be arbitrarily changed. For example, the first hold display section 5HL and the second hold display section 5HR may be replaced with each other.
  In addition to the first hold display section 5HL and the second hold display section 5HR, or instead of the first hold display section 5HL and the second hold display section 5HR, a display device for displaying the number of special figure hold memories may be provided. Good. In the example shown in FIG. 1, together with the first hold display unit 5HL and the second hold display unit 5HR, the number of special figure hold memories can be specified at the top of the first special symbol display device 4A and the second special symbol display device 4B. A first hold indicator 25A and a second hold indicator 25B for displaying 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. Each of the first hold indicator 25A and the second hold indicator 25B has, for example, a number (for example, “4”) corresponding to an upper limit value (for example, “4”) in each of the first special figure hold memory number and the second special figure hold memory number. For example, four LEDs are included. Here, the first special figure reserved memory number and the second special figure reserved memory number are displayed according to the number of lighted LEDs.
  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, for example, a first starting winning opening as a starting area (first starting area) that is always kept in a certain open state by a predetermined ball receiving member. The normal variable winning ball apparatus 6B is an electric tulip-type accessory having a pair of movable wing pieces that are changed between a closed state in a vertical position and an open state in a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. (Ordinary electric accessory) is provided and a second start winning opening is formed.
  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 ordinary electric accessory is in the off state, so that the game ball passes (enters) the second start winning opening. Do not close. On the other hand, in the normal variable winning ball apparatus 6B, the movable wing piece is in the tilting position when the solenoid 81 for the normal electric accessory is in the on state, so that the game ball passes (enters) the second start winning opening. ) Make it open. Note that the normally variable winning ball apparatus 6B is normally opened when the solenoid 81 is in the off state, and the game ball can enter the second start winning opening, while the expanded opening state when the solenoid 81 is in the on state. Alternatively, the game ball may be configured to be difficult to pass (enter). Thus, the normal variable winning ball apparatus 6B has the first variable state (passing (entry) easy state) such as an open state or an enlarged open state in which the game ball can pass (enter) through the second start winning port, and the game ball. Can be changed to a second variable state (a state in which passage (entry) is difficult (including impossibility of passage (entry))) such as a closed state where passage (entry) is impossible or a normal open state where passage (entry) is difficult Has been. The first variable state may be a state in which the game ball is easier to pass (enter) the second start winning opening than the second variable state.
  The game ball that has entered the first start winning opening formed in the normal winning ball apparatus 6A is detected by, for example, the first start opening switch 22A shown in FIG. The game ball that has entered the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by, for example, 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 (prize game media), and the first special figure holding memory number is predetermined. Is less than the upper limit (for example, “4”), the first start condition is satisfied. Based on the detection of the game ball by the second start port switch 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 less than a predetermined upper limit value. If so, the second start condition is satisfied.
  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. 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.
  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.
  As an example, in the special variable winning ball apparatus 7, when the solenoid 82 for the big prize opening door is in the off state, the big winning opening door closes the big winning opening and the game ball enters the big winning opening (for example, Cannot pass). On the other hand, in the special variable winning ball apparatus 7, when the solenoid 82 for the special prize opening door is in the ON state, the special prize opening door opens the big prize opening, so that the game ball can easily enter the special prize opening. Become. In this way, the special winning opening as the specific area changes into an open state in which a game ball can easily enter and is advantageous for the player, and a closed state in which the game ball cannot enter and is disadvantageous for the player. In addition, instead of the closed state where the game ball cannot enter the big prize opening, or in addition to the closed state, a partially opened state where the game ball is difficult to enter the big prize opening may be provided.
  The game ball that has passed (entered) into the big prize opening is detected by, for example, the count switch 23 shown in FIG. Based on the detection of the game ball by the count switch 23, a predetermined number (for example, 14) of game balls are paid out as prize balls. Thus, when a game ball enters the large winning opening that has been opened in the special variable winning ball apparatus 7, for example, the gaming ball passes through another winning opening such as the first starting winning opening or the second starting winning opening ( More prize balls are paid out than when entering. Therefore, if the special prize winning device 7 is opened, the game ball can pass (enter) into the special prize opening, which is an advantageous first state for the player. On the other hand, if the special prize winning device 7 is closed in the special variable prize winning ball device 7, it becomes impossible or difficult to obtain a prize ball by passing (entering) the game ball to the special prize winning port. The second state is more disadvantageous to the player.
  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. An ordinary symbol (also called “ordinary diagram” or “ordinary diagram”) that is identification information is displayed variably (variably displayed). 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. For example, the reserved display 25C is configured to include four LEDs, and is formed in a game area such that a pass gate 41 (a game ball can be passed by a predetermined member). 2 shows the number of ordinary reserved memories as the number of effective passing balls that have passed (detected by two gate switches 21).
  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, there is a single or a plurality of general winning openings that are always kept open by a predetermined ball receiving member. It may be provided. In this case, a predetermined number (for example, 10) of game balls may be paid out as prize balls 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.
  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. 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 is provided below the frame 3 for the gaming machine.
  For example, a stick controller 31A 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). It has been. The stick controller 31A includes an operation stick that the player holds, and a trigger button is provided at a predetermined position of the operation stick (for example, a position where the index finger of the operator is hooked when the player holds the operation stick). ing. The trigger button is 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 31A with an operation hand (for example, a left hand). What is necessary is just to be comprised so that. A trigger sensor that detects a predetermined instruction operation such as a push / pull operation on the trigger button may be incorporated in the operation rod.
  A controller sensor unit 35A including a tilt direction sensor unit that detects a tilting operation with respect to the operating rod may be provided inside the lower pan body or the like below the stick controller 31A. For example, the tilt direction sensor unit includes two transmissive photosensors (parallel sensors) arranged in parallel to the board surface of the game board 2 on the left side of the center position of the operation pole when viewed from the player side facing the pachinko gaming machine 1. And a pair of transmissive photosensors (vertical sensor pairs) arranged perpendicularly to the surface of the game board 2 on the right side of the center position of the operation rod when viewed from the player side. What is necessary is just to be comprised including the photo sensor.
  The member that forms the upper plate includes, for example, a push button 31B that allows a player to perform a predetermined instruction operation 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 31A). 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 that detects the player's operation act 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.
  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, and a lamp control board 14 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 a payout control board, an information terminal board, a launch control board, an interface board, and a touch sensor board are arranged on the back of the game board or the like in the pachinko gaming machine 1.
  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is mainly directed to a sub-side control board composed of a random number setting function used in a special figure game, a function of receiving a signal from a switch or the like disposed at a predetermined position, and an effect control board 12 and the like. It has a function of outputting and transmitting a control command (such as an effect control command described later) as an example of information as a control signal, a function of outputting various information to a hall management computer, and the like. In addition, the main board 11 performs lighting / extinguishing control of each LED (for example, segment LED) constituting the first special symbol display device 4A and the second special symbol display device 4B to perform the first special symbol and the second special symbol. Variable display of a predetermined display pattern such as control of variable display of the figure, or control of normal symbol variable display by the normal symbol display 20 by turning on / off / coloring control of the normal symbol display 20 It also has a function to control. The main board 11 also has a function of controlling the first hold indicator 25A, the second hold indicator 25B, the universal hold indicator 25C, etc., and displaying various reserved memory numbers.
  On the main board 11, for example, a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like are mounted. The switch circuit 110 takes in detection signals (detection signals indicating that the passage or entry of game media has been detected (the switch is turned on)) from various switches for detecting game balls, and the game control microcomputer 100. Transmit to. The solenoid circuit 111 receives a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100, a solenoid 81 for a normal electric accessory, or a solenoid for a grand prize opening door. 82.
  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. In addition, 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 causing the electrical component for production to execute a predetermined production operation.
  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and based on a signal (sound effect signal) from the effect control board 12, the sound (effect) is output from the speakers 8L and 8R. A processing circuit for executing sound signal processing for outputting sound (sound designated by a sound signal) is mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and based on a signal (electric decoration signal) from the effect control board 12, the game effect lamp 9 and the decoration LED A lamp driver circuit that performs lighting / extinguishing driving (lighting / extinguishing according to the drive content indicated by the electrical decoration signal) is mounted.
  As shown in FIG. 2, detection signals from various switches such as a gate switch 21, a start port switch (first start port switch 22 </ b> A and second start port switch 22 </ b> B), and a count switch 23 are transmitted to the main board 11. Wiring is connected. In addition, various switches should just have arbitrary structures which can detect the game ball | bowl as game media like what is called a sensor, for example. Further, the main board 11 is connected with wiring for transmitting a command signal for performing display control, such as the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20. The main board 11 is connected to a wiring for transmitting a solenoid driving signal for driving the solenoid 81 for the ordinary electric accessory and the solenoid 82 for the special prize opening door.
  A control signal (control command) transmitted from the main board 11 to 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 as an electrical signal (details will be described later). All the presentation control commands have, for example, a 2-byte structure, the first byte indicates MODE (command classification), and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to “1” and the first bit of the EXT data may be set to “0” in advance.
  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 for storing a game control program, fixed data, and the like, and a game control microcomputer. Random Access Memory (RAM) 102 that provides a work area, a CPU (Central Processing Unit) 103 that executes a game control program to perform control operations, and updates numeric data that represents random numbers independently of the CPU 103 And a random number circuit 104 that performs an I / O (Input / Output port) 105.
  As an example, in the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101, thereby realizing a process for controlling the progress of the game in the pachinko gaming machine 1 (for example, the function of the main board 11 is realized). For example). At this time, the CPU 103 reads fixed data from the ROM 101, the CPU 103 writes various fluctuation data to the RAM 102 and temporarily stores the fluctuation data, and the CPU 103 temporarily stores the various fluctuation data. 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 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 number value may be updated by updating the stored value periodically 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 has table data constituting a plurality of command transmission 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. The table data etc. which comprise are memorize | stored.
  Various data (including various flags, counters, timers, etc.) used for controlling the progress of the game in the pachinko gaming machine 1 are temporarily stored in the RAM 102 provided in the game control microcomputer 100 so as to be rewritable. The RAM 102 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power source created on the power supply board. That is, for example, even if there is a power failure or the like, the power supply to the pachinko gaming machine 1 is stopped (even if there is a so-called power interruption), the capacitor as the backup power supply is discharged and the backup power supply supplies the power Until it is disabled, some or all of the contents of RAM 102 are preserved. In particular, at least data corresponding to the game state, that is, the control state of the game control means (such as a special symbol process flag) and data indicating the number of unpaid prize balls are stored in the backup RAM. The data stored in the backup RAM and backed up in this way is appropriately referred to as backup data.
  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, the effect control CPU 120 executes the effect control program read from the ROM 121, thereby controlling the effect operation by the effect electric component (predetermined to the effect electric component). A process for realizing a function for executing the rendering operation) 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 the data, 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 and the like for transmitting an electrical decoration signal as an information signal indicating lamp data are connected to the lamp control board 14. Furthermore, on the effect control board 12, wiring for transmitting from the controller sensor unit 35A an operation detection signal as an information signal indicating that the player's operation action on the stick controller 31A has been detected, and a game for the push button 31B. Wiring for transmitting from the push sensor 35B an operation detection signal as an information signal indicating that the user's operation action has been detected is also connected.
  In the effect control board 12, for example, the random number circuit 124 or the like 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. As an example, on the side of the effect control board 12, it is possible to count numerical data indicating random values for determining various effects such as a random number for determining a stop symbol in a variable display of decorative symbols, and a random value for determining a notice effect. Controlled.
  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 a collection of data for executing various effects such as variable display of decorative symbols and reach effects, for example, effect control execution data (display) associated with a determination value such as a process timer determination value. Control data, sound control data, lamp control data, etc.) and process data including an end code.
  The RAM 122 mounted on the effect control board 12 stores various data (including various flags, counters, timers, etc.) used for controlling the effect operation. Since the RAM 122 is not a backup RAM, the stored data is lost when power supply to the pachinko gaming machine 1 is stopped (that is, when there is a power interruption).
  The display control unit 123 mounted on the effect control board 12 is based on a display control command or the like from the effect control CPU 120 (for example, the display control unit 123 is controlled by the effect control CPU 120 by this command), and the image The control content of the display operation in the display device 5 is determined and executed. For example, the display control unit 123 causes the image display device 5 to perform variable display of decorative symbols and various types of effect display by determining the switching timing of the effect image to be displayed on the display screen of the image display device 5. Control. As an example, the display control unit 123 may be equipped with a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), an LCD drive circuit, and the like. 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, for example, an input port for capturing an effect control command transmitted from the main board 11 and the like, and an output for transmitting various signals to the outside of the effect control board 12. Port. For example, from the output port of the I / O 125, a video signal transmitted to the image display device 5, a sound effect signal transmitted to the audio control board 13, an electric decoration signal transmitted to the lamp control board 14, etc. Is output.
  With the configuration as described above, the effect control CPU 120 controls the speakers 8L and 8R via the sound control board 13 to output sound, the game effect lamp 9 and the decoration LED via the lamp control board 14 and the like. Various effects are executed by performing lighting / extinguishing driving at, or displaying effect images in the display area of the image display device 5 via the display control unit 123.
  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. The game value given in the gaming machine is directly payout of a game ball to be a prize ball or a score equivalent to this. The record information of the game balls and the score corresponding to the number of the game balls may be any value that can be exchanged for special prizes or general prizes according to the quantity. 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 another game on a gaming machine.
  In addition, the gaming value that can be given in the gaming machine is not limited to paying out a gaming ball as a winning ball or giving a score. For example, it is controlled to a big hit gaming state or a special gaming state such as a probability change state. The maximum number of rounds that can be executed in the big hit gaming state becomes the first round number (for example, “15”) that is larger than the second round number (for example, “2”), and is executed in the short-time state. The upper limit number of possible variable displays is 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 the second probability (for example, 1/50). Higher than the first probability (for example, 1/20), and 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 the second consecutive number of chunks (for example, “5 More than First communication Chang number (e.g., "10"), such as part or all of it to be, it may include be a more favorable game situation for the player.
  As an example of a game using a game ball, a predetermined hit ball is based on a predetermined operation (for example, a rotation operation) performed by a player on a hitting operation handle installed on the lower right side of the front surface of the housing of the pachinko gaming machine 1. A game ball as a game medium is launched toward a game area by a launch motor provided in the launch device. When the game ball that has flowed down the game area enters the first start winning opening (first start area) formed in the normal winning ball apparatus 6A, the game ball is detected by the first start opening switch 22A shown in FIG. (The first start port switch 22A is turned on) or the like is satisfied. Thereafter, for example, a special game using the first special figure by the first special symbol display device 4A based on the fact that the first start condition is satisfied, for example, because the previous special figure game or the big hit gaming state has ended. Be started.
  Further, when the game ball passes (enters) the second start winning opening (second start 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 second start port switch 22B is turned on) or the like is satisfied. After that, for example, based on the fact that the second start condition is satisfied due to, for example, the end of the previous special game or the big hit game state, the special game using the second special figure by the second special symbol display device 4B is performed. Be started. However, when the normally variable winning ball apparatus 6B is in the normally open state or closed state as the second variable state, it is difficult or impossible for the game ball to pass (enter) 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 gate switch 21 is turned on), the normal symbol display 20 performs variable display of the normal symbol. The usual starting condition for this is established. After that, for example, based on the fact that the general symbol start condition for starting variable symbol normal display, such as the end of the previous general symbol game, is satisfied, the general symbol game on the normal symbol display device 20 is started. . 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 normal symbol”, the opening control and the expansion opening control in which the movable wing piece of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted are performed. When a predetermined time elapses, closing control or normal opening control for returning to the vertical position is performed. Whether or not the variable symbol display result of the normal symbol is set as “predetermined per symbol” as the predetermined specific display result is determined when the normal symbol game is started by the normal symbol display 20 or the like. Is determined (predetermined) before derivation and display.
  When a special symbol game using the first special symbol by the first special symbol display device 4A is started or when a special symbol game using the second special symbol by the second special symbol display device 4B is started, a special game is started. It is determined (predetermined) whether or not the variable display result of the symbol is to be a “big hit” as a predetermined specific display result before the variable display result is derived and displayed. 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 has elapsed, a fixed special symbol that becomes the variable display result is displayed. Derived and 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 on the screen of the image display device 5 In the symbol display areas 5L, 5C, and 5R, a variable display of a decorative symbol (effect symbol) different from the special symbol is performed. 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 that is a variable display result of the decorative symbol is derived and displayed on the image display device 5.
  When a predetermined jackpot symbol is derived and displayed as the variable symbol display result of the special symbol, the variable symbol display result (special symbol display result) becomes “big jackpot” (specific display result), and the specific gaming state is advantageous for the player. It is controlled to the big hit gaming state. Whether or not the game 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 jackpot symbol is not derived and displayed as the variable symbol display result of the special symbol, and the loss symbol is derived and displayed, the variable symbol display result (special symbol display result) is “lost” (non-specific display result).
  As an example, a special symbol indicating the numbers “3” and “7” is a jackpot symbol, and a special symbol indicating the symbol “−” is a lost symbol. It should be noted that each symbol such as a jackpot symbol or a lost symbol in the special symbol game by the first special symbol display device 4A may be different from each symbol in the special symbol game by the second special symbol display device 4B. However, a special symbol common to both special symbol games may be a jackpot symbol or a lost symbol.
  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. And, in the period until a predetermined period (for example, 29 seconds) or a predetermined number (for example, 9) of game balls enter the grand prize opening and a winning ball is generated, the grand prize opening is continuously opened. A round game (simply called “round”) is executed. During periods other than the execution period of such round games, the big prize opening is closed, and it is difficult or impossible to generate a winning ball. When a game ball enters the grand prize opening, a winning ball (game ball that has entered the big prize opening) is detected by the count switch 23, and a predetermined number (for example, 14) of game balls are awarded as the prize ball for each detection. To be paid out. The round game in the big hit game state is repeatedly executed until a predetermined upper limit number of times (for example, “15”) is reached.
  When the variable display result is “big hit”, the case where the big hit type is “non-probable change” or “probability change” is included. For example, as a result of variable display of a special symbol, when a jackpot symbol indicating the number “3” is derived and displayed, the jackpot type becomes “non-probable”, and when a jackpot symbol indicating the number “7” is derived and displayed The type is “probable change”. When the jackpot type is “probability change” or “non-probability change”, as a round game in the big hit game state, the special variable winning ball device 7 is in a first state (a big prize opening is in an open state) advantageous to the player. The normal opening round in which the upper limit time to be a predetermined time (for example, a first period such as 29 seconds) is executed a predetermined number of times such as 15 rounds (15 times). Note that the big hit gaming state based on “big hit” when the big hit type is “non-probable change” is referred to as “non-probable big hit game state”. Also, the big hit gaming state based on “big hit” when the big hit type is “probable change” is referred to as “probability big hit game state”.
  After the big hit gaming state is ended, the probability that the variable display result is “big hit” (big hit probability) may be controlled to a probability change state where the probability is higher than the normal state. The probability change state is controlled so as to continue until a predetermined probability change end condition such as the start of the next big hit gaming state is satisfied. In addition, after the big hit gaming state is ended, the average variable display time may be controlled to a short state when it becomes shorter than the normal state. The short-time state is a short-time end of either one of a predetermined number of times (in this embodiment, 100 times) variable display (special game) being executed and the next big hit game state being started. It is controlled to continue until the condition is satisfied first. Note that the remaining number of executions of variable display (such as a special figure game) until the time-shutdown condition is satisfied may be referred to as a time-save remaining number. The short-time state and the probability variation state are also advantageous for the player.
  In the present embodiment, the gaming state after the non-probability big hit gaming state is ended becomes a short-time state but does not become a probable variation state. In the present embodiment, the gaming state after the probability variation big hit gaming state is a short time state and a probability variation state.
  The normal state is a game state other than a state advantageous to the player, such as a specific game state such as a big hit game state, a short-time state, or a probability change state. The probability of “per figure” and the probability that the variable display result in the special figure game will be “big hit” is a predetermined state after the power is turned on (for example, when a system reset is performed as in the case of a system reset). This is the same control as when the return process is not executed.
  In the short-time state, the normally variable winning ball device 6B is placed in the first variable state (open state) in an advantageous change mode in which the game ball is likely to enter the second start winning opening as compared with the non-short-time state that is not in the short time state such as the normal state. Alternatively, the state is changed between an enlarged open state and a second variable state (closed state or normal 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 “time reduction control” or “high base control”). Is done. By controlling in such a short time state, the time required until the next variable display result becomes “big hit” is shortened, and a special gaming state that is more advantageous to the player than the normal state is achieved.
  Time-short states are also referred to as “high base state”, “high base”, etc., and game states that are not time-short states are also referred to as “low base state”, “low base”, “non-time-short state”, “non-time-short state”, etc. Is called. The probability variation state in which probability variation control is performed is also referred to as “high probability state”, “high probability”, and the gaming state that is not the probability variation state is “low probability state”, “low probability”, “non-probability variation state”, “non-probability variation”. Is also said. The gaming state when in the probable change state and the short time state is also referred to as “high-accuracy high base state”, “high-accuracy high base”, or the like. The gaming state when the state is in the short-time state without being in the probable change state is also referred to as “low probability high base state”, “low probability high base”, or the like. The game state when the state is in the probabilistic state without being in the short-time state is also referred to as “highly accurate low base state”, “highly accurate low base”, or the like. The state that cannot be in either the short-time state or the probability variation state, that is, the normal state is also referred to as “low accuracy low base state”, “low accuracy low base”, or the like.
  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 In (variable display period), the decorative symbol variable display mode may be a predetermined reach mode (reach is established).
  Here, the reach mode refers to a decorative design that has not yet been stopped when the decorative design that is stopped and displayed on the screen of the image display device 5 constitutes a part of the jackpot combination ("reach variation design"). Is also a display mode in which the variation continues, or a display mode 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). The remaining decorative symbol display area (for example, “middle”) that has not been stopped yet when the decorative symbol (for example, the decorative symbol indicating the alphanumeric character “7”) constituting the predetermined jackpot combination is stopped and displayed. In the decorative pattern display area 5C, etc.), or in all or part of the display pattern in which the decorative pattern fluctuates, or in the decorative pattern display areas 5L, 5C, and 5R of “left”, “middle”, and “right” This is a display mode in which symbols change synchronously while constituting all or part of the jackpot combination.
  During the variable display of the decorative design, a character image (effect image simulating a person) different from the decorative design is displayed on the screen of the image display device 5, a background image is displayed, An effect of reproducing and displaying different moving images is executed. These effects are called effects during variable display together with variable display of decorative symbols. That is, the variable display effect is an effect by an image displayed on the screen of the image display device 5 in accordance with the variable display of the special symbol, and is a concept including the variable symbol display itself. Making the variable display mode a reach mode is one of the effects during variable display. In the variable display effect, in addition to the effect by the image (including the variable display of the decorative pattern itself) displayed on the screen of the image display device 5 along with the variable display of the special symbol, the sound output operation by the speakers 8L and 8R. In addition, effects such as lighting operation (flashing operation) in a light emitter such as the game effect lamp 9 may be included.
  In the variable display effect, a reach effect may be executed. The reach effect is executed in response to the reach mode. Reach effects can be achieved by reducing the fluctuating speed of the decorative pattern, displaying a character image (effect image simulating a person) different from the decorative pattern on the screen of the image display device 5, or changing the display mode of the background image. It is an effect that performs an effect operation different from that before reaching the reach mode, by playing a video that is different from the decorative pattern, or by changing the change mode of the decorative pattern. The reach effect includes 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. An operation mode different from the previous operation mode may be included. In the present embodiment, normal reach, super reach A, super reach B, and full rotation reach that have different production modes are prepared as reach effects.
  In addition, during the variable display of decorative symbols, unlike the reach effect, the variable display of decorative symbols can indicate the possibility that the variable display status of decorative symbols will reach the reach state and the variable display result may be a “hit”. There may be a case where a variable display effect for notifying the player is executed depending on the mode or the like. As an example, it is only necessary that the “pseudo-continuous” variable display effect can be executed during decorative display of the decorative design. It is only necessary to determine whether or not to execute the “pseudo-continuous” variable display effect in response to the change pattern being determined on the main board 11 side.
  In the “pseudo-ream” variable display effect, the variable display of the decorative symbol is started in response to one of the first start condition and the second start condition of the special figure game being satisfied once. Before the final determined decorative symbol is derived and displayed, the decorative symbols are temporarily stopped and displayed in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. The effect display in which the decorative symbols are changed again (pseudo continuous change) in all the decorative symbol display areas 5L, 5C, and 5R can be performed a predetermined number of times (for example, up to three times). The number of quasi-continuous fluctuations is displayed for the left, middle, and right decorative symbols, excluding the first variation after all decorative symbols are temporarily suspended after the decorative symbol variable display starts. This is the number of times that the decorative symbols re-variate in all of the areas 5L, 5C, and 5R. As an example, in the variable display effect of “pseudo-continuous”, a plurality of predetermined pseudo-ream chances of special combinations are displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. A decorative symbol that is one of the various types of lost combinations is displayed temporarily. In the temporary stop display, while the decorative symbol is stopped and displayed, the decorative symbol is displayed to the player by, for example, performing a fluctuation display or changing the decorative symbol again immediately after stopping for a short time. What is necessary is just to alert | report that the decoration design which is not decided. Alternatively, even in the temporary stop display, the decorative symbol may be re-fluctuated after the decorative symbol is stopped to such an extent that the player recognizes that the decorative symbol once displayed is confirmed.
  In the “pseudo-continuous” variable display effect, for example, as the number of pseudo-continuous fluctuations (re-variations) increases, the possibility that the variable display result becomes “big hit” increases. Thus, the player can recognize that the “pseudo-continuous” variable display effect is performed by displaying the pseudo-continuous chance temporarily stopped, and the variable display result is increased as the number of pseudo-continuous fluctuations increases. The expectation of becoming a “big hit” is enhanced. In the present embodiment, the first start condition or the second start condition is established once by performing the pseudo continuous change (re-change) once or twice in the “pseudo continuous” variable display effect. Based on this, it is possible to make it appear as if the variable display of the decorative design has been started 2 to 3 times in succession. Note that the number of pseudo continuous fluctuations (revariations) in the “pseudo-continuous” variable display effect may be, for example, four times or five times.
  When the “pseudo-continuous” variable display effect is executed, a re-change effect such as a related display effect is executed along with a plurality of variable displays including the initial change (pseudo-continuous change). Also good. As an example, a predetermined effect image such as a specific character image may be displayed on the image display device 5 during the period of each variable display (including the initial change) by the variable display effect of “pseudo-continuous”. Further, for example, the most variable effect may be executed by performing an arbitrary effect operation such as sound output from the speakers 8L and 8R and a lighting operation of another light emitter such as the game effect lamp 9.
  In addition to “pseudo ream”, variable display effects using variable display operation of decorative symbols include, for example, “slip”, “development chance eyes”, “end of development chance eyes”, “after chance eye stop” Various presentation operations such as “slip” may be executed. Here, in the variable display effect of “sliding”, “variable” of “left”, “middle”, “right” from the start of variable display of the decorative symbol to the display of the definite decorative symbol that is the variable display result is displayed. After changing the decorative symbols in all of the decorative symbol display areas 5L, 5C, and 5R, a single or a plurality of decorative symbol display areas (for example, “left” and “right” decorative symbol display areas 5L and 5R) are displayed. After temporarily displaying the decorative symbols, a predetermined number (for example, “1” or “2”) of the decorative symbol display areas (for example, “left” decorative symbol display area) of the temporarily stopped display of the decorative symbols 5L and the “right” decorative symbol display area 5R, or both), the decorative symbol is changed again, and then stopped and displayed so that the decorative symbol to be stopped and displayed is changed.
  In the variable display effect of “Development Opportunity”, the decoration of “Left”, “Middle”, and “Right” from the start of the variable display of the decorative pattern to the display of the fixed decorative pattern that results in the variable display. In all of the symbol display areas 5L, 5C, and 5R, the decorative symbols constituting the development chances included in the predetermined special combination are temporarily stopped and displayed, and then the decorative symbol variable display state is set as the reach state. Reach production begins. On the other hand, in the variable display effect of “end of development opportunity”, after the decorative display of the decorative pattern is started, the decorative pattern display areas 5L, 5C, and 5R of “left”, “middle”, and “right” are all displayed. Then, an effect display is performed in which a decorative pattern having a predetermined combination as an opportunity for development is derived and displayed as a confirmed decorative pattern. In the variable display effect of “slip after the chance stop”, as with the variable display effect of “pseudo ream”, after the variable display of the decorative pattern is started, the fixed decorative pattern that is the variable display result is derived and displayed. After temporarily displaying the decorative symbols of the lost combinations (special combinations) that are the pseudo-continuous chances in all of the decorative symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right”, Unlike the “pseudo-ream” variable display effect that changes the decorative symbols again in all of the decorative symbol display areas 5L, 5C, and 5R, the decorative symbols are changed again in some of the decorative symbol display areas 5L, 5C, and 5R. By doing so, an effect display for changing the decorative design to be stopped is performed.
  During variable display of decorative patterns, unlike variable display effects such as reach effects or “pseudo-continuous”, for example, a predetermined effect image is displayed, a message image or voice output is displayed. There is a possibility that the decorative display variable display state may reach a reach state due to an effect operation different from the symbol variable display operation, that a reach effect by super reach may be executed, and the variable display result is `` A notice effect may be executed to notify the player in advance that there is a possibility of being a “hit”.
  The effect operation that becomes the notice effect is the variable display mode of decorative symbols after the decorative symbol variable display is started in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. It is only necessary to be executed (started) prior to the reach mode (before the decorative symbols are temporarily stopped and displayed in the “left” and “right” decorative symbol display areas 5L and 5R). In addition, the notice effect that notifies that there is a possibility that the variable display result may be a “hit” may include one that is executed after the decorative symbol variable display mode becomes the reach mode. 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 patterns are prepared in advance corresponding to the contents of the effect operation (effect mode) when such a notice effect is executed.
  The notice effect includes a pre-read notice effect (also referred to as a pre-read effect). The pre-reading notice effect indicates that the variable display result is “big hit” according to the production mode before the variable display that is subject to notice (the notice target) is the possibility that the variable display result will be “big hit”. It is a notice effect that can be announced in advance. In particular, a pre-reading notice effect that continuously gives notice over a variable display of decorative symbols that is executed a plurality of times in response to a plurality of special drawing games is also referred to as a continuous notice effect. In the pre-reading notice effect, before the variable display subject to the notice is started, for example, the possibility that the variable display result may be a “hit” based on the reserved memory of the special figure game due to the occurrence of the start winning prize, etc. A production operation is started. In contrast to the pre-reading notice effect, the notice effect that is executed after the variable display subject to notice is started is referred to as a single notice effect (also referred to as a single notice, the relevant variable notice, or a notice notice during variable display). Is done.
  As an example of the single notice effect, the display of the effect image on the active display section AHA may be changed to a display mode different from the display mode in the normal state, thereby causing a “big hit” in the variable display satisfying the start condition, etc. A notice effect of “active display change” is announced. More specifically, the display color in the active display unit AHA is changed to a specific color (for example, any one of yellow, blue, red, etc.) different from a predetermined color (for example, white) in the normal state, thereby enabling variable display. What is necessary is just to be able to alert | report that a possibility that a result will be a "hit" is higher than usual. In addition, by making the icon displayed on the active display section AHA a specific icon different from the round solid plain at the normal time, for example, a message such as “?”, “Chance”, “hot” is notified. It suffices if it is possible to suggest the possibility that the variable display result is a “big hit”. In addition, the icon displayed on the active display section AHA includes an icon for notifying that a message such as “NEXT” is notified and that the pseudo continuous variation in the “pseudo continuous” variable display effect is executed. Also good. The notice effect of “active display change” is also referred to as an active display change effect.
  In addition, when the display mode of the hold display is changed, an effect that suggests that the display mode changes may be executed. When the action effect is executed, the display mode of the hold display changes as a result of the action effect. The action effect may include an arbitrary effect operation such as a sound output from the speakers 8L and 8R and a lighting operation of another light emitter such as the game effect lamp 9.
  Next, main operations (actions) of the pachinko gaming machine 1 in this embodiment will be described. In the following, the operation will be described with reference to a flowchart or the like, but in each operation (each process), a process that does not appear in the flowchart may be appropriately performed.
  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, the RAM 101 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 loop process may be entered after executing a process for returning the internal state of the pachinko gaming machine 1 to the state at the previous power supply stop.
  When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, it sets the interrupt disabled state and executes a predetermined game control timer interrupt process. The game control timer interrupt process includes, for example, a switch process, a main side error process, an information output process, a game random number update process, a special symbol process process, a normal symbol process process, and a command control process. A process for controlling the progress of the game is included. At the end of the game control timer interrupt process, the interrupt enabled state is set. As a result, the game control timer interrupt process is executed every time a timer interrupt occurs, that is, every predetermined time (for example, 2 milliseconds) which is the supply interval of the interrupt request signal.
  The switch processing is performed by determining whether a detection signal is 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 switch circuit 110. This is a process for determining for each switch whether or not it is in an ON state (that is, whether or not a game ball has entered or passed).
  The main-side error process is a process for making 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, for example, a process of outputting data such as jackpot information, start information, probability variation information supplied to a hall management computer installed outside the pachinko gaming machine 1.
  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. As an example, the game random numbers used on the main board 11 side include a random number value MR1 for determining the special figure display result, a random value MR2 for determining the big hit type, and a random value MR3 for determining the variation pattern. It only has to be included (see FIG. 6). The random number value MR1 for determining the special figure display result is a random number value used for determining whether or not the variable display result of the special symbol or the like in the special figure game is controlled as the big hit game state with “1”. Any of the values of “65535” can be taken. The random value MR2 for determining the big hit type is a random value used to determine the big hit type as “probable change” or “non-probable change” when the variable display result is “big hit”. It can take any value from “100” to “100”. The random value MR3 for determining the variation pattern is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol as one of a plurality of variation patterns prepared in advance. It can take any value of “900”.
  In the special symbol process, 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 variable display result of the special symbol or the like in the special symbol game is regarded as a big hit. Determination of whether or not to control the game state, determination of variation pattern, control of display operation in the special symbol display device 4 based on the determination result (execution of special game), special variable winning ball device 7 in the big hit gaming state In order to perform the opening / closing operation setting (execution of round game or short-term opening control) of the special prize opening in the predetermined procedure, various processes are selected and executed. Although the details of the special symbol process will be described later, by executing the special symbol process every time a timer interrupt occurs, the variable display result and the variation pattern are determined, the special symbol game is executed based on the determination, the jackpot gaming state Etc. are realized.
  In the normal symbol process, for example, when the game ball passes through the passing gate 41 (for example, when it is determined that the gate switch 21 is turned on by the switch process), the number of holds reaches the upper limit. If there is not, hold storage of the usual game (for example, extract a random value and store it in the RAM 102), or use the hold memory (random value stored in the RAM 102) to determine the variable display result of the usual game. Or, the variation pattern (variation time, etc.) of the normal game is determined, and the display operation (for example, turning on / off the segment LED) in the normal symbol display 20 is controlled according to the variation pattern, so that the normal symbol can be variably displayed. When the variable display result is executed to display and display the variable display result of the normal game, or when the variable display result is per normal map, the first variable variable winning ball device 6B is opened. Or performs the process to change state. By executing the normal symbol process process every time the timer interrupt occurs, the execution of the normal game, the first variable state of the normal variable winning ball apparatus 6B at the time of the normal game, etc. are realized.
  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 special symbol process processing, normal symbol process processing, and the like, transmission setting of a control command (such as an effect control command) is performed (for example, storage address value of a control command to be transmitted is stored in the RAM 102). In the process, a process of actually transmitting the transmission-set control command to the effect control board 12 is performed. In this transmission process, an effect control INT signal or the like is used, and a control command is transmitted.
  After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.
  Here, main effect control commands transmitted from the main board 11 to the effect control board 12 by the command control process will be described with reference to FIG. “(H)” indicates a hexadecimal number.
  The command 80XX (H) is an effect control command (variation pattern designation command) for designating a variation pattern of a decorative symbol variably displayed on the image display device 5 in response to variable display of a special symbol. In the present embodiment, a variation pattern designation command corresponding to each variation pattern is set. For example, a unique number (variation pattern number) is assigned to each variation pattern, and the number is set to “XX” in the command (for example, “01” in the case of the variation pattern PA1-1). . The variation pattern designation command is also a command for designating the start of variation of decorative symbols.
  The command 8A01 (H) is an effect control command (first start opening winning designation command) for designating that the first starting winning is generated due to the game medium entering the first start winning opening. The command 8A02 (H) is an effect control command (second start opening winning designation command) for designating that the second starting winning is generated due to the game medium entering the second start winning opening. The first start opening prize designation command and the second start opening prize designation command may be collectively referred to as a start opening prize designation command.
  Command 8CXX (H) is an effect control command (display result designation command) for designating whether or not to make a big hit and a big hit type (that is, a variable display result). In the present embodiment, a display result designation command corresponding to each display result is set. For example, a unique number is assigned to each display result, and the number is set to “XX” in the command (for example, “00” in the case of “losing”, “ In the case of “big hit”, “01” etc.).
  Command 8D01 (H) is an effect control command (first variation start designation command) that designates the start of variable display (variation) of the first special symbol. Command 8D02 (H) is an effect control command (second variation start designation command) for designating the start of variable display (variation) of the second special symbol. The first variation start designation command and the second variation start designation command may be collectively referred to as a variation start designation command. Note that information indicating whether to start variable display of the first special symbol or to start variable display of the second special symbol may be included in a later-described variation pattern determination result designation command.
  Command 8F00 (H) is an effect control command (design confirmation designation command) for designating that the variable display (fluctuation) of the decorative symbols is terminated and the display result (stop symbol) is derived and displayed.
  Command 95XX (H) is an effect control command (game state designation command) for designating a game state. In the present embodiment, a game state designation command corresponding to each game state is set. For example, when the gaming state is a normal state (low probability low base), “XX” is set to “00”. For example, when the gaming state is a high probability low base state, “XX” is set to “01”. For example, when the gaming state is a high-accuracy high-base state, “XX” is set to “02”.
  The command A000 (H) is an effect control command (a jackpot start designation command) that designates the start of a jackpot gaming state (start of fanfare). The fanfare is an effect that is executed at the start of the big hit gaming state and notifies that the big hit gaming state has been entered.
  Command A300 (H) is an effect control command (hit end designation command) for designating the end of the big hit gaming state (start of ending). Note that the ending is an effect for notifying the end of the big hit gaming state, which is executed at the end of the big hit gaming state.
  Command C1XX (H) is an effect control command (first special figure reserved memory number designation command) for designating the first special figure reserved memory number. “XX” indicates the first special figure reservation storage number. Command C2XX (H) is an effect control command (second special figure reserved memory number designation command) for designating the second special figure reserved memory number. “XX” indicates the second special figure reservation storage number. The first special figure reserved memory number designation command and the second special figure reserved memory number designation command may be collectively referred to as a special figure pending memory number designation command.
  Command C4XX (H) is an effect control command (design determination result designation command) for designating a display result among the determination results at the time of starting winning. Command C5XX (H) is an effect control command (variation pattern determination result designation command) for designating a variation pattern among the determination results at the time of starting winning. In the present embodiment, random numbers MR1 to MR3 are extracted when a first start winning or a second starting winning occurs in the process of step S101 described later. With respect to the variable display corresponding to the extracted random number values MR1 to MR3, the variable display variable can be changed based on the random number values MR1 and MR3 of the extracted random number values MR1 to MR3 before the variable display start condition is satisfied. It is determined whether or not the display result is “big hit” and the variable display variation pattern (see FIG. 12). The determination at the time of starting winning means these determinations, and is executed in the winning random number determination process in step S213. Note that this determination may not be performed in a predetermined case. A unique number is assigned to the determination result (including the case of no determination) for the display result, and the number is set to “XX” in the symbol designation command (for example, in the case of “no determination”) “01” for “00”, “losing”, “02” for “big hit”, etc.). A unique number is assigned to the determination result (including the case of no determination) regarding the variation pattern, and the number is set to “XX” in the variation pattern determination result designation command (for example, “no determination”). "00" in the case, "11" in the case of "PA1-1", "12" in the case of "PA1-2", etc.).
  Next, the special symbol process will be described. FIG. 4 is a flowchart showing an example of the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
  FIG. 5 is a flowchart showing an example of the start winning determination process executed in step S101. When the start winning determination process is started, the CPU 103 first determines whether or not the first start opening switch 22A provided corresponding to the first start winning opening formed by the normal winning ball apparatus 6A is ON ( Step S201). When it is determined in the switch processing that the first start port switch 22A is on, for example, because it is determined that the first start port switch 22A is on (step S201; Yes), the CPU 103 displays the first special drawing. It is determined whether or not the first special figure reserved memory number that is the reserved memory number of the used special figure game is a predetermined upper limit value (for example, “4”) (step S202). At this time, the CPU 103 stores the first stored value of a first special figure reserved memory number counter (counter for counting the first special figure reserved memory number) provided in a predetermined area (such as a game control counter setting unit) of the RAM 102. It suffices if the first special figure reserved memory number can be specified by reading the special figure reserved memory number count value. If it is determined in step S202 that the first special figure reserved memory number is not the upper limit value (step S202; No), the CPU 103 stores a start port buffer provided in a predetermined area (such as a game control buffer setting unit) of the RAM 102. The starting port buffer value, which is a value, is set to “1” (step S203).
  When it is determined in the process of step S201 that the first start-up switch 22A is off (step S201; No), or when it is determined in the process of step S202 that the first special figure reservation storage number has reached the upper limit value In (Step S202; Yes), the CPU 103 determines whether or not the second start port switch 22B provided corresponding to the second start winning port formed by the normally variable winning ball apparatus 6B is on ( Step S204). If it is determined in the switch process that the second start port switch 22B is on, for example, because the second start port switch 22B is on (step S204; Yes), the CPU 103 displays the second special drawing. It is determined whether or not the second special figure reserved memory number, which is the reserved memory number of the used special figure game, is a predetermined upper limit value (for example, “4”) (step S205). At this time, the CPU 103 stores the second stored value of the second special figure reserved memory number counter (counter for counting the second special figure reserved memory number) provided in a predetermined area (such as a game control counter setting unit) of the RAM 102. It suffices if the second special figure reserved memory number can be specified by reading the special figure reserved memory number count value. When it is determined in step S205 that the second special figure reservation storage number is not the upper limit value (step S205; No), the CPU 103 sets the start port buffer value to “2” (step S206). When it is determined that the second start port switch 22B is not on (step S204; No), or when it is determined that the second special figure reservation storage number is the upper limit value (step S205; Yes), the CPU 103 The start winning determination process is terminated.
  After executing one of the processes of step S203 or S206, the CPU 103 updates the special figure reserved memory number count value corresponding to the start port buffer value to be incremented by 1 (step S207). For example, when the starting port buffer value is “1”, the first special figure reserved memory number count value is incremented by 1, while when the starting port buffer value is “2”, the second special figure reserved memory number count value is increased. Add one. Thus, the first special figure reserved memory number count value is increased by 1 when the game ball enters the first start winning opening and the first start condition corresponding to the special figure game using the first special figure is satisfied. Updated to (increment). Also, the second special figure reserved memory count value increases by 1 when the game ball enters the second start winning opening and the second start condition corresponding to the special figure game using the second special figure is satisfied. Updated to (increment). At this time, the total pending storage number count value, which is the stored value of the total pending storage number counter provided in a predetermined area (such as a game control counter setting unit) of the RAM 102, is updated so as to be incremented by 1 (step S208).
  After executing the process of step S208, the CPU 103 extracts a predetermined game random number corresponding to the occurrence of the start winning (step S209). The CPU 103, for example, from among the numerical data updated by a random counter or the like provided in a predetermined area (such as a game control counter setting unit) of the random number circuit 104 or the RAM 102, a random value MR1 for determining a special figure display result, a big hit Numerical data (see FIG. 6) indicating the random number MR2 for determining the type and the random value MR3 for determining the variation pattern are extracted. The CPU 103 stores the numerical data indicating the random number values extracted in this way as reserved data by setting it at the beginning of the empty entry in the special figure storage unit corresponding to the starting port buffer value (step S210). For example, when the start port buffer value is “1”, the hold data is set in the first special figure hold storage unit as shown in FIG. On the other hand, when the start port buffer value is “2”, the hold data is set in the second special figure hold storage unit as shown in FIG. At this time, when the hold data is set in the first special figure hold storage unit, the CPU 103 can control the first hold indicator 25A and specify the first special figure hold memory number added by one. May be displayed on the first hold indicator 25A (for example, the number of lighted LEDs is increased by one). When the hold data is set in the second special figure hold storage unit, the CPU 103 controls the second hold indicator 25B to display a display that can specify the number of the second special figure hold memory added by one. You may make it make the 2nd holding | maintenance indicator 25B perform (for example, increase the number of lighting of LED by 1).
  The first special figure storage unit shown in FIG. 7A is not started yet, although a game ball has entered the first start winning opening formed by the normal winning ball apparatus 6A and a first start winning has occurred. On-hold data of a special figure game (a special figure game using the first special figure in the first special symbol display device 4A) is stored. For example, the first special figure holding storage unit associates with the holding number in the winning order (game ball detection order) to the first start winning opening, and based on the establishment of the first starting condition by the entry of the game ball. Is stored as random data MR1 for determining the special figure display result, random number MR2 for determining the jackpot type, random number MR3 for determining the variation pattern, etc., as reserved data. The data is stored until a predetermined upper limit value (for example, “4”) is reached. Thus, the hold data stored in the first special figure hold storage unit indicates that the execution (variable display) of the special figure game using the first special figure is held, and the variable display result in this special figure game On-hold that makes it possible to determine whether or not it is decided to control to the big hit gaming state based on (special drawing display result), or whether or not the variable display mode of the decorative symbol becomes a specific mode (for example, reach effect, etc.) It becomes memory information.
  In addition, the holding number of the first special figure holding storage unit and the display position of the holding display symbol (controlled on the side of the effect control board 12) basically correspond to each other. For this reason, when the hold data is stored in the first special figure hold storage unit, the hold display symbol is displayed at the display position corresponding to the hold number associated with the hold data. For example, when the hold data is newly stored in association with the hold number “1”, the hold display symbol is displayed at the leftmost first display position of the first hold display portion 5HL. For example, when the hold data is newly stored in association with the hold number “2”, the hold display symbol is displayed at the second display position on the right side of the first display position of the first hold display portion 5HL. To do.
  The second special figure holding storage unit shown in FIG. 7B is not yet started although the game ball has entered the second start winning opening formed by the normally variable winning ball apparatus 6B and the second start winning has occurred. The holding data of the special figure game (the special figure game using the second special figure in the second special symbol display device 4B) is not stored. For example, the second special figure holding storage unit associates with the holding number in the winning order (game ball detection order) to the second start winning opening, and based on the establishment of the second starting condition by the entry of the game ball. Are stored as random data MR1 for determining a special figure display result extracted from the random number circuit 104, the random number MR2 for determining the jackpot type, and the random value MR3 for determining the variation pattern. Until the upper limit value (for example, “4”) is reached. Thus, the hold data stored in the second special figure storage unit indicates that the execution (variable display) of the special figure game using the second special figure is being held, and the variable display result in this special figure game On-hold that makes it possible to determine whether or not it is decided to control to the big hit gaming state based on (special display result), whether or not the variable display mode of the decorative symbol becomes a specific mode (for example, reach effect, etc.) It becomes stored information.
  Note that the hold number in the second special figure hold storage unit and the display position of the hold display symbol (controlled on the effect control board 12 side) basically correspond to each other. For this reason, when the hold data is stored in the second special figure hold storage unit, the hold display symbol is displayed at the display position corresponding to the hold number associated with the hold data. For example, when the hold data is newly stored in association with the hold number “1”, the hold display symbol is displayed at the leftmost first display position of the second hold display portion 5HR. For example, when the hold data is newly stored in association with the hold number “2”, the hold display symbol is displayed at the second display position located on the right side of the first display position of the second hold display portion 5HR. To do.
  After executing the process of step S210, the CPU 103 performs a setting for transmitting a start opening prize designation command prepared in advance to the effect control board 12 (step S211). Thereafter, the CPU 103 performs setting for transmitting a reserved memory number notification command prepared in advance to the effect control board 12 (step S212).
  Subsequently, the CPU 103 executes a winning random number determination process (step S213). As described above, the winning random number determination process is a process for determining the start winning prize, and based on the random values MR1 and MR3 among the random values MR1 to MR3 extracted in step S209, This is a process of determining whether or not the variable display result of the variable display to be executed is “big hit” and the variation pattern of the variable display (see FIG. 12). Thereafter, the CPU 103 determines whether the start port buffer value is “1” or “2” (step S214). At this time, if it is determined that the starting port buffer value is “2” (step S214; “2”), the CPU 103 clears the starting port buffer and initializes the stored value to “0” ( Step S215), the start winning determination process is terminated. On the other hand, when it is determined that the start port buffer value is “1” (step S214; “1”), the CPU 103 clears the start port buffer and initializes the stored value to “0”. (Step S216), the process proceeds to step S204. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect the start winning of the game balls that are effective at the same time, the processing based on the detection of both effective start winnings can be completed reliably.
  FIG. 8 is a flowchart showing an example of a winning random number determination process executed in step S213 shown in FIG. In the present embodiment, when variable display of a special symbol or decorative symbol is started, the special symbol display result is controlled as a “hit” in the special symbol normal process (step S110 shown in FIG. 4), which will be described later. A decision is made whether to do so. In addition, in a variation pattern setting process (step S111 shown in FIG. 4) to be described later, a variation pattern corresponding to a variable display mode of decorative symbols is determined. In the winning random number determination process, apart from these determinations, the game ball is extracted at the start winning timing when the game ball is detected at the starting winning opening (the first starting winning opening or the second starting winning opening). What is the variation pattern of the variable display of the random display (determination of whether or not the variable display result of the variable display of the execution target of the random number (the random value extracted in the process of step S209) is “big hit”) and the decorative pattern variable display Such as so-called “look ahead”. As a result, the special figure display result is “big hit” before the variable display of the special symbol and the decorative symbol based on the detection of the game ball that has entered the start winning opening is started (before the special game start condition is established). And a rough variable display mode (fluctuation pattern) of the decorative symbol is predicted, and the display mode of the hold display symbol is determined by the effect control CPU 120 on the effect control board 12 side based on the prediction result. can do.
  In the winning random number determination process shown in FIG. 8, first, the CPU 103, for example, a time reduction flag (a flag that is turned on in the time reduction state) provided in a predetermined area (such as a game control flag setting unit) of the RAM 102, The current gaming state in the pachinko gaming machine 1 is specified by checking the state of the probability variation flag (the flag that is turned on when the probability variation state is set) (step S301). The CPU 103 checks whether or not the current gaming state in the pachinko gaming machine 1 is a big hit gaming state by confirming a value of a special figure process flag provided in a predetermined area (such as a gaming control flag control unit) of the RAM 102. Is identified. For example, when the value of the special figure process flag is “4” to “7”, the CPU 103 may specify that the current gaming state in the pachinko gaming machine 1 is the big hit gaming state.
  Subsequent to the processing in step S301, the CPU 103 determines whether or not the gaming state specified in this way is a big hit in the big hit gaming state (step S302). When it is determined that it is not a big hit (step S302; No), the CPU 103 determines whether or not the start port buffer value is “2” (step S303).
  When it is determined in the process of step S303 that the start port buffer value is “2” (step S303; Yes), the CPU 103 sets a big hit determination range (step S304). For example, a special figure display result corresponding to the current game state specified in step S301 in a special figure display result determination table (see FIG. 10), which will be described later, prepared in advance in a predetermined area of the ROM 101, for example. Is set as the jackpot determination range. For example, if the current game state is a probability change state (if the probability change flag is on), the CPU 103 sets “8000” to “9899” as the big hit determination range, and the current game state is a non-probability change state ( If the probability variation state is not established) (if the probability variation flag is off), “8000” to “8189” are set as the big hit determination range (see FIG. 10).
  After that, the CPU 103 compares the numerical data indicating the special figure display result determination random number MR1 extracted in step S209 with the jackpot determination range set by the process of step S304 (step S305). Subsequently, the CPU 103 determines whether or not the random value MR1 is within the jackpot determination range based on the comparison result (step S306). For example, the CPU 103 compares the individual determination values included in the jackpot determination range with the random value MR1 for determining the special figure display result extracted by the process of step S209 shown in FIG. The presence or absence of a decision value that matches MR1 may be determined. Or CPU103 sets the numerical value which shows the minimum value (lower limit value) and the maximum value (upper limit value) of the decision value included in the jackpot decision range, and sets the random value MR1 and the minimum value and the maximum value of the jackpot decision range. By comparing, it may be determined whether or not the random number value MR1 is within the jackpot determination range.
  In the process of step S305, for example, the CPU 103 may read the random value MR1 stored in the special figure reservation storage unit in step S210 and perform the above determination using the read random value MR1. In addition to the step S210, the CPU 103 holds the random value MR1 in a predetermined area (an area other than the special figure storage area) of the RAM 102, a storage area of the CPU 103, and the like. A determination may be made. The same applies to the random value MR3 described later. As described above, the random number value used in the winning random number determination process may not be the random value stored in the special figure storage unit.
  When it is determined in the processing of step S306 that it is within the jackpot determination range (step S306; Yes), the CPU 103 stores a jackpot variation pattern determination table (see FIG. 13), which is prepared in advance by storing it in a predetermined area of the ROM 101 in advance. ) Is selected and set in the use table (step S308). The big hit variation pattern determination table is a table for determining a variable display variation pattern in which the variable display result is “big hit”, and a determination value to be compared with the random value MR3 is assigned to each variation pattern.
  In the variation pattern determination table shown in FIG. 13, the determination ratio is described instead of the range of the determination value. In an actual table, a determined value in a range corresponding to the determined ratio in FIG. 13 may be assigned to each variation pattern. The determination ratio is a ratio in which the entire range (1 to 900) of values that the random number MR3 can take is 100. For example, as shown in FIG. 13A, the determination rate of the variation pattern PB1-1 is 5, the determination rate of the variation pattern PB1-2 is 15, the determination rate of the variation pattern PB1-3 is 70, and the variation pattern Since the determination ratio of PB1-4 is 10, the determination value 1 to 27 (range of 3%) to be compared with the random value MR3 is assigned to the variation pattern PB1-1, and the random value MR3 and the variation pattern PB1-2. Determination values 28 to 72 (range of 5%) to be compared are allocated, and determination values 73 to 234 (range of 18%) to be compared with the random value MR3 are allocated to the variation pattern PB1-3, and the variation pattern PB1. -4 is assigned a decision value 235 to 441 (range of 23%) to be compared with the random value MR3, and the variation pattern PB1-5 is a decision value 442 to 639 to be compared with the random value MR3. 22% range) is assigned, and determined values 640-882 (27% range) to be compared with the random value MR3 are assigned to the variation pattern PB1-6, and the variation pattern PB1-7 is compared with the random value MR3. Determined values 883 to 900 (range of 2%) are assigned. The same applies to other tables in which the determination ratio is described.
  If it is determined in step S306 that it is not within the big hit determination range (step S306; No), the CPU 103 stores a loss variation pattern determination table prepared in advance by storing it in a predetermined area of the ROM 101 (FIG. 13B). , (C)) is selected and set in the use table (step S307). Specifically, when the current gaming state identified in step S301 is a non-short-time state (low base state) (when the short-time flag is off), the loss variation pattern determination table of FIG. When the current gaming state specified in step S301 is the short-time state (high base state) (when the short-time flag is on), the loss variation pattern determination table in FIG. Set in the usage table. The loss variation pattern determination table is a table for determining a variable display variation pattern in which the variable display result is “lost”, and a determination value to be compared with the random value MR3 is assigned to each variation pattern.
  Thereafter, after executing step S307 or S308, the CPU 103, based on the numerical data indicating the random value MR3 for determining the variation pattern extracted in step S209, the big hit variation pattern determination table or loss set in the use table. With reference to the variation pattern determination table, the variation pattern assigned to the determination value matching the random number MR3 is determined (step S309). The CPU 103 can determine the variation pattern by, for example, comparing each determination value assigned to each variation pattern with the random value MR3 to determine whether there is a determination value that matches the random value MR3. That's fine. Alternatively, the CPU 103 sets numerical values indicating the minimum value (lower limit value) and the maximum value (upper limit value) of the determined value assigned to each variation pattern, and the CPU 103 sets the random value MR3 and the minimum value or maximum value. The variation pattern may be determined by comparing.
  After executing step S309, or when it is determined that a big hit is made in the process of step S302 (step S302; Yes), or when it is determined that the start port buffer value is not “2” in the process of step S303 (step S303). No), the CPU 103 performs transmission setting of the start winning command having the contents according to the determination results of step S306 and step S309 (step S310), and ends the winning random number determination processing. The start winning time command includes a start opening winning designation command, a special figure reserved memory number designation command, a symbol determination result designation command, and a variation pattern judgment result designation command. When the starting port buffer value is “1”, the first starting port winning designation command, the first special figure reserved memory number designation command, the symbol judgment result designation command, and the variation pattern judgment result designation are designated as the command for starting prize. Command and send settings. When the starting port buffer value is “2”, the second starting port winning designation command, the second special figure reserved memory number designation command, the symbol judgment result designation command, and the variation pattern judgment result designation are designated as the starting prize command. Command and send settings. The command set for transmission is transmitted in the command control process.
  The first special figure reserved memory number designation command and the second special figure reserved memory number designation command to be set for transmission are commands for specifying the current first special figure reserved memory number and the second special figure reserved memory number (for each memory number). The special figure reserved memory number to be specified may be specified by the count value of the first special figure reserved memory number counter or the second special figure reserved memory number counter. When the determination result of step S306 is within the jackpot determination range (step S306; Yes), the symbol designating command to be set for transmission is a command that specifies that the determination result of the variable display result is “big hit” (“big hit” ”And a command including EXT data), and when the determination result in step S306 is outside the jackpot determination range (step S306; No), it is designated that the determination result of the variable display result is“ lost ”. When a command (a command including EXT data corresponding to “losing”) is set and the determination result in step S303 is the starting port buffer value = 1 (step S303; No), the determination at the time of starting winning is not performed. A command designating that “no determination” is specified (a command including EXT data corresponding to “no determination”).The variation pattern determination result designation command to be transmitted is a command (command including EXT data corresponding to the variation pattern which is the determination result) for designating the variation pattern that is the determination result when the variation pattern is determined in step S309. When the determination result of step S303 is that the starting port buffer value = 1 (step S303; No), a command ("No determination" is designated to specify "no determination" that the determination at the time of starting winning is not performed. A command including corresponding EXT data).
  In the winning random number determination process, as described above, for the variable display corresponding to the random values MR1 to MR3 extracted in step S209 this time, the variable display result of the variable display (special game) becomes “big hit”. And whether or not the variable display variation pattern (see FIG. 13) is determined. That is, so-called prefetching is performed. In this process, the determination is made based on the current gaming state and not based on the gaming state when the variable display is actually executed, so the determination is not necessarily accurate, but to some extent Variable display results and fluctuation patterns can be predicted with accuracy. In the winning random number determination process, the process is started by the process of step S303 when it is determined that the big win is determined in the process of step S302, or when the time reduction control is determined in the process of step S303. It is determined whether or not the mouth buffer value is “2”. At this time, if the start port buffer value is “1” and not “2”, the process proceeds to the process of step S310 without executing the process of step S304, and the determination at the time of starting winning is not performed. Thus, when the high opening control associated with the short-time control is performed or when the game is in the big hit game state, each of the above-mentioned each is based on the occurrence of the start winning (first start winning) due to the game ball entering the first start winning opening. Limit the decision not to be made. Thus, when the special figure game using the second special figure is executed with priority over the special figure game using the first special figure, the first start winning prize is given during the time-saving control or the big hit gaming state. The soundness of the game can be ensured by restricting the prefetch based on the game from being executed.
  Returning to the description of the flowchart of the special symbol process shown in FIG. 4, after executing the start winning determination process in step S101, the CPU 103 sets the special figure process flag provided in a predetermined area (such as a game control flag setting unit) of the RAM 102. Depending on the value of, one of the processes of steps S110 to S117 is selected and executed.
  The special symbol normal process of step S110 is executed when the value of the special symbol process flag is “0”. In the special symbol normal process, the first special symbol display device 4A and the second special symbol display device 4A and the second special symbol display device 4A and the second special symbol display device 4A and the second special symbol display device 4 It is determined whether or not to start the special symbol game by the special symbol display device 4B. Further, in the special symbol normal processing, whether or not the variable display result of the special symbol or the decorative symbol is set to “big hit” based on the numerical data indicating the random value MR1 for determining the special symbol display result is determined by the variable display result. Determine (predetermined) before being displayed At this time, when the variable display result is determined to be “big hit”, the big hit type is determined to be one of a plurality of types such as “non-probable change” and “probable change”. The data indicating the determination result of the jackpot type is stored in a jackpot type buffer provided in a predetermined area (for example, a game control buffer setting unit) of the RAM 102, whereby the jackpot type is stored. Further, in the special symbol normal process, in response to the variable display result of the special symbol in the special symbol game, the confirmed special symbol (big hit symbol, the special symbol game by the first special symbol display device 4A or the second special symbol display device 4B). Lost symbol) is set. In the special symbol normal process, the value of the special symbol process flag is updated to “1” when the variable display result of the special symbol or the decorative symbol is determined in advance.
  FIG. 9 is a flowchart showing an example of the special symbol normal process executed in step S110 shown in FIG. When the special symbol normal process is started, the CPU 103 first determines whether or not the second special symbol holding storage number is “0” (step S231). The second special figure reserved memory number is the reserved memory number of the special figure game using the second special figure by the second special symbol display device 4B. The CPU 103 only has to read the second special figure reserved memory number count value and determine whether or not the read value is “0”.
  If it is determined in step S231 that the second special figure hold storage number is other than “0” (step S231; No), the CPU 103 stores, for example, the second special figure stored in a predetermined area of the RAM 102 as the hold data. Numeric data indicating a predetermined random number value is read out from the head area (for example, the storage area corresponding to the holding number “1”) of the holding storage unit (step S232). Thereby, the game random number extracted corresponding to the occurrence of the start winning (second start winning) at the second start winning opening in the process of step S209 is read. The numerical data read at this time may be stored in, for example, a random number buffer for variation and temporarily stored.
  Subsequent to the process of step S232, the CPU 103 updates the second special figure reserved memory number to 1 by subtracting the second special figure reserved memory number count value by 1 and updates it, for example. The contents stored in the second special figure storage unit are shifted (step S233). For example, the CPU 103 stores the hold data stored in the storage area lower than the hold number “1” (the storage area corresponding to the hold numbers “2” to “4”) in the second special figure hold storage unit, one entry at a time. Shift to higher rank (storage area corresponding to the holding numbers “1” to “3”). Further, the CPU 103 may update the total pending storage number so as to subtract one. Next, the CPU 103 updates the variation special figure designation buffer value, which is a stored value of the fluctuation special figure designation buffer provided in a predetermined area (for example, the game control buffer setting unit) of the RAM 102, to “2” (step S234). ).
  When it is determined in the process of step S231 that the second special figure reservation storage number is “0” (step S231; Yes), the CPU 103 determines whether or not the first special figure reservation storage number is “0”. (Step S235). The first special figure reserved memory number is the reserved memory number of the special figure game using the first special figure by the first special symbol display device 4A. The CPU 103 may read the first special figure reserved memory number count value and determine whether or not the read value is “0”. Thus, the process of step S235 is executed when it is determined in step S231 that the second special figure reserved memory number is “0”, and the first special figure reserved memory number is “0”. It is determined whether or not. Thereby, execution of the special figure game using the second special figure is started in preference to the special figure game using the first special figure.
  When the special game is executed in the order in which the game balls have entered the start winning opening, regardless of whether it is the first starting winning opening or the second starting winning opening, the first starting winning opening And the starting opening data indicating which game ball has entered into the second starting winning opening is stored in a predetermined area of the RAM 102 in association with the holding number together with the holding data or separately from the holding data, What is necessary is just to be able to specify the order in which starting conditions were satisfied about the special figure game corresponding to each holding data.
  When it is determined in the process of step S235 that the first special figure reservation storage number is other than “0” (step S235; No), the CPU 103 stores, for example, the first data stored in a predetermined area of the RAM 102 as the hold data. Numeric data indicating a predetermined random number value is read from the top area of the special figure storage section (for example, the storage area corresponding to the storage number “1”) (step S236). Thereby, the game random number extracted in response to the occurrence of the start winning (first start winning) at the first start winning opening in the process of step S209 is read. The numerical data read at this time may be stored in, for example, a random number buffer for variation and temporarily stored.
  Subsequent to the processing of step S236, the CPU 103 updates the first special figure reserved memory number to be decremented by 1, for example by subtracting and updating the first special figure reserved memory number count value by one, and the like. The contents stored in the first special figure reservation storage unit are shifted (step S237). For example, the CPU 103 stores one entry of the hold data stored in the storage area lower than the hold number “1” (the storage area corresponding to the hold numbers “2” to “4”) in the first special figure hold storage unit. One by one (the storage area corresponding to the holding numbers “1” to “3”) is shifted. Further, the CPU 103 may update the total pending storage number so as to subtract one. Next, the CPU 103 updates the variable special figure designation buffer value to “1” (step S238).
  After executing one of the processes in steps S234 and S238, the CPU 103 determines the special figure display result, which is the variable symbol display result of the special symbol, as either “big hit” or “losing” (step S239). For example, the CPU 103 selects the special figure display result determination table shown in FIG. 10 prepared in advance by storing it in a predetermined area of the ROM 101, and sets it as a use table for determining the special figure display result. In the special figure display result determination table, for example, as shown in FIG. 10, a numerical value (determined value) to be compared with the random value MR1 for determining the special figure display result indicates the special figure display result as “big hit” and “lost”. It is only necessary to be assigned to the determination result as to whether or not the game state is a probable change state.
  The CPU 103 reads the numerical data indicating the random number value MR1 for determining the special figure display result included in the game random number temporarily stored in the random number buffer for variation in step S232 or S236 from the random number buffer for variation, and the game state is in the probabilistic state. Whether or not the gaming state is a probable change state to the determined value that matches the random value MR1 by referring to the special figure display result determination table based on whether or not there is numerical data indicating the random value MR1 In response to this, either the assigned “big hit” or “lost” determination result may be determined as the special figure display result. The CPU 103 may determine that it is in the probability variation state when the probability variation flag is in the on state. For example, when the random value MR1 is “9000”, the CPU 103 determines that the special figure display result is “big hit” when the probability variation flag is in an on state (in the probability variation state), and the probability variation flag is turned off. In the case of a state (in the case of a non-probable change state), it is determined that the special figure display result is “lost”.
  As shown in FIG. 10A, in the probability variation state, the special figure display result is determined as “big hit” at a higher decision ratio than in the non-probability variation state. Therefore, for example, the current gaming state is determined based on the fact that the probability change flag is set to the on state corresponding to the case where the jackpot type is “probable change” by the big hit end process in step S117 shown in FIG. When in the probable change state, the special figure display result is likely to be a “hit” and more likely to be in the big win game state than in the non-probability change state. That is, it is advantageous for the player.
  Thereafter, the CPU 103 determines whether or not the special figure display result determined by the process of step S239 is “big hit” (step S240). When it is determined that the special figure display result is “big hit” (step S240; Yes), the CPU 103 sets a big hit flag provided in a predetermined area of the RAM 102 to an on state (step S241). In addition, the CPU 103 determines the big hit type as one of a plurality of types (step S242). For example, the CPU 103 selects a jackpot type determination table shown in FIG. 10B prepared in advance by storing it in a predetermined area of the ROM 101 and sets it as a use table for determining the jackpot type. In the jackpot type determination table, for example, as shown in FIG. 10B, a numerical value (decision value) to be compared with the random value MR2 for determining the jackpot type indicates that the jackpot type is “non-probable change” and “probability change”. As long as it is assigned to the determination result.
  The CPU 103 reads out the numerical data indicating the random number MR2 for determining the big hit type included in the gaming random number temporarily stored in the random number buffer for variation in step S232 or S236 from the random number buffer for variation, and the big hit read from the random number buffer for variation Select one of the jackpot types assigned to the determined value that matches the random value MR2 by referring to the jackpot type determination table set in the use table based on the numerical data indicating the random number value MR2 for determining the type do it.
  After executing the process of step S242, the CPU 103 stores the jackpot type (step S243). The CPU 103 stores a jackpot type buffer setting value indicating the determination result of the jackpot type in a jackpot type buffer provided in a predetermined area (for example, a game control buffer setting unit) of the RAM 102 (for example, “0” in the case of “non-probable change”). ”And“ 1 ”in the case of“ probability change ”), the jackpot type may be stored.
  When it is determined that the special symbol display result is not “big hit” (step S240; No), the CPU 103 determines a confirmed special symbol that becomes a variable display result of the special symbol in the special symbol game (step S244). For example, if it is determined in step S240 that the special symbol display result is not “big hit”, the CPU 103 determines a special symbol predetermined as a lost symbol as a confirmed special symbol. On the other hand, when it is determined in step S240 that the special figure display result is “big hit”, the CPU 103 determines a plurality of types of big hit symbols according to the determination result of the big hit type in step S242 (according to the big hit type buffer setting value). Any of the predetermined special symbols may be determined as the confirmed special symbol.
  After executing the process of step S244, the CPU 103 updates the value of the special figure process flag to “1” (step S245), and then ends the special symbol normal process. When the value of the special figure process flag is updated to “1” in step S245, when the next timer interruption occurs, the variation pattern setting process in step S111 shown in FIG. 4 is executed.
  In the process of step S235, when it is determined that the number of reserved memory of the special figure game using the first special figure is “0” (step S235; Yes), the CPU 103 performs a predetermined demonstration display setting ( Step S246), the special symbol normal process is terminated. In this demonstration display setting, for example, an effect control command (customer waiting demonstration designation command) for designating demonstration display (demonstration screen display) by displaying a predetermined effect image on the image display device 5 is produced from the main board 11. It is determined whether or not transmission to the control board 12 has been completed. At this time, if the transmission has been completed, the demonstration display setting is ended as it is. On the other hand, if it has not been transmitted, after setting the transmission of the customer waiting demonstration designation command, the demonstration display setting is terminated. The effect control board 12 displays a demonstration screen when a customer waiting demonstration designation command is transmitted.
  The variation pattern setting process of step S111 shown in FIG. 4 is executed when the value of the special figure process flag is “1”. This variation pattern setting process includes a process of determining a variation pattern as one of a plurality of types based on a result of prior determination as to whether or not the variable display result is “big hit”. Since the variation pattern designates the contents (variable display mode) of the variable display of the decorative design, the content of the variable display of the decorative design is determined by this determination. The variable display time for special symbols and decorative symbols is set in advance corresponding to the variation pattern. Therefore, by determining the fluctuation pattern in the fluctuation pattern setting process, the variable display time (special figure fluctuation time) from the start of variable display of the special symbol to the derivation of the fixed special symbol resulting in the variable display result is determined. Is done. Furthermore, the variation pattern setting process may include a process of performing setting for starting the variation of the special symbol in the special symbol display device 4. When the variation pattern setting process is executed, the value of the special figure process flag is updated to “2”.
  FIG. 11 is a flowchart showing an example of the variation pattern setting process executed in step S111 shown in FIG. When the variation pattern setting process is started, the CPU 103 first determines whether or not the big hit flag is on (step S261). When it is determined that the big hit flag is on (step S261; Yes), the CPU 103 determines a variation pattern corresponding to the big hit when the special figure display result is “big hit” (step S262). On the other hand, when it is determined in the process of step S261 that the big hit flag is in an off state (step S261; No), the CPU 103 determines a variation pattern corresponding to a loss when the special figure display result is “lost” (step S263). ).
  FIG. 12 shows a specific example of the variation pattern in the present embodiment.
  The variation pattern PA1-1 is selected when the variable display result is “losing”, specifies non-reach (the variable display mode does not become the reach mode), and the special figure variation time is normal. This is a non-reach variation pattern of length.
  The variation pattern PA1-2 is selected when the variable display result is “losing”, designates non-reach (the variable display mode does not become the reach mode), and the special figure variation time than usual. This is a non-reach fluctuation pattern for short time.
  The variation pattern PA2-1 is selected when the variable display result is “losing”, and is a reach variation pattern that designates execution of normal reach. The variation pattern PA2-2 is selected when the variable display result is “lost”, and is a reach variation pattern that designates execution of long reach.
  The fluctuation pattern PA2-3 is selected when the variable display result is “losing”, and is a reach fluctuation pattern designating execution of normal reach and super reach A. The variation pattern PA2-4 is selected when the variable display result is “losing”, and is a reach variation pattern that designates execution of normal reach and super reach B. The fluctuation patterns PA2-3 and PA2-4 are developed into Super Reach A or Super Reach B after the normal reach effect is executed, and are lost as the final stop symbols after the Super Reach A or Super Reach B effect is executed. A symbol is derived and displayed.
  The fluctuation pattern PA2-5 is selected when the variable display result is “losing”, and is a reach fluctuation pattern designating execution of long reach and super reach A. The fluctuation pattern PA2-6 is selected when the variable display result is “losing”, and is a reach fluctuation pattern designating execution of long reach and super reach B. The fluctuation patterns PA2-5 and PA2-6 are developed into super reach A or super reach B after the long reach effect is executed, and as the final stop pattern after the super reach A or super reach B effect is executed. Lost symbols are derived and displayed.
  The fluctuation pattern PB1-1 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of normal reach. The fluctuation pattern PB1-2 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern designating execution of long reach.
  The fluctuation pattern PB1-3 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of normal reach and super reach A. The variation patterns PB1-4 are selected when the variable display result is “big hit”, and are reach variation patterns that specify the execution of normal reach and super reach B. The fluctuation patterns PB1-3 and PB1-4 are developed to Super Reach A or Super Reach B after the normal reach effect is executed, and the final stop symbol is a big hit after the Super Reach A or Super Reach B effect is executed. A symbol is derived and displayed.
  The variation pattern PB1-5 is selected when the variable display result is “big hit”, and is a reach variation pattern designating execution of long reach and super reach A. The fluctuation pattern PB1-6 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern designating execution of long reach and super reach B. The fluctuation patterns PB1-5 and PB1-6 are developed into super reach A or super reach B after the long reach effect is executed, and are used as the final stop symbols after the super reach A or super reach B effect is executed. The jackpot symbol is derived and displayed.
  The fluctuation pattern PB1-7 is selected when the variable display result is “big hit”, and is a reach fluctuation pattern that designates execution of normal reach and full rotation reach. The fluctuation pattern PB1-7 is developed into a full rotation reach after the effect of normal reach is executed, and the big hit symbol is derived and displayed as the final stop symbol after the effect of full rotation reach is executed. Here, the full rotation reach is an effect that fluctuates in a manner in which all the decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged in a predetermined symbol combination. It is used only when the variable display result is a big hit. Therefore, when the effect of full rotation reach is executed during variable display, the big hit is fixed.
  In the process of step S262 shown in FIG. 11, for example, the big hit fluctuation pattern is determined using the big hit fluctuation pattern determination table shown in FIG. 13A stored in a predetermined area of the ROM 101 in advance. As an example, in the big hit variation pattern determination table, a numerical value (determination value) to be compared with the random value MR3 for determining the variation pattern may be assigned to the determination result of the variation pattern. The CPU 103 refers to the jackpot variation pattern determination table based on the numerical data indicating the variation pattern determination random value MR3 read from the variation random number buffer, and thereby the variation allocated to the determination value that matches the random value MR3. The pattern may be determined (selected) as the current variation pattern. In FIG. 13, the determination ratio is described instead of the determination value.
  In the process of step S263 shown in FIG. 11, for example, the variation pattern at the time of the loss is determined using the loss variation pattern determination table shown in FIGS. 13B and 13C, which is stored in advance in a predetermined area of the ROM 101. Is done. When the gaming state is the non-short-time state (the short-time flag is off), the CPU 103 refers to the loss variation pattern determination table shown in FIG. When the gaming state is the time reduction state (the time reduction flag is on), the CPU 103 refers to the loss variation pattern determination table shown in FIG. As an example, in each loss variation pattern determination table, a numerical value (decision value) to be compared with the random value MR3 for determining the variation pattern may be assigned to the determination result of the variation pattern. The CPU 103 refers to the loss variation pattern determination table based on the numerical data indicating the variation pattern determination random value MR3 read from the variation random number buffer, and thereby the variation allocated to the determination value that matches the random value MR3. The pattern may be determined (selected) as the current variation pattern. In FIG. 13, the determination ratio is described instead of the determination value.
  In the loss variation pattern determination table shown in FIGS. 13B and 13C, the variation pattern PA1-1 having a short special diagram variation time is easily selected in the short-time state, and the average is larger than in the non-short-time state. The variable display time can be shortened, the occurrence of invalid start winnings can be suppressed, and the stoppage of the game ball by the player (so-called “stopping”) can be reduced. Moreover, the execution frequency of variable display can be increased.
  As shown in FIG. 13, at the time of big hit, the determination ratio of the fluctuation pattern PB1-3 for executing the super reach B is the highest, the fluctuation pattern PB1-2 of the super reach A, the fluctuation pattern PB1-4 of the full rotation reach. The determination ratio gradually decreases in the order of the normal reach variation pattern PB1-1. At the time of losing, the determination ratio of the non-reach fluctuation pattern PA1-1 is the highest, and the normal reach fluctuation pattern PA2-1, the super reach A fluctuation pattern PA2-2, and the super reach B fluctuation pattern PA2-3 in this order. The decision rate is gradually lowering. Therefore, except for the full rotation reach used only when the variable display result is “big hit”, the variable display result becomes “big hit” at the highest rate when super reach B is executed. Then, in the order of super reach A and normal reach, the rate at which the variable display result becomes “big hit” (so-called big hit expectation) decreases.
  After executing the process of step S262 or S263, the CPU 103 sets a special figure variable time (also referred to as a variable time) that is a variable symbol display time (step S264). 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. As shown in FIG. 12, the special figure fluctuation time is determined in advance corresponding to a plurality of fluctuation patterns prepared in advance. The CPU 103 can set a timing at which a special symbol or decorative symbol variable display result is derived by setting a special symbol variation time corresponding to the variation pattern selected in step S262 or S263. The special figure change time is set by, for example, setting a timer value corresponding to the special figure change time in a game control process timer provided in a predetermined area of the RAM 102.
  Following the process of step S264, a special game using the first special figure in the first special symbol display device 4A and a special game using the second special figure in the second special symbol display device 4B are started. The setting for starting the variation of the special symbol is performed so as to start one of the special game where the condition is satisfied (step S265). As an example, if the variable special symbol designation buffer value is “1”, a setting is made to transmit a drive signal for updating the display of the first special symbol in the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is “2”, a setting is made to transmit a drive signal for updating the display of the second special symbol in the second special symbol display device 4B. Thereby, a special figure game is started. When starting variable display using the first special figure, the CPU 103 controls the first hold indicator 25A to display the first special figure hold memory number subtracted by 1 from the first display. You may make it carry out to the hold | maintain indicator 25A (for example, reduce the number of lighting of LED by 1). When starting variable display using the second special figure, the CPU 103 controls the second hold indicator 25B to display the second special figure hold memory number subtracted by one for the second display. You may make it carry out to the holding | maintenance indicator 25B (for example, reduce the number of lighting of LED by 1).
  After executing the process of step S266, the CPU 103 issues a command (variation start command) at the start of variation of the special symbol in order to notify the effect control board 12 side of the special figure display result and the variation pattern determination result. Transmission setting is performed (step S266). For example, when the variation special figure designation buffer value is “1”, the CPU 103 sends the first variation start designation command, the variation pattern designation command ( A command including EXT data indicating the variation pattern determined in step S262 or S263), a display result specifying command (a command including EXT data indicating the variable display result determined in step S244), a first special figure reserved memory number specifying command ( The first special figure reserved memory count value decremented by 1 in step S237, that is, a command including EXT data indicating the first special figure reserved memory number when one reserved memory is consumed when the special figure game is started. Perform transmission settings for sequential transmission. On the other hand, when the variation special figure designation buffer value is “2”, the CPU 103 sends a second variation start designation command, a variation pattern designation command ( A command including EXT data indicating the variation pattern determined in step S262 or S263), a display result specifying command (a command including EXT data indicating the variable display result determined in step S244), a second special figure reserved memory number specifying command ( The second special figure reserved memory count value decremented by 1 in step S233, that is, a command including EXT data indicating the second special figure reserved memory count when one reserved memory is consumed when the special figure game is started. Perform transmission settings for sequential transmission.
  After executing the process of step S266, the CPU 103 updates the value of the special figure process flag to “2” (step S267), and then ends the variation pattern setting process. When the value of the special figure process flag is updated to “2” in step S267, when the next timer interruption occurs, the special symbol variation process in step S112 shown in FIG. 4 is executed.
  The special symbol variation process in step S112 shown in FIG. 4 is executed when the value of the special symbol process flag is “2”. This special symbol variation process includes a process of subtracting 1 from the timer value of the game control process timer. And, when the timer value of the game control process timer (timer value after subtracting 1) is not 0, the special figure variation time has not elapsed, so the control for executing the variable display of the special figure game (for example, the first game The first special symbol display device by performing a control to update the display of the first special symbol and the second special symbol (including the update for maintaining the display of the special symbol for a predetermined time. The same applies hereinafter). In 4A or the second special symbol display device 4B, a process for changing the special symbol is performed, and the special symbol changing process is terminated. On the other hand, when the timer value of the game control process timer becomes 0 and the elapsed time from the start of the special symbol variation reaches the special symbol variation time, the first special symbol display device 4A or the second special symbol display In the device 4B, the change of the special symbol is stopped, and the fixed special symbol (the fixed special symbol set in step S110) that is the variable display result of the special symbol is stopped and displayed (derived display) (the fixed special symbol is displayed for a predetermined time). In addition, when the display is stopped, the symbol confirmation designation command is set to be transmitted, and the value of the special figure process flag is updated to “3”. By repeatedly executing step S112 every time a timer interrupt occurs, special symbol variable display, fixed special symbol derivation display, and the like are realized.
  The special symbol stop process in step S113 is executed when the value of the special symbol process flag is “3”. In the special symbol stop process, the CPU 103 determines whether the big hit flag is on. When the big hit flag is on, the time reduction flag and the probability variation flag are reset (turned off), and the remaining number of variable displays executed in the time reduction state provided in a predetermined area of the RAM 102 (time reduction remaining number) ) Is counted. The count value of the short time counter is counted as “0”. Then, a timer value corresponding to the fanfare waiting time (the waiting time from the start to the end of the fanfare in the big hit gaming state, which is a predetermined time) is set as an initial value in the game control process timer. Then, “15” is set as an initial value in a round number counter provided in the RAM 102 for counting round games. After that, it is set to send a hit start designation command and a gaming state designation command for designating the current gaming state (in this case, a command for designating the normal state), and the special figure process flag is updated to “4”. The symbol stop process is terminated. Since the gaming state is changed after the big hit gaming state, it is not necessary to transmit a gaming state designation command here.
  When the big hit flag is in the off state, it is determined whether or not the time reduction flag is in the on state. Thereafter, it is determined whether the count value after subtracting “1” is “0”. If the count value is “0”, the time-short end condition for ending the time-short state is satisfied (that is, Since a predetermined number of variable displays that can be executed in the state has been executed), the time reduction flag is turned off to end the time reduction state. Thereafter, a transmission setting for transmitting a gaming state designation command (here, a command for designating a high-accuracy low-base state) is performed based on the current gaming state. If the time flag is off, the count value after subtracting “1” is not “0”, or after the game state designation command transmission is set, the special process flag value is updated to “0”, etc. Then, the special symbol stop process is finished.
  The big hit release pre-processing in step S114 is executed when the value of the special figure process flag is “4”. In the big hit release pre-processing, for example, 1 is subtracted from the timer value of the game control process timer. If the timer value after the subtraction is not “0”, the fanfare waiting time has not yet elapsed, so the big hit release pre-processing ends. When the timer value after subtraction is “0”, the fanfare waiting time has elapsed and the round game start timing has come. In this case, a process of starting the execution of the round game in the big hit game state and opening the grand prize opening (for example, a process of transmitting a solenoid drive signal to the solenoid 82 for the big prize opening door), the big prize opening Processing for setting a timer value corresponding to the upper limit (here, 29 seconds) of the period in which the game is opened to the game control process timer is executed. When the process for opening the special winning opening is executed, the value of the special figure process flag is updated to “5”. By repeating step S114 every time a timer interrupt occurs, waiting until the start timing of the round game (waiting until the end of the fanfare), opening of the big prize opening, and the like are realized.
  The big hit release processing in step S115 is executed when the value of the special figure process flag is “5”. In the big hit release process, the timer value of the game control process timer is decremented by 1, the timer value after decrementing by 1, the number of game balls detected by the count switch 23 in one round game (switch process) In this case, the prize winning opening is changed from the open state to the closed state (or partially) based on a counter (provided in the RAM 102) that counts 1 each time the count switch 23 is determined to be on. For example, a process for determining whether or not it is time to return to the open state may be included.
  When it is determined that the timer value after subtraction of 1 has reached 0, or the number of detected game balls (count value of the counter) has reached a predetermined number (for example, 9), Since it is the timing to close, the process of returning the prize winning opening to the closed state (for example, the process of stopping transmitting the solenoid drive signal to the solenoid 82 for the prize winning door and turning off the solenoid 82), Processing to set the timer value corresponding to the closing period of the big prize opening (a round game interval period, a preset period) in the game control process timer, processing to subtract the count value of the round number counter, etc. Executed. If the timer value after subtracting 1 does not become 0 and the number of detected game balls has not reached the predetermined number, a process for maintaining the open state of the big prize opening (for example, the solenoid drive signal Etc.), and the process during the big hit release is completed. When the special winning opening is returned to the closed state, the value of the special figure process flag is updated to “6”. By repeating step S115 every time a timer interrupt occurs, the open state of the big prize opening is maintained until the timing for returning the big prize opening from the open state to the closed state.
  The big hit release post-processing in step S116 is executed when the value of the special figure process flag is “6”. In the processing after the big hit release, processing for determining whether the count value of the round number counter has become “0”, processing for decrementing the timer value of the game control process timer by 1 when it is not “0”, etc. are performed. Is called.
  If it is determined that the count value of the round number counter is “0”, it means that the round game has reached the upper limit number of times, so the ending waiting time (start of ending in the big hit game state) Is a waiting time until the end of the game, and a timer value corresponding to a predetermined time) is set in the game control process timer. In addition, a setting for transmitting a hit end designation command is performed, and processing for updating the special figure process flag to “7” is also performed.
  When the process of decrementing the timer value of the game control process timer by 1 is performed, it is determined whether or not the timer value after decrementing by 1 is 0. Is maintained, and the processing after the big hit release ends. If it is 0, it is the start timing of the round game, so the timer value corresponding to the upper limit (29 seconds in this case) of the process for making the big prize opening open and the period for making the big prize opening open A process for setting the game control process timer is executed. When the process for opening the special winning opening is executed, the value of the special figure process flag is updated to “5”.
  Each round game is realized by repeatedly executing S115 and S116 after the big winning opening is opened in step S114 every time a timer interrupt occurs.
  The jackpot end process in step S117 is executed when the value of the special figure process flag is “7”. In the big hit end process, a process of subtracting 1 from the timer value of the game control process timer is performed. If the timer value decremented by 1 is not 0, the ending has not ended, and the jackpot end processing is ended as it is. When the timer value decremented by 1 reaches 0, the ending ends, so depending on the big hit type (big hit type buffer setting value) stored in the big hit type buffer, the short time flag, the short time counter, the probability variation flag, etc. Set the state.
  For example, if the big hit type is “probability change”, the time reduction flag and the probability change flag are turned on, and “100” is set as a count initial value in the time reduction counter provided in a predetermined area of the RAM 102. If the big hit type is “non-probable change”, only the time reduction flag is turned on, and “100” is set as the count initial value in the time reduction counter. In the jackpot end process, after such setting, a transmission setting for transmitting a gaming state designation command for designating a gaming state corresponding to the setting is performed, and various data such as a gaming control process timer and a jackpot type buffer setting value (next value) The display of the special figure process flag is updated to “0”.
  Next, main operations in the effect control board 12 will be described.
  In the effect control board 12, when the supply of the power supply voltage is received from the power supply board or the like, the effect control CPU 120 is activated to execute a predetermined effect control main process. When the production control main process is started, the production control CPU 120 first executes a predetermined initialization process, clears the RAM 122, sets various initial values, and CTC (counter / timer mounted on the production control board 12). Circuit) register setting, etc. Thereafter, it is determined whether or not a timer interrupt flag provided in a predetermined area (for example, an effect control flag setting unit) of the RAM 122 is turned on. The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the CTC register setting. At this time, if the timer interrupt flag is off, the process 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, for example, an interruption that occurs when 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, the interrupt is interrupted. It is desirable to issue a prohibition instruction (DI instruction). The effect control CPU 120 executes a predetermined command reception interrupt process, for example, 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 RAM 122. Thereafter, the effect control CPU 120 sets the interrupt permission, and then ends the command reception interrupt process.
  If the timer interrupt flag is on, the timer interrupt flag is cleared and turned off, and command analysis processing is executed. In the command analysis process, for example, after the various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the effect control command receiving buffer are read, the read effect control commands are read out. Settings and control corresponding to are performed.
  After executing the command analysis process, the effect control process is executed. In the effect control process, for example, various operations such as a display operation of an effect image in the display area of the image display device 5, an audio output operation from the speakers 8L and 8R, a lighting operation of a light emitter such as the game effect lamp 9 and a decoration LED, etc. With respect to the control content of the rendering operation using the rendering device, determination, determination, setting, etc. according to the rendering control command transmitted from the main board 11 are performed. Subsequent to the effect control process, an effect random number update process is executed, and numerical data indicating the effect random numbers counted by the random counter in the RAM 122 is updated by software as various random values used for effect control. Thereafter, the determination as to whether the timer interrupt flag is on is performed again.
  FIG. 14 is a flowchart illustrating an example of command analysis processing. In the command analysis process, the effect control CPU 120 receives a start winning command (start opening prize designation command, special figure reserved memory number designation command, symbol judgment result designation command, variation pattern judgment result designation command) from the main board 11. It is determined whether there has been (step S401).
  When it is determined that the start winning command is received (step S401; Yes), the received command is stored in the starting winning command buffer (step S402). When a first start opening prize designation command or a first special figure reserved memory number designation command is received as a start prize command, a start winning command (first start opening prize designation command, first special figure reserved memory number designation command) , Symbol determination result designation command, variation pattern judgment result designation command) are stored in a first start winning command buffer provided in a predetermined area of the RAM 122. When a second start opening prize designation command or a second special figure reserved memory number designation command is received as a start prize command, a start winning command (second start opening prize designation command, second special figure reserved memory number designation command) , Symbol determination result designation command, variation pattern judgment result designation command) is stored in a second start winning command buffer provided in a predetermined area of the RAM 122.
  FIG. 15A shows a configuration example of the first start winning command buffer. In the first start winning command buffer, various command data constituting the start winning reception command received at the first start winning is stored. In the first start winning command buffer, a storage area (corresponding to each of the hold display numbers 1 to 4) that can store various data corresponding to the maximum value (for example, 4) of the first special figure hold storage number (for example, 4) Area) is provided.
  When there is a start prize at the first start prize opening, four commands of a first start opening prize designation command, a first special figure hold storage designation command, a symbol determination result designation command, and a variation pattern judgment result designation command are set to 1 The set effect control command (start winning prize command) is transmitted from the main board 11 to the effect control board 12. In addition to the first start opening winning designation command, the first special figure hold memory designation command, the symbol determination result designation command, and the variation pattern judgment result designation command, other information is held in the first start prize command buffer. A storage area is secured so that the information can be stored in association with the stored information.
  The effect control CPU 120 stores the data specifying the start winning command from the top of the empty area of the first start winning command buffer in accordance with the receiving order. The empty area of the first start winning command buffer, that is, the data in the area where no data is stored is “0000 (H)”. Therefore, when the start winning command is received, the effect control CPU 120 corresponds to the smallest hold display number in which the start winning command storage area is all “0000 (H)” in the first start winning command buffer. The effect control command data is stored in the storage area in the order of the first start opening winning designation command, the first special figure hold storage designation command, the symbol determination result designation command, and the variation pattern judgment result designation command.
  FIG. 15C is a configuration example of a variation pattern determination result designation command data correspondence table in which variation pattern determination result designation command data for identifying a variation pattern determination result designation command is associated with a variation pattern determination result. As shown in FIG. 15C, a unique number corresponding to the variation pattern is assigned to the variation pattern determination result, and that number is set to “XX” in the variation pattern determination result designation command, and the variation pattern is determined. Judgment result designation command data is configured. In the case of “no determination” in which no determination is made at the time of starting winning, “00” is assigned to “XX” in the variation pattern determination result designation command, and the variation pattern determination result designation command data is C500 (H). It is.
  The first start winning command buffer has a storage area for storing other information corresponding to each of the hold display numbers, and a storage area for storing a display mode change pattern, which will be described later. . The display mode change pattern is a type indicating a change (transition) of the display mode (display color) of the hold display. As shown in FIG. 15A, when the display mode change pattern is “0”, the display mode change pattern is not set and the hold notice effect is not executed. For this reason, the display mode (display color) of the hold display does not change to “white” in the normal mode.
  FIG. 15B is a configuration example of the second start winning command buffer. In the second start winning command buffer, various command data constituting the start winning reception command received at the second start winning is stored. The second start winning command buffer has a storage area (corresponding to each of the hold display numbers 1 to 4) capable of storing various data for the number corresponding to the maximum value (for example, 4) of the second special figure hold memory number. Area) is provided.
  When there is a start prize at the second start prize opening, four commands of a second start opening prize designation command, a second special figure hold storage designation command, a symbol determination result designation command, and a variation pattern judgment result designation command are set to 1 The set effect control command (start winning prize command) is transmitted from the main board 11 to the effect control board 12. In addition to the second start opening prize designation command, the second special figure hold memory designation command, the symbol judgment result designation command, the variation pattern judgment result designation command, other information is held in the second start prize command buffer. A storage area is secured so that the information can be stored in association with the stored information.
  The effect control CPU 120 stores data for specifying the start winning command from the top of the empty area of the second start winning command buffer in accordance with the receiving order. The empty area of the second start winning command buffer, that is, the data in the area where no data is stored is “0000 (H)”. Accordingly, when the start winning command is received, the effect control CPU 120 corresponds to the smallest hold display number in which the start winning command storage area is all “0000 (H)” in the second start winning command buffer. The effect control command data is stored in the storage area in the order of the second start opening winning designation command, the first special figure hold storage designation command, the symbol determination result designation command, and the variation pattern judgment result designation command.
  Similarly to the first start winning command buffer, the second start winning command buffer has a storage area for storing other information corresponding to each of the hold display numbers, and displays a display mode change pattern to be described later. A storage area for storing is provided. In the display mode change patterns corresponding to the hold display numbers “3” and “4” shown in FIG. 15B, “PT4-3-06” and “PT4-1-01” are stored, respectively. This indicates that the hold notice effect is executed for the hold display corresponding to the hold display numbers “3” and “4”.
  Returning to the description of the flowchart of the command analysis process shown in FIG. 14, after executing step S402 or when determining that the start winning command is not received (step S401; No), the effect control CPU 120 determines that the game It is determined whether or not a state designation command has been received (step S403). When it is determined that the gaming state designation command has been received (step S403; Yes), the effect control CPU 120 switches the on / off state of the high-accuracy flag and the high base flag based on the contents of the received gaming state designation command. (Step S404).
  The high-accuracy flag is provided, for example, in a predetermined area (for example, an effect control flag setting unit) of the RAM 122, and is turned on in response to the probability-changing state. Corresponding to the switching of the on state / off state, the on state / off state is switched. The high base flag is provided, for example, in a predetermined area (for example, an effect control flag setting unit) of the RAM 122, and is turned on in response to the short time state. Corresponding to the switching of the on state / off state, the on state / off state is switched. For example, when the game state designation command designates the high-accuracy high-base state (for example, designates that the probability variation flag and the time reduction flag are on), the effect control CPU 120 specifies the high-probability flag and the high Both base flags are turned on (if they are already on, the on state is maintained. The same applies to the on / off states for both flags). When the gaming state designation command specifies the high probability low base state (for example, when the probability variation flag is on and the time reduction flag is off), the high probability flag is turned on and high base Turn off the flag. When the gaming state designation command specifies the low probability low base state (normal state) (for example, when specifying that the probability variation flag and the time reduction flag are off), both the high probability flag and the high base flag are used. Turn off.
  After executing step S404, or when determining that the start winning command has not been received (step S403; No), the effect control CPU 120 executes other analysis processing (step S405), and the command analysis processing Exit.
  Here, with reference to FIG. 16, the process performed in response to the reception of each effect control command in the command analysis process will be described. The content shown in the item “processing content” shown in FIG. 16 is, for example, the processing executed in step S405. Further, the step number indicated in the item “processing content” indicates the step number in the flowchart shown in FIG. 14 and means that the corresponding step process is executed. In addition, each reception flag and each storage area indicated in the item “processing content” are provided in a predetermined area of the RAM 122. Setting the reception flag means turning on.
  For example, when the received effect control command is a variation pattern command, the effect control CPU 120 stores the received variation pattern command in a variation pattern command storage area formed in the RAM 122. Then, the effect control CPU 120 sets a variation pattern command reception flag.
  Further, for example, when the received effect control command is a display result designation command, the effect control CPU 120 forms the received display result designation command (display result 1 designation command to display result 3 designation command) in the RAM 122. Is stored in the display result specification command storage area.
  FIG. 17 is a flowchart illustrating an example of the effect control process. In the effect control process shown in FIG. 17, the effect control CPU 120 first executes a hold display setting process (step S161).
  FIG. 18 is a flowchart illustrating an example of the hold display setting process. In this embodiment, as a pre-reading advance notice, a hold display corresponding to a variable display (hold storage) is displayed at the start winning timing, and the display color of the hold display is changed at an arbitrary shift timing. A hold notice effect is executed to notify the possibility that the result will be a “hit”.
  When the hold display setting process shown in FIG. 18 is started, the effect control CPU 120 first determines whether or not a start winning command has been received (step S501). When it is determined that the start winning command has been received (step S501; Yes), the effect control CPU 120 receives the first reserved memory number addition designation command received in the low base state, or high It is determined whether it is any of the second reserved memory number addition designation commands received in the base state (step S502). In the present embodiment, by executing the process of step S502, in the low base state, the hold notice effect can be executed when the hold memory increases based on the winning to the first start winning opening 13, and the high base In the state, the holding notice effect can be executed when the holding memory increases based on the winning to the second start winning opening 14.
  When it is determined that it is either the first start winning opening designation command received in the low base state or the second starting winning opening designation command received in the high base state (step S502; Yes), the CPU 120 for effect control Determines the display mode of the hold display (step S503). The CPU 120 for effect control, for example, according to the variable display result and variable pattern of variable display, the final display mode determination table shown in FIG. 19 stored in advance in a predetermined area of the ROM 101 and the hold display shown in FIGS. The display mode of the first hold display or the second hold display is determined with reference to the mode determination table. The effect control CPU 120 may obtain the variable display variable display result and the variation pattern with reference to the symbol determination result designation command and the variation pattern determination result designation command included in the start winning prize command.
  Here, determination of the display mode of the hold display will be described. In the present embodiment, a hold notice effect is executed in which the display mode of the hold display corresponding to the variable display that has not yet started is changed stepwise. The final display mode determination table shown in FIG. 19 determines in advance the final display mode indicating the display mode of the hold display corresponding to the hold display number “1” that is the final stage of the change (transition) of the display mode of the hold display. It is a table. As shown in FIG. 19, in the final display mode determination table, a determination ratio for determining which display color (display mode) is set as the final display mode is assigned for each variable display result with various variation patterns. ing. More specifically, the variable display results are “big hit (normal reach)”, “big hit (long reach)”, “big hit (super reach)”, “big hit (long reach, super reach)”, “big hit (full rotation) Reach), “Lose (Normal Reach)”, “Lose (Long Reach)”, “Lose (Super Reach)”, “Lose (Long Reach, Super Reach)”, “Lose (Non Reach)” In addition, different determination ratios are assigned to the display colors “white”, “blue”, and “red” prepared as display modes for the hold display.
  Here, there is a different possibility that the display color of the hold display will be “big hit” (also called “big hit expectation” or “big hit reliability”), and in the order of “white”, “blue”, “red” It is assumed that there is a high possibility of a “big hit”.
  As shown in FIG. 19, “red” is determined for “big hit (normal reach)” in which the normal reach effect is executed and “big hit (super reach)” in which the super reach A effect or the super reach B effect is executed. Is set to be the highest, and the determination ratio decreases in the order of “blue” and “white”. On the other hand, there are “big hit” (long reach) where long reach production is executed and “big hit (long reach)” which develops into super reach A production or super reach B production after long reach production is executed. , “Blue” has the highest determination ratio, and “Red” and “White” are set in order of decreasing determination ratio. It should be noted that, for “big hit (long reach)” and “big hit (long reach, super reach)”, the same determination ratio is assigned to each display color. In this way, when the long reach effect is executed, the final display mode (display color) of the hold display is determined at the same determination ratio regardless of whether or not the super reach effect is developed. Even if it is displayed with the display color “blue” in the end, the possibility of further development from the long reach production to the super reach production can be suggested, and the expectation for the display color “blue” can be increased. Can do. In addition, the “big hit (full turn reach)” where the full turn reach production is executed has the same “blue” decision ratio as “big hit (long reach)” and “big hit (long reach, super reach)”. It is set so that the determination ratio decreases in the order of “red” and “white”.
  In addition, “Lose (normal reach)”, “Lose (long reach)”, “Lose (super reach)”, “Lose (long reach, super reach)” The determination ratio of “white” is the highest, and the determination ratio is set to decrease in the order of “blue” and “red”. In “losing (non-reach)”, the determination ratio is set only for “white”, and the display mode (display color) is set to remain “white” in the normal mode.
  By setting the determination ratio in this way, when the final display mode (display color) is “red”, the variable display result of the variable display corresponding to this hold display is “big hit (normal reach)” or “big hit”. (Super Reach) is likely, and if it is “Blue”, the variable display results are “Big Hit (Long Reach)”, “Big Hit (Long Reach, Super Reach)”, “Big Hit (Full Reach) Can be suggested. Further, when the final display mode is “white”, it can be suggested that there is a high possibility that the variable display result is “lost”. Similar to the case where the variable display result is “big hit”, when a long reach effect is executed, a determination ratio of the same value is assigned to each display color regardless of whether or not it develops to a super reach effect. ing.
  The display mode change pattern determination table shown in FIG. 20 and FIG. 21 is a table that is referred to in order to determine a display mode change pattern that indicates a change in the display mode of the hold display that is the target of the hold notice effect. The display mode change pattern determination table is divided according to the number of reserved memories (the hold display number of the hold memory that is the notice target of the hold notice effect) and the final display form (display color). Specifically, depending on the number of reserved memories (the number of reserved memories “4” or “3”) and the final display mode (display color “white”, “blue”, “red”) The display mode change pattern determination table is divided. In addition, in each display mode change pattern determination table divided by the number of reserved memories and the final display mode, “big hit (normal reach: NR)”, “big hit (long reach: LR)”, “big hit (super reach: SR)” , “Big hit (long reach, super reach: LR, SR)”, “big hit (full turn reach: full turn)”, “losing (normal reach: NR)”, “losing (long reach: LR)”, “losing ( For each variable display result such as “super reach: SR)” or “losing (long reach, super reach: LR, SR)”, a different determination ratio is assigned to each display mode change pattern indicating a display color change mode. In the present embodiment, it is assumed that the hold notice effect is not executed if the number of hold memories is 2 or less at the time of starting winning.
  The hold display is displayed in one of the display colors “white”, “blue”, and “red” at the start of the hold display accompanying the start winning. In addition, the hold display can be changed to a different display color every time the shift display is performed as the hold memory is consumed, and changes stepwise in the order of “white” → “blue” → “red”. Further, the active display is displayed while maintaining the display color from the hold display corresponding to the hold display number “1”. In addition, when changing the display color, only the change to the display color of the upper level is allowed. For example, it is possible to change to the display color of the upper step by omitting the intermediate step such as “white” → “red”. Is possible.
  FIGS. 20A to 20C are display mode change pattern determination tables that are referred to when the stored memory number is “4” (when the reserved storage subject to the advance notice effect is the hold display number “4”). Yes, a display mode change pattern indicating the display mode of the hold display corresponding to the hold display numbers “4” to “1” is set.
  FIG. 20A is a display mode change pattern determination table that is referred to when the final display mode is “white”. As shown in FIG. 20A, when the final display mode is “white”, the display mode change in which the display color of the hold display corresponding to the hold display numbers “4” to “1” remains “white”. Only the pattern PT4-1-01 is set, and the determination ratio assigned to each variable display result is uniformly 100%.
  FIG. 20B is a display mode change pattern determination table that is referred to when the final display mode is “blue”. As shown in FIG. 20B, as the display mode change pattern, the display color of the hold display corresponding to the hold display numbers “4” to “1” remains “blue” and does not change PT4-2-01 (display mode) The display color is “white” in the hold display corresponding to the hold display number “4” and the hold display number corresponding to the hold display number “3” to “1”. PT4-2-02 to 05 (display mode change count “1”) in which the color changes from “white” to “blue” is set.
  As shown in FIG. 20B, the variable display result “losing” generally has a display mode change pattern PT4-2-01 having a display mode change count of “0” compared to other variable display results. A high decision percentage is assigned. In addition, the variable display results “big hit (NR)” and “big hit (SR)” include PT4-2-02 among the display mode change patterns PT4-2-02 to 05 whose display mode change count is “1”. Is assigned the highest decision rate and PT4-2-5 is assigned the lowest decision rate. On the other hand, in the variable display results “big hit (LR)”, “big hit (LR, SR)” and “big hit (full rotation)”, among the display mode change patterns in which the number of display mode changes is “1”, PT4- The highest decision ratio is assigned to 2-05, and the lowest decision ratio is assigned to PT4-205.
  With such a determination ratio setting, when the hold notice effect is executed by the display mode change pattern PT4-2-01 that does not change while the display color of the hold display remains “blue”, the variable display result is “lost”. Can be suggested. Also, the display mode change pattern in which the display color of the hold display changes from “white” to “blue” is early (the display color of the hold display changes from “white” to “blue” when the hold display number is large). When the hold notice effect is executed, the possibility that the variable display becomes “big hit (NR)” or “big hit (SR)” is high and the timing is late (the hold display number is displayed when the hold display number is small). When the hold notice effect is executed by the display mode change pattern (the display color changes from “white” to “blue”), the variable display is “big hit (LR)”, “big hit (LR, SR)” or “ It can be suggested that there is a high possibility of being a big hit (full rotation).
  FIG. 20C is a display mode change pattern determination table that is referred to when the final display mode is “red”. As shown in FIG. 20C, as the display mode change pattern, the display color of the hold display corresponding to the hold display numbers “4” to “1” remains “red” and does not change (PT4-3-01 (display mode) The display color is “white” in the hold display corresponding to the hold display number “4” and the hold display number corresponding to the hold display numbers “3” to “1”. The display color is “blue” in the PT 4-3-02 to 04 (display mode change count “1”) whose color changes from “white” to “red” and the hold display corresponding to the hold display number “4”. The display color changes from “blue” to “red” in any of the hold displays corresponding to the hold display numbers “3” to “1” (PT 4-3-05 to 07 (display mode change count “1”)) In the hold display corresponding to the hold display number “4”, the display color is “white”. In any one of the hold displays corresponding to the hold display numbers “3” to “1”, the display color changes from “white” to “blue” and further from “blue” to “red”. 10 (display mode change count “2”) is set.
  As shown in FIG. 20C, the variable display result “losing” generally has a display mode change pattern PT4-3-01 having a display mode change count of “0” compared to other variable display results. A high decision percentage is assigned. In addition, in the variable display results “big hit (NR)” and “big hit (SR)”, the display mode change patterns PT4-3-02 to 04 and PT4-3-05 to 07 having the display mode change count of “1” are used. In each section, the highest determination ratio is assigned to PT4-3-04 and PT4-3-07, and the lowest determination ratio is assigned to PT4-3-02 and PT4-3-05. On the other hand, in the variable display results “big hit (LR)”, “big hit (LR, SR)” and “big hit (full rotation)”, the display mode change pattern PT4-3-02 having the display mode change count of “1”. ~ 04 and PT4-3-05 to 07, the highest determination ratio is assigned to PT4-3-02 and PT4-3-05, respectively, and PT4-3-04 and PT4-3-07 are the highest respectively. A low decision percentage is assigned. Further, in the variable display results “big hit (NR)” and “big hit (SR)”, the display mode change in which the display color of the hold display changes from “white” to “blue” and from “blue” to “red”. Among the display mode change patterns PT4-3-08 to 10 whose number of times is “2”, the highest determination ratio is assigned to PT4-3-10, and the lowest determination ratio is assigned to PT4-3-08. On the other hand, in the variable display results “big hit (LR)”, “big hit (LR, SR)” and “big hit (full rotation)”, the display mode change pattern PT4-3-08 having the display mode change count of “2”. 10 to 10, the highest determination ratio is assigned to PT4-3-08, and the lowest determination ratio is assigned to PT4-3-10.
  When the hold notice effect is executed by the display mode change pattern PT4-1-01 that does not change while the display color of the hold display remains “red” by setting such a determination ratio, the variable display result is “lost”. Can be suggested. In addition, the display color of the hold display changes from “white” or “blue” to “red” early (the display color of the hold display changes from “white” or “blue” to “red” when the hold display number is large. When the hold notice effect is executed according to the display mode change pattern (which changes to), the variable display may be “big hit (LR)”, “big hit (LR, SR)” or “big hit (full rotation)”. Is high and the timing is late (when the hold display number is small, the display color of the hold display changes from “white” or “blue” to “red”). Can suggest that there is a high possibility that the variable display will be “big hit (NR)” or “big hit (SR)”.
  FIGS. 21A to 21C are display mode change pattern determination tables to be referred to when the number of reserved memories is “3” (when the reserved storage subject to the notice of holding notice effect is the holding display number “3”). Yes, a display mode change pattern indicating the display mode of the hold display corresponding to the hold display numbers “3” to “1” is set.
  FIG. 21A is a display mode change pattern determination table that is referred to when the final display mode is “white”. As shown in FIG. 21A, when the final display mode is “white”, the display mode change in which the display color of the hold display corresponding to the hold display numbers “3” to “1” remains “white”. Only the pattern PT3-1-01 is set, and the determination ratio assigned for each variable display result is uniformly 100%.
  FIG. 21B is a display mode change pattern determination table that is referred to when the final display mode is “blue”. As shown in FIG. 21 (B), PT3-2-01 (display mode) in which the display color of the hold display corresponding to the hold display numbers “3” to “1” remains “blue” as the display mode change pattern. The display color is “white” in the hold display corresponding to the hold display number “3” and the hold display number corresponding to the hold display numbers “2” to “1”. PT4-2-02 to 03 (display mode change count “1”) in which the color changes from “white” to “blue” is set.
  As shown in FIG. 21B, the variable display result “losing” generally has a display mode change pattern PT3-2-01 having a display mode change count of “0” as compared to other variable display results. A high decision percentage is assigned. Further, in the variable display results “big hit (NR)” and “big hit (SR)”, PT3-2-02 among the display mode change patterns PT3-2-02 to 03 whose display mode change count is “1”. Is assigned a high decision ratio, and PT3-2-03 is assigned a low decision ratio. On the other hand, in the variable display results “big hit (LR)”, “big hit (LR, SR)” and “big hit (full rotation)”, among the display mode change patterns whose display mode change number is “1”, PT3- A high determination ratio is assigned to 2-03, and a low determination ratio is assigned to PT3-2-02.
  When the hold notice effect is executed by the display mode change pattern PT3-2-01 that does not change while the display color of the hold display remains “blue” by setting such a determination ratio, the variable display result is “lost”. Can be suggested. Also, the display mode change pattern in which the display color of the hold display changes from “white” to “blue” is early (the display color of the hold display changes from “white” to “blue” when the hold display number is large). When the hold notice effect is executed, the possibility that the variable display becomes “big hit (NR)” or “big hit (SR)” is high and the timing is late (the hold display number is displayed when the hold display number is small). When the hold notice effect is executed by the display mode change pattern (the display color changes from “white” to “blue”), the variable display is “big hit (LR)”, “big hit (LR, SR)” or “ It can be suggested that there is a high possibility of being a big hit (full rotation).
  FIG. 21C is a display mode change pattern determination table that is referred to when the final display mode is “red”. As shown in FIG. 21C, as the display mode change pattern, the display color of the hold display corresponding to the hold display numbers “3” to “1” remains “red” and does not change (PT3-3-01 (display mode) The display color is “white” in the hold display corresponding to the hold display number “3” and the hold display number corresponding to the hold display numbers “2” to “1”. The display color is “blue” in the PT 3-3-02 to 03 (display mode change count “1”) whose color changes from “white” to “red” and the hold display corresponding to the hold display number “3”. The display color changes from “blue” to “red” in any one of the hold displays corresponding to the hold display numbers “2” to “1” (PT3-3-04 to 05 (display mode change count “1”)). In the hold display corresponding to the hold display number “3”, the display color is “white”. In the hold display corresponding to the hold display number “2”, the display color is changed from “white” to “blue”, and in the hold display corresponding to the hold display number “1”, the display color is changed from “blue” to “red”. PT 4-3-06 (display mode change count “2”) is set.
  As shown in FIG. 21C, the variable display result “losing” generally has a display mode change pattern PT3-3-01 having the display mode change count of “0” compared to other variable display results. A high decision percentage is assigned. In addition, in the variable display results “big hit (NR)” and “big hit (SR)”, the display mode change patterns PT3-3-02 to 03 and PT4-3-04 to 05 whose display mode changes is “1”. In each section, a high determination ratio is assigned to PT3-3-03 and PT4-3-05, respectively, and a low determination ratio is assigned to PT3-3-02 and PT3-3-4-. On the other hand, in the variable display results “big hit (LR)”, “big hit (LR, SR)” and “big hit (full rotation)”, the display mode change pattern PT3-3-02 having the display mode change count of “1”. ~ 03 and PT3-3-4-05 are assigned high decision ratios to PT3-3-02 and PT3-3-4-04, respectively, and low decisions to PT3-3-03 and PT3-3-5, respectively. A percentage is assigned. Furthermore, for the variable display results “big hit (LR)”, “big hit (LR, SR)” and “big hit (full rotation)”, the display color of the hold display is “white” among all the display mode change patterns. , “Blue” and “red” are assigned the highest determination ratio to the display mode change pattern PT3-3-06 in which the number of changes of the display mode is “2”.
  When the hold notice effect is executed by the display mode change pattern PT3-1-01 that does not change while the display color of the hold display remains “red” by setting such a determination ratio, the variable display result is “lost”. Can be suggested. In addition, the display color of the hold display changes from “white” or “blue” to “red” early (the display color of the hold display changes from “white” or “blue” to “red” when the hold display number is large. When the hold notice effect is executed according to the display mode change pattern (which changes to), the variable display may be “big hit (LR)”, “big hit (LR, SR)” or “big hit (full rotation)”. Is high and the timing is late (when the hold display number is small, the display color of the hold display changes from “white” or “blue” to “red”). Can suggest that there is a high possibility that the variable display will be “big hit (NR)” or “big hit (SR)”.
  Returning to the description of the hold display setting process shown in FIG. 18, after executing the process of step S503, the effect control CPU 120 uses the display mode determined in step S503 in accordance with the received start winning command. The first hold display or the second hold display is additionally displayed on the first hold display portion 5HL or the second hold display portion 5HR of the display screen 5 (step S504).
  In the process of step S502, when it is determined that neither the first start winning port designation command received in the low base state nor the second start winning port designation command received in the high base state is found (step S502; No) The production control CPU 120 is in the normal mode, that is, the display color “white”, and the first hold display portion 5HL or the second hold display portion 5HR on the display screen of the image display device 5 according to the received start winning command. Then, the first hold display or the second hold display is additionally displayed (step S505).
  After performing the process of step S505, or when determining that the start winning command is not received in the process of step S501 (step S501; No), has the production control CPU 120 received the variation start designation command? It is determined whether or not (step S506). Whether or not the effect control CPU 120 has received the variation start designation command by referring to whether or not either the first variation start designation command reception flag or the second variation start designation command reception flag is set, for example. What is necessary is just to determine. When it is determined that the change start designation command has not been received (step S506; No), the effect control CPU 120 ends the hold display setting process.
  After performing the process of step S505, or when determining that the start winning command is not received in the process of step S501 (step S501; No), has the production control CPU 120 received the variation start designation command? It is determined whether or not (step S506). Whether or not the effect control CPU 120 has received the variation start designation command by referring to whether or not either the first variation start designation command reception flag or the second variation start designation command reception flag is set, for example. What is necessary is just to determine. When it is determined that the change start designation command has not been received (step S506; No), the effect control CPU 120 ends the hold display setting process.
  On the other hand, when it is determined that the variation start designation command has been received (step S506; Yes), the effect control CPU 120 determines whether or not the received variation designation command is the first variation start designation command (step S507). . When it is determined that the received variation start designation command is the first variation start designation command (step S507; Yes), the effect control CPU 120 has a hold display number “1” in the first hold display portion 5HL of the image display device 5. The first hold display corresponding to is maintained as the active color on the variable display corresponding display unit AHA while maintaining the display color (without changing) (step S508). The effect control CPU 120 refers to the display mode variation pattern stored in the display mode variation pattern storage area in the first start winning prize command buffer shown in FIG. 15A, and corresponds to the hold display number “1”. While the display color of the first hold display is maintained, the first hold display corresponding to the hold display number “1” is displayed as the active display.
  After executing step S508, the effect control CPU 120, in the first hold display section 5HL of the image display device 5, each first corresponding to the hold display numbers “2” to “4” other than the hold display number “1”. In the hold display, the display color is changed according to the display mode change pattern, or the display position is moved (shifted) one by one in the right direction without changing the display color (step S509). . The effect control CPU 120 refers to the display mode variation pattern stored in the display mode variation pattern storage area in the first start winning command buffer shown in FIG. May be changed or maintained according to the display mode variation pattern associated with each.
  Subsequently, the effect control CPU 120 erases the stored content corresponding to the hold display number “1” in the command buffer at the first start winning prize, and sets the stored content corresponding to the hold display numbers “2” to “4” to 1. It is shifted one by one (step S510). After executing the process of step S510, the effect control CPU 120 ends the hold display setting process.
  In the process of step S507, when it is determined that the received variation designation command is not the first variation start designation command, that is, the received variation start designation command is the second variation start designation command (step S507; No), The control CPU 120 maintains the display color of the second hold display corresponding to the hold display number “1” in the second hold display section 5HR of the image display device 5 (without changing it), and displays the variable display correspondingly. The part AHA is displayed as an active display (step S511). The effect control CPU 120 refers to the display mode variation pattern stored in the display mode variation pattern storage area in the second start winning command buffer shown in FIG. 15B, and corresponds to the hold display number “1”. While maintaining the display color of the second hold display, the second hold display corresponding to the hold display number “1” is displayed as the active display.
  After executing step S511, the effect control CPU 120 uses the second hold display unit 5HR of the image display device 5 to store the second hold display numbers “2” to “4” other than the hold display number “1”. In the hold display, the display color is changed according to the display mode change pattern, or the display position is moved (shifted) one by one in the right direction without changing the display color (step S512). . The effect control CPU 120 refers to the display mode variation pattern stored in the storage region of the display mode variation pattern in the second start winning command buffer shown in FIG. May be changed or maintained according to the display mode variation pattern associated with each.
  Subsequently, the production control CPU 120 erases the stored content corresponding to the hold display number “1” in the second start winning command buffer, and stores the stored content corresponding to the hold display numbers “2” to “4” to 1. It is shifted one by one (step S513). After executing the process of step S513, the effect control CPU 120 ends the hold display setting process.
  Returning to the description of the flowchart of the effect control process shown in FIG. 17, after executing the hold display setting process in step S <b> 161, the effect control CPU 120 provides an effect provided in a predetermined area (for example, an effect control flag setting unit) of the RAM 122. Depending on the value of the process flag, one of the following processes of steps S170 to S175 is selected and executed.
  The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is “0”. Whether the variable display start waiting process starts variable display of decorative symbols on the image display device 5 based on whether the first variation start designation command or the second variation start designation command from the main board 11 is received. It includes processing for determining whether or not.
  The variable display start setting process of 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.
  The variable display effect process in step S172 is a process executed when the value of the effect process flag is “2”. In the effect processing during variable display, 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 (such as an effect control timer setting unit). Are read out and various effect control is performed during the variable display of the decorative symbols. After performing such effect control, for example, the end code indicating the end of variable display of the decorative symbol is read from the special symbol variation effect control pattern, or the symbol confirmation command transmitted from the main board 11 is received. In response to this, the final decorative symbol as the final stop symbol that is the variable display result of the decorative symbol is displayed in a completely stopped manner. When the definitive decorative symbol is completely stopped and displayed, 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, the value of the effect process flag is updated to “4”, which is a value corresponding to the effect processing during the big hit. On the other hand, when the production control process timer times out without receiving the hit start designation command, it is determined that the special figure display result in the special figure game is “lost”, and the value of the production process flag is initialized. The value is updated to “0”.
  The special winning opening opening process in step S174 is a process executed when the value of the effect process flag is “4”. In the special winning opening opening process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big hit gaming state, and an effect image based on the set content is displayed on the screen of the image display device 5. Displaying, outputting sound and sound effect from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and playing a game effect lamp by outputting a command (lighting signal) to the lamp control board 14 9 and various effect controls in the big hit gaming state, such as lighting / extinguishing / flashing the decoration LED. In the process for opening the big prize opening, for example, the value of the effect control process flag is set to “5” corresponding to the ending effect process in response to receiving the jackpot end designation command from the main board 11. Update.
  The ending effect process of step S175 is a process executed when the value of the effect process flag is “5”. In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the big hit gaming state, and displays an effect image based on the set content on the 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 is executed at the end of the big hit gaming state, such as turning on / off / flashing the LED for the game. Thereafter, the value of the effect process flag is updated to “0” which is an initial value.
  FIG. 22 is a flowchart showing an example of the variable display start setting process executed in step S171 of FIG. When the variable display start setting process is started, the effect control CPU 120 first performs special processing based on, for example, a display result designation command (command stored in the display result designation command storage area) transmitted from the main board 11. It is determined whether or not the figure display result is “lost” (step S551). When it is determined that the special figure display result is “losing” (step S551; Yes), for example, the effect control CPU 120 stores the variation pattern designation command transmitted from the main board 11 (stored in the variation pattern designation command storage area). Whether or not the variation pattern specified by the command) is a non-reach variation pattern (PA1-1, PA1-2) corresponding to the case of “non-reach” in which the decorative display variable display mode is not the reach mode. Determination is made (step S552).
  When it is determined in the process of step S552 that the pattern is a non-reach variation pattern (step S552; Yes), the effect control CPU 120 determines a combination of finalized decorative symbols that will be the final stop symbol constituting the non-reach combination (step S553). ). The effect control CPU 120 extracts, for example, numerical data indicating random values for determining decorative symbols of a non-reach combination that is updated by a random counter for effect provided in a predetermined area of the random number circuit 124 or the RAM 122 and stores it in the ROM 121. The determined decorative pattern (decorative decorative pattern of non-reach combination) is determined by referring to a decorative pattern determination table of non-reach combination prepared and stored in advance.
  When it is determined in the process of step S552 that the pattern is not a non-reach variation pattern (step S552; No), the effect control CPU 120 determines a combination of confirmed decorative symbols that will be the final stop symbol constituting the reach combination (step S554). . The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining the decorative symbol of the reach combination updated by the random number circuit 124 or the effect random counter, and the reach combination prepared in advance stored in the ROM 121. The determined decorative design (decorative decorative design) is determined by referring to the decorative design determination table.
  When it is determined in the process of step S551 that the special figure display result is not “losing” (step S551; No), the effect control CPU 120 determines the combination of the confirmed decorative symbols that will be the final stop symbol constituting the jackpot combination. (Step S555). The effect control CPU 120 extracts, for example, numerical data indicating a random value for determining the jackpot determined symbol updated by the random number circuit 124 or the effect random counter. Subsequently, by referring to the jackpot determination symbol determination table prepared and stored in advance in the ROM 121 according to the jackpot type specified by the display result designation command transmitted from the main board 11, the image display device 5 The decorative symbols having the same symbol number that is stopped and displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the display area are determined.
  After executing any one of steps S553, S554, and S555, the effect control CPU 120 determines the effect control pattern as one of a plurality of patterns prepared in advance (step S559). For example, the CPU 120 for effect control selects and uses one of a plurality of effect control patterns (special effect change effect control patterns) corresponding to the change pattern indicated by the change pattern determination result designation command. Set as a pattern. In addition, the production control CPU 120 selects one of a plurality of production control patterns (pending display change patterns) prepared in correspondence with the execution setting of the hold display change effect by the hold display setting process in step S161, and uses pattern Set as.
  Subsequent to the processing of step S559, the CPU 120 for effect control, for example, an effect provided in a predetermined area (such as an effect control timer setting unit) of the RAM 122 corresponding to the change pattern specified by the change pattern determination result specifying command. An initial value of the control process timer is set (step S560). Then, the setting for starting the variation of the decorative design or the like on the display screen of the image display device 5 is performed (step S561). At this time, the CPU 120 for effect control, for example, outputs the display control command specified by the display control data included in the effect control pattern (the effect control pattern at the time of special figure fluctuation) determined in the process of step S559 to the VDP of the display control unit 123. , Etc., to start the variation of the decorative symbols in the “left”, “middle” and “right” decorative symbol display areas 5L, 5C and 5R provided in the display area of the image display device 5. Just do it.
  After executing the process of step S561, the effect control CPU 120 updates the value of the effect process flag to “2” that is a value corresponding to the effect process during variable display (step S562), and then starts the variable display start setting process. Exit.
  FIG. 23 is a flowchart illustrating an example of the variable display effect processing executed in step S172 of FIG. When the production process during variable display is started, the production control CPU 120 first determines whether or not the variable display time corresponding to the variation pattern has elapsed based on the timer value of the production control process timer (step S801). . The effect control CPU 120 updates (for example, subtracts 1) the timer value of the effect control process timer, and when an end code is read out from the effect control pattern corresponding to the updated effect control process timer value, for example. In addition, it may be determined that the variable display time has elapsed.
  If it is determined in step S801 that the variable display time has not elapsed (step S801; No), the effect control CPU 120 determines whether or not it is a reach effect period for executing the reach effect (step S801). S802). The reach production period may be determined in advance, for example, in the production control pattern determined according to the variation pattern. When it determines with it being a reach production period (step S802; Yes), CPU120 for production control performs control for performing a reach production (step S803).
  After performing the process of step S803, or when determining that it is not the reach effect period in the process of step S802 (step S802; No), the effect control CPU 120, for example, the effect determined corresponding to the variation pattern In addition, based on the setting in the control pattern, control for executing effects during variable display including variable display operation of decorative symbols is performed (step 804).
  If it is determined in step S801 that the variable display time has elapsed (step S801; Yes), the effect control CPU 120 determines whether or not a symbol confirmation command transmitted from the main board 11 has been received (step S805). ). When it is determined that the symbol confirmation command has not been received (step S805; No), the effect control CPU 120 ends the variable display effect process and stands by. 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 receive the symbol confirmation command normally. You may make it do.
  On the other hand, when it is determined in the process of step S805 that the symbol confirmation command has been received (step S805; Yes), the effect control CPU 120 transmits a predetermined display control command to the VDP of the display control unit 123, for example. Control is performed to derive and display the final stop symbol (determined ornament symbol) that is a display result in the variable symbol variable display, such as causing the symbol to be displayed (step S806). Subsequently, the effect control CPU 120 sets a predetermined time as a jackpot start designation command reception waiting time (step S807). Next, the effect control CPU 120 updates the value of the effect process flag to “3”, which is a value corresponding to the waiting process per special figure (step S808), and ends the effect process during variable display.
  Next, with reference to FIG. 24 to FIG. 26, an example of an effect operation when the hold notice effect is executed will be described. First, referring to FIG. 24 and FIG. 25, the variation pattern PB1-2 in which the variable display result is “big hit” and the long reach effect is executed, and the variable display result is “big hit” and the long reach effect. An effect operation in the case where a variable display effect is executed based on the fluctuation pattern PB1-5 that develops into super reach A after is executed will be described. In this example of the effect operation, it is assumed that a notice effect for notifying the possibility of occurrence of super reach or “big hit” is executed.
  As shown in FIG. 24A, on the display screen of the image display device 5, the variable display game based on the start condition allowing the start of the variable display established earlier is started, and the decorative symbol display areas 5L and 5C are started. , 5R, the variable display of decorative symbols is being executed. Further, the active display AH is displayed in the active display area AHA with the display color “white” in the normal mode as the variable display corresponding display corresponding to the variable display being executed. In addition, the first hold display portion 5HL displays first hold displays H1 to H4 corresponding to the hold display numbers “1” to “4”. Among these hold displays H1 to H4, the hold display H1 is a hold display based on the hold storage determined in the display form change pattern whose final display form is “blue”. The display color “1” is displayed in the first hold display unit 5HL. It is displayed in blue. Further, the hold displays H2 to H4 are displayed in the display color “white” which is the normal mode. It is assumed that the second reserved storage number is “0” and the second reserved display is not displayed on the second reserved display section 5HR.
  Subsequently, as shown in FIG. 24B, on the display screen of the image display device 5, the variable display of the decorative pattern being executed in FIG. In the decorative symbol display areas 5L, 5C, and 5R, the lost symbols are derived and displayed as variable display results. In addition, the display of the active display AH is erased as the variable display result is derived and displayed.
  Next, as shown in FIG. 24C, variable display of decorative symbols corresponding to the reserved display H1 is started in the decorative symbol display areas 5L, 5C, and 5R, and accordingly, the active display area AHA holds the reserved display. An active display AH corresponding to H1 is newly displayed. At this time, the active display AH is displayed while maintaining the display color “blue” of the hold display H1 (without changing).
  Subsequently, as shown in FIG. 24D, the decorative symbols indicating the number “7” are stopped and displayed in the decorative symbol display areas 5L and 5R, and the decorative symbols continuously change in the decorative symbol display area 5C. After reaching the reach state, a long reach effect is executed as shown in FIG. In addition, along with the execution of the long reach production, the development effect production is performed in which the development from the long reach production to the super reach production is performed.
  For example, a step-up notice in which a character image simulating a dharma of three different sizes such as “small”, “medium”, and “large” (hereinafter also referred to as “dharma image”) is displayed step by step. Production is performed. Here, in the step-up notice effect, the first stage develops up to the third stage, the first stage is a “small” Dharma image, the second stage is a “Medium” Dharma image, and the third stage is Dharma images of size “Large” are sequentially displayed. When a step-up notice effect is executed, it is longer when a step-up notice effect that develops up to two stages is executed than when a step-up notice effect that ends in only one stage is executed. It is assumed that the degree of expectation (reliability) for developing from super to reach is high. In addition, when a step-up notice effect that develops to the final three stages is executed rather than when a step-up notice effect that ends in two stages is executed, the long reach develops into a super reach. Assume that the degree of expectation (reliability) is higher.
  As shown in FIG. 24E, when the step-up notice effect is executed, the first stage of the step-up notice effect is executed within a predetermined time after the start of the long reach effect, and the display screen of the image display device 5 is displayed. A red dharma image of size “small” is displayed on the left side of the center. Thus, by executing the step-up notice effect during the long reach effect, it is possible to notify the player that the long reach effect that is longer than the normal reach effect is being executed as the reach effect mode.
  Here, the effect images shown in FIGS. 24A to 24E described above show effect operations that are commonly executed in the variation pattern PB1-2 and the variation pattern PB1-5. After executing the effect operation by the effect image shown in FIG. 24E, different effect operations are executed in each variation pattern. Therefore, FIGS. 25F to 25G show the effect operations that are executed after the change pattern PB1-2 in FIG. 24E, and FIGS. 25H to 25L show the change pattern PB1-. 5 shows an effect image corresponding to the effect operation executed subsequent to FIG.
  First, in the case of the variation pattern PB1-2, since only the long reach effect is executed, the possibility of executing the step-up notice effect that develops to the third stage of the final stage is low. For this reason, as shown in FIG. 25 (F), a step-up notice effect that expands to the second stage is executed, and the size “small” and “ A red dharma image of “medium” is displayed.
  After the end of the long reach production, as shown in FIG. 25 (G), the decorative symbol indicating the number “7” is stopped and displayed in the decorative symbol display area 5C, and all the decorative symbol display areas 5L, 5C, and 5R have “ The jackpot symbol indicating the number “7” is derived and displayed as a variable display result. In addition, the display of the active display AH is erased as the variable display result is derived and displayed. Further, an effect image (phrase image) indicating a phrase such as “big hit !!!!” is displayed at the center of the display screen of the image display device 5, and the variable display result is notified as “big hit. After that, the gaming state Shifts to the jackpot game state and the jackpot game is started.
  In this way, even when the final display mode of the hold display is “blue” whose reliability is lower than “red”, it is possible to suggest the possibility of a big hit after the execution of the long reach effect. A decrease in the degree of expectation for the color “blue” can be prevented.
  Next, in the case of the fluctuation pattern PB1-5, since the super reach effect is executed after the long reach effect is executed, there is a possibility that the step-up notice effect that develops to the third stage of the final stage is executed. high. For this reason, as shown in FIG. 25H, a step-up notice effect that expands to the third stage is executed, and the display screen of the image display device 5 at the end of the long reach effect has a size “small”, “ Three red “Dharma images” of “medium” and “large” are displayed.
  Subsequently, as shown in FIG. 25 (I), after the end of the long reach effect, the super reach A effect is executed. With the start of the execution of the Super Reach A effect, an effect image (phrase image) indicating a phrase such as “Super Reach!” Is displayed at the center of the display screen of the image display device 5, and the Super Reach A effect is started. Informed. In addition, with the execution of the super reach A effect, a big hit notice effect is executed for notifying the possibility that the variable display result will be a “big hit”.
  As the big hit announcement effect, for example, a battle effect in which two “Dharma images” of different colors fight is executed. In the battle effect, for example, two “Dharma images” of different colors compete to push the opponent from the display screen of the image display device 5, and the “Dharma image” that pushes the opponent is pushed out from the winner and the opponent. The “Dharma image” is a loser. In addition, for example, a “Dharma image” of the same color as the “Dharma image” that appeared in the previously executed step-up notice effect is for the player, and a new “Dharma image” of the color that appears in the battle effect is for the player. When the enemy “Dalma image” is the winner, the expectation (reliability) that the variable display result is “big hit” is greater than when the enemy “Dalma image” is the winner. High. In the case where the “dharma image” of the ally is a winner, the battle effect may be executed on the assumption that the variable display result is a big hit decision.
  After the start of the super reach A effect is notified in FIG. 25 (I), as shown in FIG. 25 (J), a battle effect in which red and white “Dharma images” fight is executed. Here, among the red and white “Dharma images”, the red “Dharma image” that appeared in the previously executed step-up notice effect is a friend of the player. As shown in FIG. 25J, it is desirable that the decorative symbol display areas 5L, 5C, and 5R are reduced and moved to the upper right part of the display screen of the image display device 5. Thereby, a player can be made to pay attention to a battle production and the interest of a game can be improved.
  Thereafter, as shown in FIG. 25 (K), the battle effect ends, and only the red “Dharma image” of the ally is displayed on the display screen of the image display device 5. Also, the red “Dharma image” is an object image (hereinafter referred to as “flag image”) that imitates a flag with the letters “Victory” indicating that it has won the battle against the enemy ’s white “Dharma image”. Say). In this way, it is suggested that the expectation (reliability) that the variable display result is “big hit” is high by the victory of the red “Dalma image” of the ally for the player in the battle performance.
  After the battle effect, the super reach A effect ends, and as shown in FIG. 25 (L), the decorative symbol indicating the number “7” is stopped and displayed in the decorative symbol display area 5C, and the decorative symbol display area 5L is displayed. In all of 5C and 5R, the jackpot symbol indicating the number “7” is derived and displayed as a variable display result. In addition, the display of the active display AH is erased as the variable display result is derived and displayed. Further, an effect image (phrase image) indicating a phrase such as “big hit !!” is displayed at the center of the display screen of the image display device 5 to notify that the variable display result is “big hit”. Thereafter, the gaming state shifts to the big hit gaming state, and the big hit gaming is started.
  It should be noted that a variation pattern in which only a long reach effect is executed like the variation pattern PB1-2 and a variation pattern that develops into a super reach effect after the long reach effect is executed like the variation pattern PB1-5 are common. It was explained that the long reach production was executed. However, the long reach effect may be performed at least partially different depending on whether only the long reach effect is executed or when the long reach effect is developed into the super reach effect. For example, when the long reach production is developed after the long reach production is executed, the execution time of the long reach production is shortened compared to the case where only the long reach production is executed, and all the production of the long reach production is completed. You may make it develop into super reach before.
  Next, with reference to FIG. 26, description will be made on the effect operation when the variable display effect is executed based on the variation pattern PB1-7 in which the variable display result is “big hit” and the full rotation reach effect is executed. .
  As shown in FIG. 26A, on the display screen of the image display device 5, the variable display game based on the start condition that allows the start of the variable display established earlier is started, and the decorative symbol display areas 5L and 5C are started. , 5R, the variable display of decorative symbols is being executed. Further, the active display AH is displayed in the active display area AHA with the display color “white” in the normal mode as the variable display corresponding display corresponding to the variable display being executed. In addition, the first hold display portion 5HL displays first hold displays H1 to H4 corresponding to the hold display numbers “1” to “4”. Among these hold displays H1 to H4, the hold display H1 is a hold display based on the hold storage determined in the display form change pattern whose final display form is “blue”. The display color “1” is displayed in the first hold display unit 5HL. It is displayed in blue. Further, the hold displays H2 to H4 are displayed in the display color “white” which is the normal mode. It is assumed that the second reserved storage number is “0” and the second reserved display is not displayed on the second reserved display section 5HR.
  Subsequently, as shown in FIG. 26 (B), on the display screen of the image display device 5, the variable display of the decorative pattern being executed in FIG. 26 (A) is completed as the special figure variation time elapses. In the decorative symbol display areas 5L, 5C, and 5R, the lost symbols are derived and displayed as variable display results. In addition, the display of the active display AH is erased as the variable display result is derived and displayed.
  Next, as shown in FIG. 26 (C), variable display of decorative symbols corresponding to the reserved display H1 is started in the decorative symbol display areas 5L, 5C, and 5R, and accordingly, the active display area AHA holds the reserved display. An active display AH corresponding to H1 is newly displayed. At this time, the active display AH is displayed while maintaining the display color “blue” of the hold display H1 (without changing).
  The variable display of decorative symbols started in FIG. 26 (C) gradually decreases in its fluctuation speed, and as shown in FIG. 26 (D), “2” is slowly displayed in the decorative symbol display areas 5L, 5C, 5R. It fluctuates so that the decorative symbols indicating the numbers of the numbers stop together. Then, as shown in FIG. 26 (E), the decorative symbol indicating the number “2” is temporarily stopped in all the decorative symbol display areas 5L, 5C, 5R.
  Thereafter, as shown in FIG. 26 (F), the variable display is resumed in a state where all the decorative symbols in the decorative symbol display areas 5L, 5C, and 5R are aligned, and the full rotation reach effect is started. As described above, by executing the full rotation reach, it is determined that the variable display result is “big hit”.
  Subsequently, as shown in FIG. 26 (G), the full rotation reach effect is finished, and the display screen of the image display device 5 shows the number “7” in all of the decorative symbol display areas 5L, 5C, and 5R. The jackpot symbol is derived and displayed as a variable display result. In addition, the display of the active display AH is erased as the variable display result is derived and displayed. Further, an effect image (phrase image) indicating a phrase such as “big hit !!” is displayed at the center of the display screen of the image display device 5 to notify that the variable display result is “big hit”. Thereafter, the gaming state shifts to the big hit gaming state, and the big hit gaming is started.
(Modification)
The present invention is not limited to the above-described embodiment and the like, and various modifications and applications are possible. In the above embodiment, a notification effect is executed in conjunction with the execution of the specific effect, and when the special specific effect with a high expectation that the variable display result is “big hit” is executed among the specific effects, the notification is performed. The effect was executed until the end of the variable display, and when a predetermined number of special specific effects were executed, a special effect that suggested that the variable display result would be a “hit” was executed. However, together with these effects, for example, an active display change effect that changes the active display corresponding to the variable display being executed may be executed. Hereinafter, the active display change effect will be described.
  In the above embodiment, when an active display change effect is executed, for example, in the variable display start setting process shown in FIG. 22, a change effect setting process for setting an active display change effect is added before the process of step S559. And run. In the change effect setting process, the effect mode of the active display change effect for changing the special image including the active display (display corresponding to the variable display) in which the hold display corresponding to the variable display being executed is moved to a predetermined display area is set. . It should be noted that, by including the change effect setting process in the hold display setting process shown in FIG. 18, the effect form of the active display change effect may be determined together with the effect form of the hold display replay effect at the time of starting winning. . At this time, in the display mode change determination table shown in FIG. 20 and FIG. 21, it is only necessary to additionally set the active display change pattern for changing the special image including the active display together with the change pattern of the pending display.
  FIG. 27 is a flowchart illustrating an example of a change effect setting process that is additionally executed in the variable display start setting process. When the change effect setting process is started, the effect control CPU 120 first determines whether or not to execute the active display change effect (step S901). The effect control CPU 120 may determine, for example, whether or not to execute the active display change effect with reference to the active display change effect execution determination table shown in FIG. In the specific effect execution cancellation determination table shown in FIG. 28A, the determination ratio is described instead of the determination value. In addition, the active display change effect execution determination table is prepared in advance in a predetermined area of the ROM 121, for example.
  As shown in FIG. 28 (A), the active display change effect execution determination table includes “variable display result” and “execution performed” indicating that the active display change effect is executed as an execution pattern, or an active display change effect. Corresponding to “no execution” indicating that no execution is performed. In addition, a first change effect and a second change effect having different effect modes are prepared as active display change effects, and “executed” indicates that only the first change effect is executed. And “second change effect” indicating that only the second change effect is executed, and “first change effect + second change effect” indicating that the first change effect and the second change effect are executed in parallel. It is divided into and. The variable display results are “loss” (non-reach) that indicates a loss that does not include reach production in the fluctuation pattern, and “loss (reach)” that indicates a loss that includes reach production in the fluctuation pattern, and the jackpot type is uncertain. It is divided into “big hit (non-probable change)” that shows big hits and “big hit (probable change)” that shows big hits whose jackpot type is probabilistic, and different decision ratios are set for each division according to the execution pattern ing.
  Here, the first change effect is an effect acting on the display mode of the active display, and the second change effect is an effect acting on the display mode of the active display frame, and the first change effect and the second change effect are Then, the target that acts is different.
  As shown in FIG. 29A, when the variable display result is “losing”, the determination ratio of “no execution” is set higher than when the variable display result is “big hit”. . On the other hand, when the variable display result is “big hit”, the determination ratio of “executed” is set higher than when the variable display result is “lost”. With this setting, it can be suggested that when the active display change effect is executed, the expectation that the variable display result is “big hit” is higher than when the active display change effect is not executed. .
  Furthermore, as shown in FIG. 29A, when the variable display result is “losing” regardless of whether the variation pattern is non-reach or reach, “ A higher determination ratio is set for “second change effect”, and it is not determined as “first change effect + second change effect”. On the other hand, regardless of whether the big hit type is non-probable or probable, when the variable display result is “big hit”, the determination ratio of “first change effect + second change effect” is the highest. A higher determination ratio is set for the “first change effect” than for the “second change effect”. With this setting, when both the first change effect and the second change effect are executed, the degree of expectation that the variable display result is “big hit” is high, and the first change effect is higher than the second change effect. It can be suggested that the higher the expectation that the variable display result will be a “big hit” when the is executed.
  Returning to the description of the change effect setting process shown in FIG. 27, after performing the process of step S901, the effect control CPU 120 determines whether or not the active display change effect is executed (step S902). The effect control CPU 120 may determine whether or not the active display change effect is executed based on the determination result of step S901. When it is determined that the active display change effect is not executed (step S902; No), the effect control CPU 120 ends the change effect setting process.
  On the other hand, when it determines with an active display change effect being performed (step S902; Yes), CPU120 for effect control determines the execution timing of an active display change effect (step S903). The effect control CPU 120 may determine the execution timing of the active display change effect with reference to, for example, the active display change effect execution timing determination table shown in FIG. In the active display change effect execution timing determination table shown in FIG. 29B, a determination ratio is described instead of the determination value. In addition, the active display change effect execution timing determination table is prepared in advance in a predetermined area of the ROM 121, for example.
  As shown in FIG. 29B, in the active display change effect execution timing determination table, the variable display result and the execution timing of the active display change effect are associated with each other. The execution timing of the active display change effect includes “immediately after the start of variable display” (PT-1) in which the active display change effect is executed immediately after the start of variable display, and execution of the active display change effect immediately after the start of the reach effect. "Just after start of reach effect" (PT-2), and "During reach effect execution" (PT-3) indicating that the active display change effect is executed during the execution of reach effect. In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into “big hit (non-probable change)” that indicates a big hit that is non-probable and “big hit (probable change)” that indicates a big hit whose type of jackpot is probable, and each category has a different decision rate depending on the execution timing Is set. Here, when it is determined that both the first change effect and the second change effect are executed as the active display change effect, both of them start the effect at the same execution timing.
  As shown in FIG. 29B, when the variable display result is “lost (non-reach)”, the active display change effect is necessarily executed “immediately after the start of variable display”. In addition, when the variable display result is “losing (reach)”, the determination rate of “immediately after starting variable display” is higher than when the variable display result is “big hit”, and “the reach effect is being executed”. The decision rate is low. In addition, when the variable display result is “big hit (probability change)”, the determination rate of “just after the start of variable display” is lower than when the variable display result is “big hit (non-probability change)” and “reach effect” The percentage of “running” decisions is high. With such a setting, the later the execution timing of the active display change effect, the higher the expectation that the variable display result will be “big hit”, and the big hit probability is higher than the normal state after the big hit gaming state is finished. It can be suggested that the degree of expectation to be controlled in the certain probability variation state is high.
  Returning to the description of the change effect setting process shown in FIG. 27, after performing the process of step S903, the effect control CPU 120 determines the effect mode of the active display change effect (step S904). The CPU 120 for effect control determines the effect mode of the active display change effect with reference to the change effect mode determination table shown in FIG. 29, for example, according to the determination result in the process of step S901.
  FIG. 29A is a setting example of a first change effect mode determination table that is referred to when the first change effect is executed as the active display change effect. FIG. 29B is a setting example of a second change effect mode determination table that is referred to when the second change effect is executed as the active display change effect. FIG. 29C is a setting example of the first and second change effect mode determination table that is referred to when the first change effect and the second change effect are executed as the active display change effect. In each table shown in FIGS. 29A to 29C, determination ratios are described instead of determination values. Each table shown in FIGS. 29A to 29C is prepared by being stored in a predetermined area of the ROM 121 in advance.
  The first change effect is an action effect that changes the display mode of the active display. For example, by changing the display shape of the active display by executing the first change effect, there is a possibility that the variable display result becomes “big hit”. To suggest. As shown in FIG. 29A, in the first change effect mode determination table, the variable display result and the effect mode of the first change effect are associated with each other. The effect mode of the first change effect is “no change (shape“ circle ”)” (HP1-01) indicating that the display mode of the active display remains unchanged from the beginning, and the display shape of the active display changes from a circle to a triangle. “Changed (shape“ triangle ”)” (HP1-02), “changed (shape“ pentagon ”)” (HP1-03) indicating that the display shape of the active display changes from a circle to a pentagon The active display is classified into “changed (shape“ star ”)” (HP1-04) indicating that the display shape of the active display changes from a circle to a star. In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into “big hit (non-probability change)” indicating a big hit that is non-probable and “big hit (probability change)” indicating a big hit whose type of jackpot is probabilistic. Different decision ratios are set according to the requirements.
  As shown in FIG. 29A, when the variable display result is “losing”, “no change (shape“ circle ”)” (HP1-01) than when the variable display result is “big hit”. ) Is high and is not determined as “changed (shape“ star ”)” (HP1-04). Further, when the variable display result is “big hit (probable change)”, “no change (shape“ circle ”)” (HP1-01) than when the variable display result is “big hit (non-probable change)”. The determination ratio of “There is a change (shape“ star ”)” (HP1-04) is high. With such a setting, the effect mode of the first change effect is “no change (shape“ circle ”)” (HP1-01), “changed (shape“ triangle ”)” (HP1-02), “changed ( In the order of “shape“ pentagon ”” ”(HP1-03),“ changed (shape “star”) ”(HP1-4), the expectation that the variable display result is“ big hit ”is high, and the big hit gaming state It can be suggested that the degree of expectation to be controlled to the probability variation state after completion is high.
  The second change effect is an effect that changes the active display frame. For example, by changing the line thickness of the active display frame by executing the second change effect, the variable display result can be “big hit”. Suggest sex. As shown in FIG. 29B, in the second change effect mode determination table, the variable display result and the effect mode of the second change effect are associated with each other. The effect mode of the second change effect is “no change (thickness“ normal ”)” (HP2-01) indicating that the line thickness of the active display frame remains unchanged, and the line thickness of the active display frame. "Changed (thickness" middle thickness ")" (HP2-02) indicating that the thickness of the active display frame changes from normal to very thick. Yes (thickness “extremely thick”) ”(HP2-03). In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into "big hit (non-probable change)" indicating a big hit that is non-probable and "big hit (probable change)" indicating a big hit whose type of jackpot is probabilistic. Different decision ratios are set according to the requirements.
  As shown in FIG. 29B, when the variable display result is “losing”, “no change (thickness“ normal ”)” (HP2−) than when the variable display result is “big hit”. The determination ratio of “01” is high, and the determination ratio of “with change (thickness“ very thick ”)” (HP2-03) is low. Further, when the variable display result is “big hit (probable change)”, “no change (thickness“ normal ”)” (HP2-01) than when the variable display result is “big hit (non-probable change)”. ) Determination rate is low, and “changed (thickness“ very thick ”)” (HP2-03) determination rate is high. With such a setting, the production mode of the second change effect is “no change (thickness“ normal ”)” (HP2-01), “changed (thickness“ middle thickness ”)” (HP2-02), “ As the line of the active display frame changes thicker in the order of “with change (thickness“ extremely thick ”)” (HP2-03), the expectation that the variable display result will be “big hit” is high, and the big hit gaming state is finished. After that, it can be suggested that the degree of expectation to be controlled to the probability variation state is high.
  As shown in FIG. 29C, in the first / second change effect mode determination table, variable display results and combinations of the effect modes of the first change effect and the second change effect are associated with each other. For example, the first change effect and the second change effect are activated by the first change effect from HP 3-01 indicating that the display shape of the active display and the line thickness of the active display frame do not change in each effect. While the display shape of the display changes from a circle to a star, it is divided into 12 patterns up to HP3-12 indicating that the line thickness of the active display frame changes from normal to extremely thick due to the second change effect. In addition, the variable display results include “losing (non-reach)” indicating that the variation pattern does not include the reach effect, “losing (reach)” indicating that the variation pattern includes the reach effect, and the big hit type. It is divided into "big hit (non-probable change)" indicating a big hit that is non-probable and "big hit (probable change)" indicating a big hit whose type of big hit is probabilistic. Different determination ratios are set according to the production mode of the production.
  As shown in FIG. 29C, when the variable display result is “losing”, the determination ratio of HP3-01 is higher than when the variable display result is “big hit”, and the first change effect is caused. The display shape of the active display is not determined to be HP3-10 to HP3-12 including an effect mode in which the display shape changes from a circle to a star. When the variable display result is “big hit (probability change)”, the determination rate of HP3-01 is lower than in the case where the variable display result is “big hit (non-probability change)”, and HP3-10 to HP3- The determination rate of 12 is high. With such a setting, as the display shape of the active display changes from a circle to a complicated shape due to the first change effect, and as the line of the active display frame changes thicker due to the second change effect, the variable display result becomes “ It can be implied that the degree of expectation of “big hit” is high, and that the degree of expectation to be controlled to the probability change state after the big hit gaming state is finished is high.
  When the variable display result is “big hit” based on the determination ratio setting in each table of FIG. 28 (B) and FIGS. 29 (A) to (C), “reach effect” is used as the execution timing of the active display change effect. A late timing such as “execution in progress” is easily determined (see FIG. 28B), and a success mode of “with change” is easily determined as an effect mode of the common effect of the first change effect and the second change effect. Therefore, it can be said that the slower the execution timing of the active display change effect is, the higher the possibility that the effect result will be a successful mode.
  Returning to the description of the change effect setting process shown in FIG. 27, after performing the process of step S904, the effect control CPU 120 ends the change effect setting process.
  Next, a display operation example of the active display change effect on the display screen of the image display device 5 will be described with reference to FIGS. 30 and 31. (A)-(d) of FIG. 30 (A) and (A) (e)-(g) of FIG. 31 arrange each display operation in the image display apparatus 5 in time series. The same applies to FIGS. 30 (B) (a) to (d) and FIGS. 31 (B) (e) to (f). FIG. 30A and FIG. 31A show the successful effects in which the active display and the active display frame that are the respective change targets change due to the execution of the first change effect and the second change effect. As an effect mode of the change effect, a case where the active display change effect pattern HP3-12 (“changed (shape“ star ”)”, “changed (thickness“ extremely thick ”) shown in FIG. 30 (B) and 31 (B), on the other hand, represent failure effects in which the active display and the active display frame that are the respective change targets do not change due to the execution of the first change effect and the second change effect, As an effect mode of the active display change effect, the active display change effect pattern HP3-01 (“no change (shape“ circle ”)”, “no change (thickness“ normal ”)” shown in FIG. 30 and 31, the arrows “left”, “middle”, and “right” in the display screens 5L, 5C, and 5R in the display screen of the image display device 5 are displayed. “↓” indicates that the decorative symbol is being variably displayed.
  First, the success effects in the first change effect and the second change effect will be described. As shown in FIGS. 30A and 30A, in the symbol display areas 5L, 5C, and 5R of the display screen of the image display device 5, a fixed decorative symbol (“3”) is displayed as a display result of the variable display executed previously. “9” “4”) are derived and displayed. The first hold display portion 5HL displays a hold display H1, a hold display H2, and a hold display H3.
  Next, FIGS. 30A and 30B show an active display AH corresponding to the hold display H1 displayed on the first hold display portion 5HL in the active display area AHA, and an active display corresponding to the hold display H1. A state when variable display of AH is started is shown.
  Subsequently, FIGS. 30A and 30C show the first change effect and the immediately after the variable display in FIGS. 30A and 30B (execution timing pattern PT-1 shown in FIG. 28B). The state when the 2nd change production is performed is shown. As shown in FIGS. 30A and 30C, three figures (star Z1, triangle Z2, pentagon Z3) are displayed as a figure group Y1 in the upper right part of the display screen of the image display device 5 as the first change effect. As a second change effect, an arrow Y <b> 2 in which the characters “Intense heat” is drawn is displayed at the upper left part of the display screen of the image display device 5.
  Next, as shown in FIGS. 30A and 30D, the figure group Y1 by the first change effect displayed in FIGS. 30A and 30C moves toward the active display area AHA, and the figure group Y1. After the triangle Z2 disappears, the star Z1 and the pentagon Z3 continue to move. In addition, the arrow Y2 by the second change effect displayed in FIGS. 30A and 30C moves toward the active display area AHA and collides with the active display frame AHW.
  Next, as shown in FIGS. 31A and 31E, after the arrow Y2 by the second change effect collides with the active display frame AHW, the thickness of the line of the active display frame AHW changes to “extremely thick”. Yes. Further, the pentagon Z3 further disappears from the figure group Y1 resulting from the first change effect, and only the star Z1 continues to move.
  Subsequently, as shown in FIGS. 31 (A) and 31 (f), the star Z1 remaining without disappearing in the figure group Y1 by the first change effect in FIGS. 31 (A) and 31 (e) faces the active display frame AHW. Further moving and colliding with the active display AH.
  Then, as shown in FIGS. 31A and 31G, after the star Z1 remaining without disappearing in the graphic group Y1 collides with the active display AH, the display shape of the active display AH changes to “star”. ing. Further, “7” is stopped and displayed in the decorative symbol display areas 5L and 5R, and a reach mode is achieved.
  Next, failure effects in the first change effect and the second change effect will be described. 30 (B) (a)-(c) are the same as FIGS. 30 (A) (a)-(c). That is, FIGS. 30 (A) (a) to (c) and FIGS. 30 (B) (a) to (c) are common displays for the success effect and the failure effect in the first change effect and the second change effect. Is the action.
  Subsequently, in FIGS. 30B and 30D, the arrow Y2 by the second change effect displayed in FIGS. 30B and 30C moves toward the active display area AHA and collides with the active display frame AHW. The state of moving to the lower part of the display screen of the image display device 5 is shown. Similarly to FIGS. 30A and 30D, the figure group Y1 by the first change effect displayed in FIGS. 30B and 30C moves toward the active display area AHA, and the triangle Z2 from the figure group Y1. After disappearing, the star Z1 and the pentagon Z3 continue to move.
  Next, as shown in FIGS. 31B and 31E, the pentagon Z3 further disappears from the figure group Y1 resulting from the first change effect, and only the star Z1 continues to move. In addition, the arrow Y <b> 2 due to the second change effect disappears from the display screen of the image display device 5.
  Subsequently, as shown in FIGS. 31B and 31F, the star Z1 remaining without disappearing from the graphic group Y1 by the first system change effect displayed in FIGS. 31B and 31E is the active display area. The movement further continues toward AHA, but disappears immediately before colliding with the active display AH.
  In FIGS. 31B and 31G, the star Z1 remaining without disappearing from the figure group Y1 in the active display AH in FIGS. 31B and 31F disappears without colliding with the active display AH. The active display AH is displayed in the “circle” display mode without changing the display shape. Further, “7” is stopped and displayed in the decorative symbol display areas 5L and 5R, and a reach mode is achieved.
  As described above, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, the variable display result of the variable display corresponding to the hold storage is prefetched, and the hold display is performed according to the prefetch result. A hold notice effect is displayed in which the expectation degree is displayed in one of a plurality of display colors that increase in the order of “white”, “blue”, and “red”. In this hold notice effect, if a variable pattern that develops into a super reach effect is executed after the long reach effect is executed in the variable display corresponding to the hold memory, the ratio of the variable display result to “big hit” is high. The ratio of the display color “red” determined as the display mode of the hold display is suppressed. According to such a configuration, it is possible to prevent a decrease in expectation due to execution of the hold notice with the display color “blue”.
  Moreover, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, an active display corresponding to a variable display being executed is displayed. According to such a configuration, it is possible to enhance a sense of expectation for the variable display being executed.
  In addition, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, in the holding notice effect, when the variation pattern with the long reach effect is executed, and after the long reach effect is executed, the super reach A effect Or in the case where the variation pattern developed into the super reach B effect is executed, the hold display is displayed by the final display mode (display color) allocated at the same determination ratio (see FIG. 19). According to such a configuration, it is possible to prevent a decrease in expectation associated with execution of the hold notice effect with the display colors “blue” and “white”.
  In addition, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, when a change pattern with a full rotation reach effect is executed in the hold notice effect, the hold display is displayed as the final display mode. The display ratio of “blue” is higher than “red” (see FIG. 19). According to such a configuration, it is possible to prevent a decrease in expectation associated with execution of the hold notice effect with the display color “blue”.
  Further, according to the pachinko gaming machine 1 according to the above-described embodiment, for example, a hold display corresponding to the hold storage is displayed on the first hold display unit 5HL or the second hold display unit 5HR on the display screen of the image display device 5. When variable display corresponding to the hold display is started, it is displayed in the active display area AHA as the active display. In addition, the display mode of the active display or the active display frame can be changed by the first change effect and the second change effect acting on the active display and the active display frame, and the display mode of the active display or the active display frame is changed. And a failure mode in which the active display or the display mode of the active display frame does not change can be executed. In addition, a plurality of execution timings of the first change effect and the second change effect are provided, and different determination ratios of success modes are set according to the variable display results. According to such a configuration, the player can be focused on the execution timing of the common performance.
  As described above, the embodiments of the present invention have been described with reference to the drawings. However, specific configurations are not limited to these embodiments, and modifications and additions without departing from the gist of the present invention are included in the present invention. It is.
  In the above embodiment, for example, in the hold notice effect, the hold display and the active display are displayed in three display colors such as “white”, “blue”, and “red”, but the number of display colors is not limited to this. Further, the hold display and the active display may be displayed with more display colors or fewer display colors. Further, for example, as the display mode of the hold display, “blue” in the first mode, “red” in the second mode in which the degree of expectation (reliability) that the variable display result is “big hit” is higher than the first mode, etc. Although one display color is assigned to one display mode, a plurality of display colors may be assigned to one display mode. Further, the shape of the hold display and the active display is not limited to a circle and is arbitrary.
  In the above embodiment, for example, in the hold notice effect, when the number of reserved memories at the time of starting winning is 4 or 3, the display form change pattern is determined using the display form change pattern determination table shown in FIG. The hold notice effect is executed, and the hold notice effect is not executed when the number of reserved memories at the time of starting winning is 2 or less. However, even when the number of reserved memories at the time of starting winning is 2 or less, the holding notice effect may be executed in the same manner as when the number of reserved memories at the time of starting winning is 4 or 3.
  In the above-described embodiment, for example, in the hold notice effect, the final display mode of the hold display (the display color of the hold display corresponding to the hold display number “1”) is determined in advance, and the final display mode from the display mode at the start of the hold display is determined. A display mode change pattern indicating a change up to the display mode was determined. However, the presentation mode of the hold notice effect is not limited to this. For example, only the display mode at the start of the hold display is determined, and the display mode is not changed until the hold display is erased with the start of the corresponding variable display. A production aspect may be sufficient.
  In the above embodiment, for example, when a hold notice effect is executed as a prefetch notice, only the display form of the hold display is changed, and the active display maintains the display form of the hold display corresponding to the hold display number “1”. (Without changing). However, the target for changing the display mode is not limited to the hold display, and the display mode of the active display may be changed. In this case, the active display may be displayed by changing the display mode of the hold display corresponding to the hold display number “1” at the start of the variable display, or the display mode of the active display may be changed during execution of the variable display. May be.
  Here, referring to FIG. 32 and FIG. 33, the variable display is executed based on the fluctuation pattern PB1-5 that develops to super reach A after the variable display result is “big hit” and the long reach effect is executed. In this case, the action operation of the hold notice effect that changes the display mode of the active display with the development of Super Reach A will be described.
  The effect images shown in FIGS. 32A to 32F are the same as the effect images shown in FIGS. 24A to 24E and FIG. 25H described above. Therefore, detailed description of the effect operation in these effect images is omitted. 32D to 32F show effect images when the long reach effect and the step-up notice effect are executed in the variable display corresponding to the hold display H1 in FIGS. 32A and 32B. Show.
  As shown in FIG. 32 (F), the step-up notice effect is developed up to the third stage of the final stage by the end of the long reach effect, and three red “Dharma” are displayed on the display screen of the image display device 5. "Image" is displayed. At this time, the active display AH in the active display area AHA is displayed in the display color “blue” as in the variable display start shown in FIG.
  Subsequently, as shown in FIG. 25 (I), after the end of the long reach effect, the super reach A effect is developed and executed. With the start of the execution of the Super Reach A effect, an effect image (phrase image) indicating a phrase such as “Super Reach!” Is displayed at the center of the display screen of the image display device 5, and the Super Reach A effect is started. Informed. Further, the display color of the active display AH is changed from “blue” to “red”.
  FIG. 32 (H) and FIG. 33 (I) show effect images when the super reach A effect and the battle effect are executed. As shown in FIG. 32 (H), during the execution of the super reach A effect, a battle effect in which the red and white “Dharma image” fights is executed, and as shown in FIG. A white “Dharma image” is pushed out of the display screen, and a red “Dharma image” is displayed as a winner. The red “Dharma image” is the same color as the “Dharma image” that appeared in the step-up notice effect, and it is the “Dharma image” of the ally for the player. The degree) is high.
  After the battle effect, the super reach A effect ends, and as shown in FIG. 33 (J), the decorative symbol indicating the number “7” is stopped and displayed in the decorative symbol display area 5C, and the decorative symbol display area 5L is displayed. In all of 5C and 5R, the big hit symbol indicating the number “7” is derived and displayed as a variable display result. In addition, the display of the active display AH is erased as the variable display result is derived and displayed. Further, an effect image (phrase image) indicating a phrase such as “big hit !!” is displayed at the center of the display screen of the image display device 5 to notify that the variable display result is “big hit”. Thereafter, the gaming state shifts to the big hit gaming state, and the big hit gaming is started.
  As described above, even if the variable display corresponding to the hold display determined as the display mode change pattern of “blue” as the final display mode, the variable display result is “big hit” and the long reach effect was executed. In the case of a variation pattern that develops into a super reach effect later, the display color of the active display may be changed from “blue” to “red” at the start of the super reach effect. Thereby, it can be suggested that the possibility that the variable display result will be a “big hit” is very high, and the interest of the game can be improved.
  In the above embodiment, for example, a different determination ratio is assigned to each display color as the final display mode of the hold display according to the variable display result and the variation pattern to be executed. As shown in the final display mode determination table of FIG. 19, even when the super reach effect is executed, “white”, “blue”, and “red” prepared as the display colors of the hold display and the active display, respectively. A decision ratio was assigned to give the possibility of final display by one of these three display colors, but the display color as the final display mode was limited for each variable display result and variation pattern to be executed. Also good. For example, only “red” is used for the variation pattern in which the super reach production is executed, only “blue” is used in the variation pattern in which the long reach production is executed alone, and only “white” is used in the variation pattern in which the normal reach production is executed. A determination ratio may be assigned to. Here, in the case of a fluctuation pattern in which the super reach effect is executed after the long reach effect is executed, if the hold display or the active display is displayed in “red”, even if the long reach effect is started, the super reach effect is developed. Since the player can easily foresee what to do (because the development of super-reaching production is preemptive), as previously described with reference to FIG. 32 and FIG. It is desirable to control the display color of the active display from “red” to “red” after development from super-reach production.
  In the above embodiment, for example, as shown in the configuration example of the variation pattern shown in FIG. However, the executable variation pattern is not limited to this. For example, instead of or in addition to the variation pattern (PB1-7) in which full rotation reach is executed alone, a variation pattern that develops into full rotation reach production after the long reach production is executed can be executed. You may do it. In this case, even for a variation pattern that develops into a full rotation reach effect after the long reach effect is executed, a high determination ratio is assigned so that the final display mode in the hold notice effect is easily determined to the display color “blue”. What should I do? As a result, even if the hold display is displayed in “blue” with a lower reliability than “red”, it is possible to suggest the possibility of a big hit, and the expectation for the display color “blue” is reduced. Can be prevented.
  In the above embodiment, for example, as shown in FIG. 20 and FIG. 21, the hold display can be changed to a different display color every time the shift display is performed, and “white” → “blue” → “red”. It was made to change gradually in order. For this reason, the display mode change pattern is set with a maximum of 2 display mode changes. However, you may set the display mode change pattern which changes a display mode 3 times or more. In this embodiment, only the change to the display color of the upper level is allowed, but for example, the change in the display color of the lower level such as “white” → “blue” → “white” → “red”. The display mode may be changed three or more times. In addition, for example, when a full-rotation reach effect that is determined to be a big hit is executed, an active display is further displayed at a start timing of the full-rotation reach effect (for example, a so-called rainbow suspension in which the display color changes to 7 colors) The display mode may be changed so as to change the display mode.
  In the above embodiment, for example, in the active display mode determination table shown in FIG. 19, “big hit (normal reach)”, “big hit (long reach)”, “big hit (super reach)”, “big hit (long reach, super reach) The determination ratio assigned to the final display mode (display color) is varied for each variable display result such as “reach” and “big hit (full rotation reach)”. In particular, in the variable display results “big hit (long reach)”, “big hit (long reach, super reach)”, and “big hit (full rotation)”, the display color of the final display mode is 1 more than “red” at the top. Increased the rate at which “blue” in the lower level is determined. However, the determination ratio assigned to each display color is arbitrary in accordance with the variable display result and the type of variation pattern. For example, the variable display results “big hit (long reach)”, “big hit (long reach, super reach)”, and “big hit (full rotation)” display color “red” are not assigned at all, and long reach production is executed. In the case of being performed (including the case of developing to super reach) or when the full rotation reach effect is executed, the display by the display color “red” of the hold display and the active display may be prohibited. In addition, for example, after the variable display result is “big hit” and the normal reach effect is executed, the fluctuation pattern in which the super reach effect is executed, and after the variable display result is “hit” and the long reach effect is executed. If the fluctuation pattern in which the super reach production is executed is executable, the case of the fluctuation pattern in which the super reach production is executed after the long reach production is executed is performed after the normal reach production is executed. The final display mode may be more easily determined to be the display color “blue” than in the case of the variation pattern in which is executed. Further, when the variable display result is “losing”, the final display mode may be more easily determined as the display color “blue” than when the variable display result is “big hit”.
  In the above embodiment, for example, in the process of step 502 shown in FIG. 18, when the first start winning port designation command is received in the low base state, or the second start winning port designation command is received in the high base state. In such a case, the pre-reading notice by the hold notice effect is executed. However, regardless of the received start winning opening designation command, the pre-reading notice by the hold notice effect may be executed only when the gaming state is either the low base state or the high base state.
  In the above embodiment, for example, in the active display change effect, the first change effect changes the display shape of the active display, and the second change effect changes the line thickness of the active display frame. However, the active display change effect is not limited to this. For example, the active display change effect is arbitrary as long as it changes the display mode, such as changing the color of the active display or changing the line color of the active display frame. .
  In the above-described embodiment, for example, the pre-reading notice is executed by changing the display colors of the hold display and the active display in the hold notice effect, and the active display shape in the active display change effect. However, the display mode of the hold display and the active display can be arbitrarily changed in these notice effects. For example, in the active display change effect, similarly to the hold notice effect, the hold display may be changed to a different display color, and the active display may be displayed by taking over the display color of the hold display. In addition to the shape of the active display, the display color may be changed. On the other hand, in the hold notice effect, the shape may be changeable together with the display colors of the hold display and the active display.
  In the above embodiment, for example, data may be exchanged with the pachinko gaming machine 1 and the management server via a portable terminal having a two-dimensional code reading function and an internet network connection function. The player connects to the management server using a portable terminal or the like, receives the player's own ID in advance, receives a notification regarding his / her own performance during the game, or past game history It is possible to play a game in a game mode reflecting the above.
  In the above-described embodiment, it is determined whether or not the variable display result of the variable display becomes “big hit” by executing the winning random number determination process in the start winning determination process executed on the main board 11. . The main board 11 transmits a determination result designation command for designating the determination result to the effect control board 12. The effect control board 12 determines the contents of the prefetch notice based on the determination result designation command received from the main board 11. However, the determination is not limited to whether or not the main board 11 is “big hit”. For example, the main board 11 transmits a command indicating the random value extracted at the time of winning a prize to the effect control board 12, and the effect control board 12 determines “big hit” based on the command indicating the random value received from the main board 11. It is also possible to determine whether or not to determine, and based on the determination result, the content of the prefetch notice may be determined. That is, the determination process such as whether or not the “big hit” necessary for determining the content of the pre-reading notice may be executed by either the main board 11 or the effect control board 12.
  In the above-described embodiment, for example, a plurality of types of special symbols composed of numbers indicating “0” to “9”, symbols indicating “−”, or lighting patterns of segments not limited to numbers and symbols, etc. An example of variable display is shown. However, the variable display result displayed on the first special symbol display device 4A and the second special symbol display device 4B and the special symbol variably displayed are a number indicating "0" to "9" and a symbol indicating "-". It is not limited to what consists of etc. For example, a lighting pattern during variable display of special symbols may include a pattern in which all LEDs are turned off, and a pattern in which all LEDs are turned off and one pattern in which at least some LEDs are lit (for example, a lost symbol) Are also included in the special symbol variable display (in this case, the one pattern (eg, the lost symbol) appears to blink). Further, the special symbol displayed during variable display may be different from the special symbol displayed as the variable display result. As a special symbol variable display, for example, “−” blinks, and as a variable display result, other special symbols (“7” for “big hit”, “1” for “lost”, etc.) Is also included in the special symbol variable display. In addition, the variable display of the decorative design includes a blinking display or scroll display of one type of decorative design. The lighting pattern during the variable display of the normal symbol may include a pattern in which all the LEDs are extinguished, and a pattern in which all the LEDs are extinguished and one pattern in which at least some of the LEDs are lit (for example, a lost symbol). It is also included in the variable display of normal symbols to repeat alternately. Also, the decorative symbol or normal symbol displayed during variable display may be different from the decorative symbol or normal symbol displayed as a variable display result.
  In the above-described embodiment, the ratio (including the determination ratio, etc., the same applies to the probability) may include 0%. In other words, the ratio and probability may be between 0 and 100%. For example, to make one ratio different from the other ratio means that one ratio is, for example, 30%, the other ratio is 70%, and the other ratio is, for example, 0%, and the other ratio is 100%. Including. Further, the sum of one ratio and the other ratio may not be 100% (there may be a part that is not included in either one or the other and may have a predetermined ratio). In addition, when the ratio of the other is higher than the ratio of one, the ratio of one is set to 0% and the ratio of the other is set to 100%. For example, in the above, the variable display pattern determination ratio in a specific period after a specific gaming state and the variable display pattern determination ratio in a period other than the specific period are different from each other. And the case where the variable display pattern selected on one side and the variable display pattern selected on the other side partially overlap or do not completely overlap. These may be defined by the contents of a table that defines the ratio.
  In the above embodiment, the pachinko gaming machine 1 performs probability variation control in which the jackpot type is “probability variation” when a jackpot symbol indicating a predetermined number is derived and displayed as a variable symbol display result of the special symbol. For example, a probability variation determination device type pachinko gaming machine in which probability variation control is performed based on the fact that a game ball has passed a specific region in an attacker provided in the game region may be used.
  In the above embodiment, in order to notify the effect control board 12 of the change pattern indicating the change mode such as the change time, the type of reach effect, the presence / absence of the pseudo-ream, etc., one change pattern command is given when the change is started. Although an example of transmission is shown, a variation pattern may be notified to the effect control board 12 by two or more commands. Specifically, in the case of notification by two commands, the game control microcomputer 100 uses the first command to indicate whether there is a pseudo-continuity, whether there is a slip effect, etc. before reaching reach (so-called if not reach). A command indicating the variation time and variation mode before the second stop) is transmitted, and the second command has reached the reach such as the type of reach and presence / absence of re-lottery effect (if the reach does not reach, the so-called first You may make it transmit the command which shows the fluctuation | variation time and fluctuation | variation aspect after 2 stop). In this case, the effect control board 12 may perform the effect control in the change display based on the change time derived from the combination of the two commands. The game control microcomputer 100 notifies the change time by each of the two commands, and the effect control board 12 selects the specific change mode executed at each timing. Also good. When sending two commands, two commands may be sent within the same timer interrupt. After sending the first command, a certain period of time has passed (for example, the next timer interrupt). The second command may be transmitted. Note that the variation mode indicated by each command is not limited to this example, and the order of transmission can be changed as appropriate. In this way, by notifying the variation pattern by two or more commands, the amount of data that must be stored as the variation pattern command can be reduced.
  In the above embodiment, a pachinko machine is taken as an example of the gaming machine. However, according to the present invention, a predetermined number of bets are set by inserting medals, and a plurality of types are set according to the operation of the operation lever by the player. When the symbol is rotated and the symbol is stopped according to the stop button operation by the player, if the combination of the stop symbol becomes a specific symbol combination, it applies to a slot machine in which a predetermined number of medals are paid out to the player It is also possible. For example, when applied to a slot machine, the total number of winning combinations such as a small combination or replaying combination (replay) is counted, and the winning rate is calculated based on the total number of winning combinations generated and a specific effect May be configured to execute.
  In addition, the image display operation in the image display device for executing the device configuration and data configuration of the gaming machine, the processing shown in the flowchart, the sound output operation in the speaker, and the lighting operation in the game effect lamp and the decoration LED Various rendering operations including, etc. 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 provides
  The program and data for realizing the present invention are not limited to a form distributed and provided by a detachable recording medium to a computer device included in the gaming machine such as the pachinko gaming machine 1. Alternatively, it may be distributed in a pre-installed manner in a storage device such as a computer device. 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 detachable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 3 ... Gaming machine frame 4A, 4B ... Special symbol display device 5 ... Image display device 5HL ... 1st reservation display part 5HR ... 2nd reservation display part 6A ... Normal winning ball apparatus 6B ... Normal variable winning ball apparatus 7 ... Special variable winning ball apparatus 8L, 8R ... Speaker 9 ... Game effect lamp 11 ... Main board 12 ... Production control board 13 ... Voice control board 14 ... Lamp control board 15 ... Relay board 20 ... Normal symbol display Device 21 ... Gate switches 22A and 22B ... Start-up switch 23 ... Count switch 100 ... Game control microcomputers 101 and 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 AH ... Active display AHA ... Active display area AHW ... Active display frames H1 to H4 ... Hold display

Claims (2)

  1. A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player,
    Hold storage means for storing information about variable display that has not yet been started as hold information;
    A hold display means for displaying a hold display corresponding to the hold information stored in the hold storage means;
    An effect execution means capable of executing a first effect and a second effect having a higher ratio of being controlled to the advantageous state than the first effect;
    Determining means for determining whether or not to be controlled to the advantageous state;
    According to the determination result by the determination means, comprising a hold notice execution means capable of executing a hold notice that displays the hold display corresponding to the hold information that is the determination target in any one of a plurality of types,
    The holding notice execution means is
    At least the first aspect and the second aspect having a higher ratio of being controlled to the advantageous state than the first aspect can execute the hold notice,
    When executing a hold announcement targeting variable display of the second effect is performed after the start of the first effect I by the presentation execution means, wherein the first effect is performed by the presentation execution section run the pending announcement by the second aspect at a lower rate than when the second effect without running held notice to the target variable display to be performed,
    Based on the start of the variable display, it is possible to display the variable display corresponding display by the display mode according to the display mode of the hold display corresponding to the variable display,
    Variable display corresponding notice executing means capable of executing variable display corresponding notice for displaying variable display corresponding display in any one of a plurality of types including the first aspect and the second aspect;
    The variable display corresponding notice execution means performs the variable display after the hold notice is executed according to the first aspect for variable display in which the second effect is executed after the first effect is started by the effect executing means. In the period in which the second effect is executed, the variable display corresponding notice can be executed according to the second aspect.
    A gaming machine characterized by that.
  2. And when changing the display mode of the variable display corresponding display is capable of executing a common effect commonly between when that does not change the display mode of the variable display corresponding display,
    After executing the common effect, it is possible to execute either a successful effect that changes the display mode of the variable display corresponding display or a failure effect that does not change the display mode of the variable display compatible display,
    Of the multiple timings during the execution of the variable display, depending on which timing the common effect is executed, the ratio of executing the successful effect is different.
    The gaming machine according to claim 1.
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