Game machine
Patent Information
- Application Number
- JP2021208206
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-12-22
- Publication Date
- 2025-02-17
- Estimated Expiration
- 2041-12-22
AI Technical Summary
Existing gaming machines lack an effective way to enhance the entertainment value during the holding consecutive suggestion effect, particularly during big hits, which can lead to time wastage and reduced player engagement.
A gaming machine with variable display capabilities and controlled advantageous states, including sound output mechanisms that process specific music pieces to enhance the predetermined effect, such as a first and second music piece output with special sound processing, to improve the special feeling and impression on players.
The enhanced sound effects and variable displays significantly improve the player's experience during advantageous states, increasing engagement and entertainment value.
Smart Images

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Abstract
Description
Technical field
[0001] TECHNICAL FIELD The present invention relates to a game machine such as a pachinko game machine capable of playing games. [Background technology]
[0002] Conventionally, there has been a game machine provided with a holding consecutive suggestion effect. [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2020-116027 [Outline of the invention] [Problems to be solved by the invention]
[0004] Regarding the gaming machine that executes the production as described in Patent Document 1, there is room for improvement in the holding consecutive suggestion production that is performed during the time saving during the big hit.
[0005] SUMMARY OF THE INVENTION The present invention has been made in view of the above-mentioned actual situation, and an object of the present invention is to improve the entertainment of the holding-continue-indicating effect. [Means for solving the problem]
[0006] A gaming machine (pachinko gaming machine 1) capable of executing variable display (variable display) and controllable to an advantageous state (jackpot game state) advantageous to the player, Reserving storage means (RAM 102) for storing, as a reserving memory, information relating to variable display that has not been executed; Before the variable display is executed, determination means for determining whether or not to be controlled to the advantageous state (CPU 103 for executing big hit determination / small hit determination at the time of starting winning); sound output means (speakers 8L, 8R); With production control means (production control CPU 120) capable of executing production, The production control means is A first music piece (music piece A) composed of a first singing sound and a first accompaniment sound, and a second music piece different from the first music piece and composed of a second singing sound and a second accompaniment sound. 2 songs (song X) can be output from the sound output means (speakers 8L, 8R), The first music piece can be output from the sound output means when being controlled to the advantageous state, A predetermined effect ( 1st hold consecutive performance) can be executed, When the predetermined effect is executed, the second music can be output from the sound output means, While the first singing sound is not specially processed, at least part of the second singing sound is specially processed (song A is played back without being scratched, while song X is scratched). output) A gaming machine characterized by:
[0007] According to such a configuration, when the predetermined effect is executed, the second music is output, so that the special feeling of the predetermined effect can be improved. Further, by specially processing at least a part of the second singing sound of the second music output when the predetermined effect is executed, the second music when the predetermined effect is executed impresses the player. be able to.
[0008] In addition, the present invention may have only the matters specifying the invention described in the claims of the present invention, or may include the matters specifying the invention described in the claims of the present invention and the configuration other than the matters specifying the invention. may have. [Brief description of the drawing]
[0009]
Figure 1
Figure 2
[0010] (basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (also the configuration and control of a general pachinko gaming machine) will be described.
[0011] (Configuration of pachinko machine 1, etc.) FIG. 1 is a front view of the pachinko game machine 1, showing the arrangement layout of the main members. A pachinko game machine (game machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes a game board surface and a game machine frame (underframe) 3 that supports and fixes the game board 2 . A game area is formed on the game board 2, and a game ball as a game medium is shot from a predetermined ball shooting device and hit into the game area.
[0012] At a predetermined position of the game board 2 (on the right side of the game area in the example shown in FIG. 1), a variable display (also referred to as a special game) of special symbols (also referred to as special symbols) as a plurality of types of special identification information is displayed. A first special symbol display device 4A and a second special symbol display device 4B are provided. Each of these consists of a 7-segment LED and so on. The special symbols are represented by numbers indicating "0" to "9" and lighting patterns such as "-". The special pattern may include a pattern in which all LEDs are turned off.
[0013] Incidentally, the "variable display" of the special symbols means, for example, that a plurality of types of special symbols are variably displayed (the same applies to other symbols described later). Variations include updated display of multiple designs, scroll display of multiple designs, deformation of one or more designs, enlargement / reduction of one or more designs, and the like. In the variation of special symbols and normal symbols, which will be described later, a plurality of types of special symbols or normal symbols are updated and displayed. In the later-described variation of decorative patterns, a plurality of types of decorative patterns are scrolled or updated, and one or more decorative patterns are deformed or enlarged / reduced. Note that the variation also includes a mode in which a certain symbol is displayed blinking. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display) as a display result (the same applies to variable display of other symbols to be described later). Variable display may be expressed as variable display or variation.
[0014] It should be noted that the special design that is variably displayed in the first special design display device 4A is also referred to as "first special design", and the special design that is variably displayed in the second special design display device 4B is also referred to as "second special design". Also, the special game using the first special is called "first special game", and the special game using the second special is also called "second special game". In addition, the number of special symbol display devices that variably display the special symbols may be one.
[0015] 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 organic EL (ElectroLuminescence), and displays various effects images. The image display device 5 may be composed of a projector and a screen. Various effects images are displayed on the image display device 5 .
[0016] For example, on the screen of the image display device 5, in synchronism with the first special game and the second special game, decoration patterns (such as patterns showing numbers etc.) as a plurality of types of decoration identification information different from the special patterns. variable display is performed. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, up and down direction scroll display and update display). In addition, the variable display of the special figure game and the decorative pattern that are executed in synchronism is generically called simply variable display.
[0017] On the screen of the image display device 5, a display area may be provided for displaying suspended display corresponding to the variable display whose execution is suspended and active display corresponding to the variable display being executed. The suspended display and the active display are also collectively referred to as a corresponding display corresponding to the variable display. In addition, the suspended display corresponding to the variable display of the first special symbol whose execution is suspended is called "first suspended display", and the suspended display corresponding to the variable display of the second special symbol whose execution is suspended is " This is referred to as "second pending display". Note that the first pending display and the second pending display are collectively referred to as “holding display” as appropriate.
[0018] The number of variable representations that are reserved is also referred to as the number of reserved memories. The number of reserved memories corresponding to the first special game is also called the number of first reserved memories, and the number of reserved memories corresponding to the second special game is also called the number of second reserved memories. In addition, the sum of the first reserved memory number and the second reserved memory number is also referred to as the total reserved memory number.
[0019] In addition, at a predetermined position of the game board 2, a first suspension indicator 25A and a second suspension indicator 25B configured to include a plurality of LEDs are provided. , the number of first reserved memories is displayed, and the second reserved display 25B displays the number of second reserved memories according to the number of lit LEDs.
[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0021] Winning ball device 6A, for example, forms a first starting winning opening that is kept in a constant open state in which game balls can enter, for example, by a predetermined ball receiving member. When the game ball enters the first start winning hole, a predetermined number of (for example, three) prize balls are paid out, and the first special game can be started.
[0022] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is provided with, for example, an electric tulip-shaped accessory having a pair of movable winglets. is close to the winning ball device 6A, the closed state in which the game ball does not enter the second starting winning opening (also referred to as the second starting winning opening is closed). On the other hand, the variable winning ball device 6B is in an open state in which the game ball can enter the second start winning opening (second start It is also said that the prize-winning mouth is open.). When the game ball enters the second start winning opening, a predetermined number of (for example, three) prize balls are paid out, and the second special game can be started. Note that the variable winning ball device 6B is not limited to one provided with an electric tulip-shaped accessory as long as it changes between a closed state and an open state.
[0023] At predetermined positions of the game board 2 (in the example shown in FIG. 1, four places on the left and right of the lower part of the game area), there are provided general winning holes 10 which are always kept in a constant open state by predetermined ball receiving members. In this case, when entering one of the general winning openings 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.
[0024] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 is provided with a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the special winning opening as a specific area that changes between an open state and a closed state by the large winning opening door. Form.
[0025] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning door (for the special electric accessory) is in the OFF state, the big winning door closes the big winning door, and the game ball is pushed out. You will not be able to enter (pass through) the prize gate. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning gate door is in the ON state, the big winning gate opens the big winning gate, so that the game ball can easily enter the big winning gate. Become.
[0026] When game balls enter the big winning hole, a predetermined number (for example, 14) of game balls are paid out as prize balls. When the game ball enters the big winning hole, for example, more prize balls are paid out than when the game ball enters the first starting winning hole, the second starting winning hole and the general winning hole 10.例文帳に追加
[0027] Entering a game ball into each winning opening including the general winning opening 10 is also called "winning". In particular, winning a prize to the starting gate (first starting winning gate, second starting winning gate starting gate) is also referred to as starting winning.
[0028] A predetermined position of the game board 2 (the left side of the game area in the example shown in FIG. 1) is provided with a normal symbol display device 20 . As an example, the normal design display device 20 consists of a 7-segment LED or the like, and performs variable display of normal designs as a plurality of types of normal identification information different from the special design. Normal symbols are represented by numbers indicating "0" to "9" and lighting patterns such as "-". The normal pattern may include a pattern in which all LEDs are turned off. Such a variable display of normal patterns is also called a normal pattern game.
[0029] On the left side of the image display device 5, a passage gate 41 through which game balls can pass is provided. Based on the fact that the game ball has passed through the passage gate 41, the general pattern game is executed.
[0030] Above the normal pattern display device 20, a normal pattern holding display device 25C is provided. The general pattern pending display 25C is configured to include, for example, four LEDs, and displays the number of general pattern pending storage, which is the number of general pattern games whose execution is suspended, by the number of lit LEDs.
[0031] On the surface of the game board 2, in addition to the above configuration, a windmill for changing the flowing direction and speed of the game ball and a large number of obstacle nails are provided. At the bottom of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports.
[0032] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the left and right upper positions of the game machine frame 3, and further, a game effect lamp 9 for game effects is provided at the periphery of the game area. ing. The game effect lamp 9 includes an LED.
[0033] At a predetermined position (not shown in FIG. 1) of the game board 2, a movable body 32 that operates according to the effect is provided.
[0034] At the lower right position of the gaming machine frame 3, there is provided a ball hitting operation handle (operation knob) 30 that is operated by a player or the like in order to shoot a game ball toward the game area from the ball shooting device.
[0035] At a predetermined position of the game machine frame 3 below the game area, game balls paid out as prize balls and game balls lent by a predetermined ball lending machine are held (stored) so as to be supplied to the ball launching device. ) is provided with a batted ball supply plate (upper plate). Below the upper plate, there is provided a hitting ball supply plate (lower plate) from which prize balls are dispensed when the upper plate is full.
[0036] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the game area. The stick controller 31A is provided with a trigger button that can be pressed by the player. An operation on the stick controller 31A is detected by the controller sensor unit 35A (see FIG. 2).
[0037] At a predetermined position of the gaming machine frame 3 below the game area, there is provided a push button 31B that allows the player to perform a predetermined instruction operation such as a pressing operation. An operation on push button 31B is detected by push sensor 35B (see FIG. 2).
[0038] In the pachinko game machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting actions (operations, etc.) of the player, but detection means other than these may be provided.
[0039] (Overview of game progress) A game ball is shot toward the game area by a player's rotation operation to the ball hitting operation handle 30 provided in the pachinko game machine 1.例文帳に追加 When the game ball passes through the passage gate 41, the normal pattern display device 20 starts the normal pattern game. In addition, when the game ball passes through the passage gate 41 during the period during the execution of the previous normal game (when the game ball passes through the passage gate 41 but the normal game based on the passage cannot be executed immediately) , The normal game based on the passage is suspended up to a predetermined upper limit number (eg 4).
[0040] In this general pattern game, if a specific normal pattern (normal pattern per pattern) is stopped and displayed, the display result of the normal pattern becomes "normal pattern per pattern". On the other hand, if a normal pattern (normal pattern losing pattern) other than the normal pattern per pattern is stop-displayed as the determined normal pattern, the display result of the normal pattern becomes "normal pattern losing". When it becomes "per normal figure", open control is performed to make the variable winning ball device 6B open for a predetermined period (the second start winning opening becomes open).
[0041] When the game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0042] When the game ball enters the second starting winning hole formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0043] In addition, when the game ball enters (wins) the start winning opening during the period during which the special game is running, or during the period when it is controlled to the jackpot game state or the small win game state described later (although the start prize has occurred) If the special game based on the starting winning prize cannot be executed immediately), the execution of the special game based on the entry is suspended up to a predetermined upper limit number (for example, 4).
[0044] In the special symbol game, if a specific special symbol (a big hit symbol, for example, "7", the actual symbol varies depending on the type of the big hit described below) is stopped and displayed as a fixed special symbol, it becomes a "big hit" and a big hit symbol. If a predetermined special symbol (small hit symbol, for example, "2") different from the symbol is stopped and displayed, it becomes a "small hit". Also, if a special symbol (losing symbol, for example, "-") different from the big-hit symbol or the small-hit symbol is stopped and displayed, it becomes "losing".
[0045] After the display result in the special game becomes "big win", the game is controlled to a big win game state as an advantageous state for the player. After the display result in the special game becomes "minor win", it is controlled to the small win game state.
[0046] In the jackpot game state, the player can get a prize ball by entering the game ball into the big winning hole. Therefore, the jackpot gaming state is an advantageous state for the player. The larger the number of rounds in the jackpot game state and the longer the upper limit period of opening, the more advantageous the player is.
[0047] In addition, a jackpot type is set in the "jackpot". For example, multiple types of opening modes (number of rounds and upper limit period of opening) of the big winning opening and game states after the jackpot game state (normal state, time saving state, variable probability state, etc., described later) are prepared, and the jackpot is prepared according to these type is set. As the jackpot type, there may be provided a jackpot type in which a large number of prize balls can be obtained, and a jackpot type in which a small number of prize balls or almost no prize balls can be obtained.
[0048] In the small winning game state, the big winning opening formed by the special variable winning ball device 7 is in an open state in a predetermined open mode. For example, in the small winning game state, the same opening mode as the big winning game state when some jackpot types etc.) will open the big prize mouth. In addition, you may provide a small-hit classification also in a "small-hit" like a big-hit classification.
[0049] After the jackpot game state is finished, depending on the jackpot type, it may be controlled to a time-saving state or a variable probability state.
[0050] In the time saving state, control (time saving control) that shortens the average special figure fluctuation time (period of varying the special figure) than the normal state is executed. In the time-saving state, by shortening the average normal figure fluctuation time (period of changing the normal figure) than in the normal state, or by improving the probability of becoming a "normal figure hit" in the general figure game than in the normal state, etc. Control (high opening control, high base control) that makes it easier for the game ball to enter the second start winning opening is also executed. Since the time-saving state is a state in which the variation efficiency of special symbols (particularly the second special symbol) is improved, it is an advantageous state for the player.
[0051] In this embodiment, it is assumed that control is performed to the time-saving state based on the display result of the variable display of the special symbol being "big hit". However, not limited to such a form, the display result of the variable display of the special symbols may be controlled to the time-saving state based on an opportunity other than the "jackpot".
[0052] For example, as a display result of the variable display of the special symbols, "loss with time saving" may be provided. When the lost pattern with time saving is stopped and displayed, time saving control is controlled to time saving state B (for example, chance time of time saving times 7 times) in which time saving control is performed the first predetermined number of times. In addition, when the fluctuation is performed 500 times without being controlled to the big hit in the low-probability state, the time-saving control is performed the second predetermined number of times. . However, after the end of the time saving state C, even if the change is performed again 500 times without being controlled to the big hit in the low probability state, it will not be controlled to the time saving state C again based on this.
[0053] In the variable probability state (probability variable state), in addition to the time-saving control, the variable probability control in which the probability that the display result is a "jackpot" is higher than in the normal state is executed. The variable probability state is a state in which the variation efficiency of the special symbols is improved, and in addition, a "big hit" is likely to occur, so it is a further advantageous state for the player.
[0054] The time saving state and the probability variable state continue until one of the end conditions, such as the execution of the special figure game of a predetermined number of times and the start of the next big hit game state, is established first. The end condition that the special figure game of a predetermined number of times has been executed is also referred to as the number of times cut (number of times cut time reduction, number of times cut probability variation, etc.).
[0055] The normal state means a game state other than a special state such as an advantageous state such as a jackpot game state that is advantageous to the player, a time saving state, a variable probability state, etc., and the display result in the normal game is "normal game". The pachinko gaming machine 1, such as the probability and the probability that the display result in the special game will be a "jackpot", returns to the initial setting state of the pachinko gaming machine 1 (for example, as in the case where the system is reset, a predetermined return after power-on) This state is controlled in the same way as when processing is not executed).
[0056] The state in which probability variable control is executed is also called a high probability state, and the state in which probability variable control is not executed is also called a low probability state. A state in which time-saving control is performed is also referred to as a high-based state, and a state in which time-saving control is not performed is also referred to as a low-based state. Combining these, the short-time state is also called a low-probability-high base state, the probability-variable state is a high-probability-high base state, and the normal state is a low-probability-low base state. The high probability state and the low base state are also referred to as the high probability low base state.
[0057] After the small win game state is over, the game state is not changed, and the game state before the display result of the special figure game becomes "small win" is continuously controlled (however, "small win" occurs If the special game at the time is the special game for the predetermined number of times in the above cut, the game state is naturally changed). In addition, there may not be a "small hit" as a display result of a special figure game.
[0058] In addition, the game state may change based on the fact that the game ball has passed through a specific area (for example, a specific area within the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability variable state after the big hit game state.
[0059] (Progress of Effect, etc.) In the pachinko gaming machine 1, various effects (effects such as notifying the progress of the game and exciting the game) are executed according to the progress of the game. The production will be described below. The effect is performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, sound output from the speakers 8L and 8R and / or the game effect lamp 9 It may be performed by turning on / off, operation of the movable body 32, or the like.
[0060] As an effect executed according to the progress of the game, in the "left", "middle", "right" decorative pattern display areas 5L, 5C, 5R provided in the image display device 5, the first special game or the second 2 In response to the start of the special game, the variable display of the decoration pattern is started. In the first special game and the second special game, at the timing when the display result (also called fixed special pattern) is stopped and displayed, a fixed decorative pattern (combination of three decorative patterns) that is the display result of variable display of decorative patterns ) is also stopped (derived).
[0061] During the period from the start of the variable display of the decoration design until the end, the form of the variable display of the decoration design may be a predetermined ready-to-win form (ready-to-win is established). Here, the ready-to-win mode means that when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later, the decorative symbols that are not stopped and displayed are displayed variably. It is the aspect that is continuing.
[0062] Further, a ready-to-win effect is executed in response to the above-described ready-to-win mode during the variable display of decorative symbols. In the pachinko machine 1, the ratio of the display result (the display result of the special game or the display result of the variable display of the decoration pattern) to the "big win" (also called the "big win reliability" or "big win expectation") depends on the performance mode. A plurality of different types of ready-to-win effects are executed. The ready-to-win performance includes, for example, a normal reach and a super-to-win with higher reliability than the normal reach.
[0063] When the display result of the special figure game is "big hit", a fixed decoration pattern that is a predetermined big hit combination is derived as a display result of the variable display of the decoration pattern on the screen of the image display device 5 (decoration The display result of the variable display of the pattern becomes a "jackpot"). As an example, the same decorative symbols (for example, "7" etc.) are stopped and displayed on predetermined effective lines in the "left", "middle" and "right" decorative symbol display areas 5L, 5C and 5R. .
[0064] In the case of a "variable probability big hit" that is controlled to a variable probability state after the end of the jackpot game state, odd-numbered decorative patterns (for example, "7" etc.) are stopped and displayed, and after the end of the jackpot game state, the probability variable state In the case of an uncontrolled "non-probable variable jackpot (normal jackpot)", even-numbered decorative symbols (for example, "6", etc.) may be stopped and displayed together. In this case, odd-numbered decorative patterns are also called probability variable patterns and even-numbered decorative patterns are non-probable variable patterns (normal patterns). After becoming a ready-to-win mode with non-probability variation symbols, a promotion performance may be executed to finally become a "probability variation big hit".
[0065] When the display result of the special figure game is "small hit", on the screen of the image display device 5, as a display result of the variable display of decorative patterns, a fixed decorative pattern that becomes a predetermined small winning combination (for example, " 1, 3, 5”, etc.) are derived (the display result of the variable display of the decorative pattern becomes a “small hit”). As an example, decoration symbols constituting a chance eye are stopped and displayed on predetermined effective lines in the “left”, “middle” and “right” decoration symbol display areas 5L, 5C and 5R. In addition, when the display result of the special game is "big hit" of some jackpot types (jackpot type of jackpot game state in the same manner as the small win game state), and when it becomes "small hit" , a common fixed decoration pattern may be derived and displayed.
[0066] If the display result of the special game is "Loss", the variable display mode of the decorative pattern does not become the ready-to-win mode, and the fixed decorative pattern of the non-reach combination (" Also referred to as "non-reach loss".) may be stopped (the display result of the variable display of the decorative pattern becomes "non-reach loss"). In addition, when the display result is "losing", after the mode of variable display of decorative patterns becomes the ready-to-win mode, a predetermined ready-to-win combination that is not a big hit combination ("reach losing") is displayed as the display result of variable display of decorative patterns. (Also called) fixed decorative pattern is displayed stopped (the display result of the variable display of the decorative pattern may be "reach lost").
[0067] The effects that can be executed by the pachinko gaming machine 1 include displaying the variable display corresponding display (suspended display or active display). In addition, as other effects, for example, a notice effect for notifying the reliability of the big hit is executed during the variable display of the decorative symbols. The notice effect includes a notice effect that foretells the reliability of the big hit in the variable display during execution, and a pre-reading notice effect that predicts the reliability of the big hit in the variable display before execution (variable display whose execution is suspended). As the pre-reading advance notice effect, an effect of changing the display mode of the display corresponding to variable display (suspended display or active display) to a mode different from normal may be executed.
[0068] In addition, in the image display device 5, the decoration pattern is temporarily stopped during the variable display of the decoration pattern, and then the variable display is restarted, so that one variable display can be simulated as a plurality of variable displays. A pseudo continuous effect may be executed.
[0069] During the big winning game state, the performance during the big winning is executed to report the big winning game state. As the effect during the big win, the effect of notifying the number of rounds or the promotion effect indicating that the value of the big win game state is improved may be executed. Also, during the small-hit game state, an effect during the small-hit game for notifying the small-hit game state is executed. In addition, during the small-hit game state, some of the big-hit types (jackpot types in the same mode as the small-hit game state, for example, the jackpot type with the subsequent game state as a high-certainty state) jackpot game By executing a common performance in both states, the player may not know whether the current state is a small win game state or a big win game state. In such a case, by executing a common performance after the end of the small winning game state and after the end of the big winning game state, it is made impossible to distinguish whether the state is a high probability state or a low probability state. may
[0070] Further, for example, when a special game or the like is not being executed, a demonstration (demonstration) image is displayed on the image display device 5 (customer waiting demonstration effect is executed).
[0071] (board configuration) The pachinko game machine 1 is equipped with, for example, a main board 11 as shown in FIG. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, a power supply board, etc. are arranged.
[0072] The main board 11 is a control board on the main side, and the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of special game (including management of suspension), execution of general game (including management of suspension), jackpot It has a function to control the game state, small hit game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111 and the like.
[0073] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (ReadOnlyMemory) 101, a RAM (RandomAccessMemory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, An I / O (Input / Output port) 105 is provided.
[0074] The CPU 103 executes a program stored in the ROM 101 to perform processing for controlling the progress of the game (processing for realizing the functions of the main board 11). At this time, various data stored by ROM101 (variation pattern described later, effect control command described later, data such as various tables referred to when performing various decisions described later) are used, and RAM102 is used as the main memory. . The RAM 102 is a backup RAM in which stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in its entirety. All or part of the program stored in the ROM 101 may be developed in the RAM 102 and executed on the RAM 102 .
[0075] The random number circuit 104 counts updatably numerical data representing various random numbers (game random numbers) used to control the progress of the game. The game random number may be updated by CPU 103 executing a predetermined computer program (updated by software).
[0076] I / O 105 is, for example, an input port to which various signals (detection signals described later) are input, various signals (first special symbol display device 4A, second special symbol display device 4B, normal symbol display device 20, first reservation Display device 25A, second hold display device 25B, signal for controlling (driving) the normal drawing hold display device 25C, etc., and an output port for transmitting a solenoid drive signal).
[0077] The switch circuit 110 receives detection signals from various switches (gate switch 21, starting switch (first starting switch 22A and second starting switch 22B), count switch 23) for detecting game balls A detection signal indicating that the switch has been turned on by entering) is captured and transmitted to the game control microcomputer 100. The transmission of the detection signal means that the passage or entry of the game ball has been detected.
[0078] Solenoid circuit 111, the solenoid drive signal from the game control microcomputer 100 (for example, the signal to turn on the solenoid 81 and the solenoid 82), to the solenoid 81 for normal electric accessories and the solenoid 82 for the big winning entrance door transmit.
[0079] The main board 11 (game control microcomputer 100), as part of the control of the progress of the game, production control commands (commands to specify (notify) the progress of the game, etc.) production control board according to the progress of the game Supply to 12. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special game (including the jackpot type), the variation pattern used when executing the special game (details will be described later). )), game status (for example, the start and end of variable display, the opening status of the big winning slot, the occurrence of a prize, the number of reserved memories, the game status), the command specifying the occurrence of an error, and the like.
[0080] The effect control board 12 is a sub-side control board independent of the main board 11, receives the effect control command, and produces effects based on the received effect control command (various effects according to the progress of the game, (including various notifications such as driving of the movable body 32, error notification, power failure recovery notification, etc.).
[0081] The effect control board 12 is equipped with a effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0082] The production control CPU 120 executes the program stored in the ROM 121, thereby executing the production together with the display control unit 123. (including the decision, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0083] Production control CPU120, the controller sensor unit 35A and the detection signal from the push sensor 35B (a signal that is output when detecting the operation by the player, a signal that appropriately indicates the operation content) to display the execution of the production based on The controller 123 may also be instructed.
[0084] The display control unit 123 includes a VDP (VideoDisplayProcessor), a CGROM (CharacterGeneratorROM), a VRAM (VideoRAM), etc., and executes an effect based on an effect execution instruction from the effect control CPU 120. FIG.
[0085] The display control unit 123 causes the image display device 5 to display an effect image by supplying a video signal corresponding to the effect to be executed to the image display device 5 based on the effect execution instruction from the effect control CPU 120 . The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. Also, it supplies a lamp signal (a signal specifying the lighting / extinguishing mode of the lamp) to the lamp control board 14 . Further, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a driving circuit for driving the movable body 32 .
[0086] The audio control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. Let
[0087] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and turns on / off the game effect lamp 9 in a manner specified by the lamp signal. do. In this manner, the display control unit 123 controls sound output and lighting / extinguishing of the lamp.
[0088] In addition, voice output, lamp lighting / extinguishing control (supply of sound designation signal and lamp signal, etc.), control of movable body 32 (supply of signal to operate movable body 32, etc.) are performed by the effect control CPU 120 You may do so.
[0089] The random number circuit 124 updatably counts numerical data indicating various random numbers (random numbers for effects) used for executing various effects. The effect random number may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0090] I / O 125 mounted on the production control board 12 is an input port for taking in production control commands transmitted from, for example, the main board 11 and various signals (video signal, sound designation signal, lamp signal). and an output port of
[0091] A board other than the main board 11, such as the effect control board 12, the sound control board 13, and the lamp control board 14, is also called a sub board. A plurality of sub-boards may be provided for each function as in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.
[0092] (motion) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0093] (Major operations of the main board 11) First, main operations in the main board 11 will be described. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is activated, and the CPU 103 executes the game control main process. FIG. 3 is a flow chart showing a game control main process executed by the CPU 103 on the main board 11. As shown in FIG.
[0094] In the game control main process shown in FIG. 3, the CPU 103 first sets the interrupt prohibition (step S1). Next, necessary initial settings are performed (step S2). The initial settings include stack pointer settings, internal device (CTC (counter / timer circuit), parallel input / output port, etc.) register settings, and settings to make the RAM 102 accessible.
[0095] Next, it is determined whether or not the output signal from the clear switch is ON (step S3). The clear switch is mounted, for example, on the power board. When the power is turned on with the clear switch turned on, an output signal (clear signal) is input to the game control microcomputer 100 through the input port. If the output signal from the clear switch is ON (step S3; Yes), initialization processing (step S8) is executed. In the initialization processing, the CPU 103 performs RAM clear processing for clearing flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0096] In addition, CPU103 transmits the production control command which designates initialization to production control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, the image display device 5 performs screen display for notifying that the control of the gaming machine has been initialized.
[0097] If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power failure or the like (power outage), the CPU 103 executes the power supply stop processing immediately before it becomes inoperable due to the stoppage of the power supply. In this power supply stop processing, a processing of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection processing of the RAM 102, and the like are executed. Data protection processing includes adding an error detection code (checksum, parity bit, etc.) and backing up various data. The data to be backed up includes not only various data (including various flags, states of various timers, etc.) for progressing the game, but also the states of the backup flags and error detection codes. In step S4, it is determined whether or not the backup flag is ON. If the backup flag is off and backup data is not stored in the RAM 102 (step S4; No), initialization processing (step S8) is executed.
[0098] If backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S4; Yes). S5). In step S5, for example, it is determined whether or not the data in the RAM 102 matches the data when the power supply was stopped, using a parity bit or a checksum. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0099] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be returned to the state when the power supply was stopped, so initialization processing (step S8) is executed.
[0100] When it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs recovery processing (step S6) for returning the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets the work area based on the contents stored in the RAM 102 (the contents of the backed up data). As a result, the game state at the time of stopping the power supply is restored, and when the special symbols are fluctuating, the fluctuation of the special symbols is resumed from the state before restoration by executing the game control timer interrupt process described later. will be
[0101] Then, the CPU 103 transmits to the effect control board 12 an effect control command instructing recovery from the power failure (step S7). In accordance with this, an effect control command that designates the game state before the power cut that is backed up, and if the special game is being executed, the effect control that designates the display result of the special game that is being executed You may make it transmit a command. These commands can use the same commands as the commands set for transmission in the special symbol process described later. When the effect control CPU 120 receives the effect control command specifying the restoration time from the power interruption, for example, in the image display device 5, it notifies that the power interruption has been restored or is being restored from the power interruption. Display the screen for The effect control CPU 120 may perform appropriate screen display based on the effect control command.
[0102] After transmitting the effect control command to the effect control board 12 to end the recovery process or initialization process, the CPU103 executes the random number circuit setting process to initialize the random number circuit 104 (step S10). Then, a predetermined time (for example, 2 ms) to periodically set the timer interrupt is applied to the game control microcomputer 100 built-in CTC register setting (step S11), to allow the interrupt (step S12 ). After that, loop processing is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined time intervals (for example, 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0103] CPU103 which executed such game control main processing, when receiving the interrupt request signal from CTC and accepting the interrupt request, executes the game control timer interrupt processing shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 4 is started, the CPU 103 first executes a predetermined switch process, and the gate switch 21 through the switch circuit 110, the first start port switch 22A, the second start port It is determined whether or not detection signals have been received from various switches such as the switch 22B and the count switch 23 (step S21). Subsequently, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko gaming machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). Thereafter, by executing a predetermined information output process, for example, jackpot information (information indicating the number of occurrences of jackpots, etc.) supplied to a hall management computer installed outside the pachinko gaming machine 1, start information (start Information indicating the number of winning prizes, etc.), probability variation information (information indicating the number of times the probability variation state, etc.) and other data are output (step S23).
[0104] Following the information output process, a game random number update process for updating at least part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). CPU103 by executing the special symbol process processing for each timer interrupt, management of execution and suspension of the special symbol game, control of the big hit game state and small hit game state, control of the game state, etc. are realized (details later).
[0105] Following the special symbol process, the normal symbol process is executed (step S26). CPU103 by executing the normal pattern process processing for each timer interrupt, based on the detection signal from the gate switch 21 (based on the game ball passed through the passage gate 41) management of execution and suspension of the normal pattern game, It is possible to control the opening of the variable winning ball device 6B based on the "normal figure hit". Execution of the general pattern game is performed by driving the normal pattern display device 20, and displays the general pattern reservation number by lighting the general pattern reservation display device 25C.
[0106] After executing the normal symbol process processing, as part of the game control timer interrupt processing, processing when power failure occurs, processing for paying out prize balls, and the like may be performed. After that, CPU 103 executes command control processing (step S27). The CPU 103 may be set to transmit an effect control command in each of the processes described above. In the command control process of step S27, a process of transmitting the effect control command set for transmission to the sub-side control board such as the effect control board 12 is performed. After executing the command control process, after permitting the interrupt, the game control timer interrupt process is terminated.
[0107] FIG. 5 is a flowchart showing an example of the process executed in step S25 shown in FIG. 4 as the special symbol process process. In this special symbol process processing, the CPU 103 first executes a starting winning judgment processing (step S101).
[0108] In the starting winning determination process, the process of detecting the occurrence of starting winning, storing the pending information in a predetermined area of the RAM 102, and updating the number of pending memories is executed. When the starting winning a prize occurs, a random value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as pending information. Further, based on the extracted random number value, a process of prefetching and judging a display result or a variation pattern may be executed. After storing the pending information and the number of pending memories, the transmission setting for transmitting the effect control command for specifying the determination result such as the occurrence of the start winning to the effect control board 12, the number of pending memories, and the look-ahead determination is performed. . The effect control command at the time of starting winning set to be transmitted in this way is, for example, after the special symbol process process is completed, by executing the command control process of step S27 shown in FIG. is transmitted to
[0109] After executing the start winning determination process in S101, the CPU103 selects and executes one of the processes of steps S110 to S120 according to the value of the special figure process flag provided in the RAM102. In each process (steps S110 to S120) of the special symbol process process, transmission setting for transmitting the effect control command corresponding to each process to the effect control board 12 is performed.
[0110] The special symbol normal process of step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal process, it is determined whether or not to start the first special game or the second special game based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on the random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is a "big hit" or "small hit", and the type of the big hit in the case of "big hit". is determined (predetermined) before the display result is derived and displayed. Furthermore, in the special symbol normal process, a fixed special symbol (any one of a big hit symbol, a small winning symbol, and a losing symbol) to be stopped and displayed in the special symbol game is set according to the determined display result. After that, the value of the special figure process flag is updated to "1", and the special symbol normal process ends. In addition, the special figure game using the second special figure may be executed with priority over the special figure game using the first special figure (also called special figure 2 priority digestion). Also, the winning order of the game balls to the first start winning opening and the second starting winning opening may be stored, and the start condition of the special figure game may be established in the winning order (also called winning order digestion).
[0111] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values to be compared with random numbers are assigned to decision results) are referred to. Other decisions in the main board 11, various decisions in the production control board 12 are the same. In the effect control board 12, various tables are stored in the ROM121.
[0112] The variation pattern setting process of step S111 is executed when the value of the special figure process flag is "1". In this variation pattern setting process, one of a plurality of variation patterns is selected using random numbers for determining the variation pattern based on the result of pre-determination as to whether the display result is a "big hit" or a "small hit." including the process of determining In the variation pattern setting process, when the variation pattern is determined, the value of the special figure process flag is updated to "2", and the variation pattern setting process ends.
[0113] The variation pattern is the execution time of the special game (special figure fluctuation time) (also the execution time of the variable display of the decorative pattern), the form of variable display of the decorative pattern (whether or not there is a reach, etc.), and the variable display of the decorative pattern. It specifies the content of the production (type of reach production, etc.), and is also called a variable display pattern.
[0114] The special symbol variation process of step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation processing includes the processing of setting for varying the special symbols in the first special symbol display device 4A and the second special symbol display device 4B, and the elapsed time after the special symbol starts to vary. It includes processing to measure Also, it is determined whether or not the measured elapsed time has reached the special figure variation time corresponding to the variation pattern. Then, when the elapsed time from the start of the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation processing ends.
[0115] The special symbol stop processing of step S113 is executed when the value of the special symbol process flag is "3". In this special design stop processing, the first special design display device 4A and the second special design display device 4B stop the fluctuation of the special design, and the fixed special design that is the display result of the special design is stopped and displayed (derived). It includes a process to set for And, when the display result is "big hit", the value of the special figure process flag is updated to "4". On the other hand, when the big hit flag is off and the display result is "small hit", the value of the special figure process flag is updated to "8". Moreover, when the display result is "losing", the value of the special figure process flag is updated to "0". When the display result is "small hit" or "losing", when it is controlled to the time saving state or the probability variable state, and when the end of the number cut is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop processing ends.
[0116] The jackpot opening preprocessing of step S114 is executed when the value of the special figure process flag is "4". This jackpot opening pre-processing includes processing for making settings for starting the execution of the round in the jackpot game state and opening the jackpot, based on the fact that the display result is "jackpot". is When the large winning opening is opened, a process of supplying a solenoid drive signal to the solenoid 82 for the large winning opening door is executed. At this time, for example, an upper limit opening period for opening the big winning opening and an upper limit execution number of rounds are set according to the type of the jackpot. When these settings are finished, the value of the special figure process flag is updated to "5", and the big hit opening pretreatment is finished.
[0117] The process during the jackpot opening of step S115 is executed when the value of the special figure process flag is "5". In this process during the opening of the big win, there is a process of measuring the elapsed time since the big win opening is opened, and based on the measured elapsed time and the number of game balls detected by the count switch 23, etc. It includes processing for determining whether or not it is time to return from the open state to the closed state. Then, when returning the large winning opening to the closed state, after executing processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the large winning opening door, the value of the special figure process flag is updated to "6", The process during jackpot opening is terminated.
[0118] The jackpot open post-processing of step S116 is executed when the value of the special figure process flag is "6". This jackpot opening post-processing includes processing for determining whether or not the number of executions of rounds in which the jackpot is opened has reached a set upper limit number of executions, and processing for judging whether or not the number of executions of rounds in which the jackpot is opened has reached a set upper limit number of executions. It includes processing to make settings for terminating . Then, when the number of executions of the round has not reached the upper limit of executions, the value of the special process flag is updated to "5", while when the number of executions of the round reaches the upper limit of executions, the special process flag The value is updated to "7". When the value of the special figure process flag is updated, the jackpot release post-processing ends.
[0119] The jackpot end processing of step S117 is executed when the value of the special figure process flag is "7". This jackpot end processing includes a process of waiting until a waiting time corresponding to a period in which an ending production is executed as a production operation for notifying the end of the jackpot game state, and a probability change corresponding to the end of the jackpot game state. It includes processing for performing various settings for starting control and time saving control. When such setting is performed, the value of the special figure process flag is updated to "0", and the jackpot end processing ends.
[0120] Small hit opening pretreatment of step S118 is executed when the value of the special figure process flag is "8". This small hit opening pre-processing includes a process of setting to open the big winning opening in the small win game state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the small hit opening pretreatment ends.
[0121] Small hit during opening processing of step S119 is executed when the value of the special figure process flag is "9". In this process during opening of the small prize, there is a process of measuring the elapsed time from opening the big winning opening, and the timing of returning the big winning opening from the open state to the closed state based on the measured elapsed time. It includes processing for determining whether or not When the big winning opening is returned to the closed state and the end timing of the small winning game state comes, the value of the special figure process flag is updated to "10", and the small winning open processing is ended.
[0122] Small hit end processing of step S120 is executed when the value of the special figure process flag is "10". This small-hit end processing includes processing of waiting until a waiting time corresponding to the period in which the performance operation for informing the end of the small-hit game state is executed elapses. Here, when the small winning game state ends, the game state in the pachinko game machine 1 before entering the small winning game state is continued. When the waiting time at the end of the small winning game state has elapsed, the value of the special figure process flag is updated to "0", and the small winning end processing ends.
[0123] (Main operations of production control board 12) Next, main operations in the effect control board 12 will be described. In the production control board 12, when the supply of the power supply voltage is received from the power supply board or the like, the production control CPU 120 is activated, and the production control main processing as shown in the flowchart of FIG. 6 is executed. When the production control main process shown in FIG. 6 is started, the production control CPU 120 first executes a predetermined initialization process (step S71), and clears the RAM 122 and sets various initial values, and the production control board 12. Perform register settings for the on-board CTC (counter / timer circuit). Also, an initial operation control process is executed (step S72). In the initial motion control process, control for initial motion of the movable body 32, such as control for driving the movable body 32 to return it to the initial position and control for confirming a predetermined motion, is executed.
[0124] After that, it is determined whether or not the timer interrupt flag is turned on (step S73). The timer interrupt flag is set to ON every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the CTC register setting. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeated and waits.
[0125] In addition, on the side of the effect control board 12, an interrupt for receiving the effect control command from the main board 11 occurs separately from the timer interrupt that occurs each time a predetermined time elapses. This interrupt is an interrupt generated by, for example, the production control INT signal from the main substrate 11 is turned on. When an interrupt occurs due to the production control INT signal being turned on, the production control CPU 120 automatically sets the interrupt disabled state, but when using a CPU that does not automatically enter the interrupt disabled state, the interrupt It is desirable to issue a prohibition order (DI order). Effect control CPU120, corresponding to the interruption by the effect control INT signal is turned on, for example executes a predetermined command reception interrupt process. In this command reception interrupt process, among the input ports included in the I / O125, from a predetermined input port that receives the control signal transmitted from the main board 11 through the relay board 15, takes in the effect control command. The effect control command taken in at this time is stored in the effect control command reception buffer provided in the RAM 122, for example. After that, the effect control CPU120 is set to interrupt permission, and then ends the command reception interrupt process.
[0126] If the timer interrupt flag is ON in step S73 (step S73; Yes), the timer interrupt flag is cleared to be turned off (step S74), and command analysis processing is executed (step S75). In the command analysis process, for example after reading various production control commands that are stored in the production control command reception buffer transmitted from the game control microcomputer 100 of the main board 11, to the read production control command Corresponding settings and controls are performed. For example, in order to be able to confirm which production control command has been received and the content specified by the production control command in production control process processing, etc., the read production control command is stored in a predetermined area of RAM 122, or stored in RAM 122 It turns on the provided reception flag. Further, when the effect control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0127] After executing the command analysis process in step S75, the effect control process process is executed (step S76). In the effect control process processing, for example, the display operation of the effect image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LED, the movable body 32 Control to operate various production devices such as driving operation of is performed. In addition, regarding the control contents of the production operation using various production devices, determination, determination, setting, etc. according to the production control command etc. transmitted from the main substrate 11 are performed.
[0128] Following the effect control process processing of step S76, effect random number update processing is executed (step S77), and at least part of the effect random numbers used on the effect control board 12 side is updated by software. After that, the process returns to step S73. Other processing may be performed before returning to the processing of step S73.
[0129] FIG. 7 is a flow chart showing an example of the process executed in step S76 of FIG. 6 as the effect control process. In the effect control process processing shown in FIG. 7, the effect control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, based on the effect control command at the time of starting winning transmitted from the main board 11, determination, determination, setting, etc. for executing the pre-reading notice effect are performed. Also, a process for displaying a pending display is executed based on the number of pending memories specified from the effect control command.
[0130] After executing the process of step S161, the effect control CPU120 selects and executes one of the processes of steps S170 to S177 as follows according to the value of the effect process flag provided in the RAM122, for example.
[0131] The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process is a process of determining whether or not to start variable display of decorative patterns on the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. and so on. When it is determined to start the variable display of the decoration pattern in the image display device 5, the value of the effect process flag is updated to "1", and the variable display start waiting process is terminated.
[0132] The variable display start setting process in step S171 is a process executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and the variation pattern specified by the effect control command, the display result of the variable display of the decorative pattern (determined decorative pattern), the variable display mode of the decorative pattern, the ready-to-win effect, and various other Whether or not to execute various effects such as advance notice effects, its mode, execution start timing, etc. are determined. Then, the production control pattern (collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result or the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start execution of variable display of decorative symbols, the value of the production process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 causes the image display device 5 to start variable display of decorative patterns in response to an instruction to start execution of variable display of decorative patterns.
[0133] The effect process during variable display in step S172 is a process executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display the effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5. , driving the movable body 32, outputting a sound or sound effect from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and issuing a command (illumination signal) to the lamp control board 14. Various production control during the variable display of the decorative pattern, such as lighting / extinguishing / blinking the game effect lamp 9 and the decorative LED by the output, is executed. After performing such effect control, for example, an end code indicating the end of the variable display of the decorative pattern is read from the effect control pattern, or a command specifying to stop display the fixed decorative pattern is received from the main board 11 Corresponding to the fact that the player has done so, the fixed decoration pattern which becomes the display result of the decoration pattern is stopped and displayed. When the fixed decoration pattern is stopped and displayed, the value of the production process flag is updated to "3", and the production process during variable display ends.
[0134] The special figure per waiting process of step S173 is a process executed when the value of the production process flag is "3". In this special figure per waiting process, the effect control CPU 120 determines whether or not the effect control command designating the start of the big hit game state or the small hit game state from the main board 11 has been received. Then, when receiving the production control command designating the start of the jackpot game state or the small hit game state, if the command designates the start of the jackpot game state, the value of the production process flag is set to "6". ”. On the other hand, if the command designates the start of the small winning game state, the value of the production process flag is updated to "4" which is the value corresponding to the small winning production process. Also, when the waiting time for receiving the command has passed without receiving a command designating the start of the big win game state or the small win game state, it is determined that the display result in the special figure game was "losing". Then, the value of the production process flag is updated to the initial value of "0". When the value of the production process flag is updated, the special figure per waiting process is terminated.
[0135] The effect process during the small hit of step S174 is a process executed when the value of the effect control process flag is "4". In this small-hit medium production process, the production control CPU 120 sets, for example, production control patterns corresponding to the production contents in the small-hit game state, and executes various production controls in the small-hit game state based on the set contents. . In addition, in the small-hit middle production process, for example, in response to receiving a command designating to end the small-hit game state from the main board 11, the value of the production process flag is set to a value corresponding to the small-hit end production. It is updated to a certain "5", and the effect processing during the small hit is ended.
[0136] The small hit end production process of step S175 is a process executed when the value of the production control process flag is "5". In this small hit end effect processing, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small win game state, etc., and various effect control at the end of the small hit game state based on the setting contents. to run. After that, the value of the production process flag is updated to the initial value "0", and the small winning end production process is ended.
[0137] The effect process during the big hit in step S176 is a process executed when the value of the effect process flag is "6". In this big-hit production process, the production control CPU 120 sets, for example, production control patterns corresponding to the production contents in the big-hit game state, and executes various production controls in the big-hit game state based on the set contents. In addition, in the big-hit production process, for example, in response to receiving a command designating to end the big-hit game state from the main board 11, the value of the production control process flag is changed to a value corresponding to the ending production process. 7”, and ends the production process during the big hit.
[0138] The ending effect process of step S177 is a process executed when the value of the effect process flag is "7". In this ending effect processing, the effect control CPU 120 sets, for example, effect control patterns corresponding to the end of the big hit game state, etc., and various effect control of the ending effect at the end of the big hit game state based on the setting contents. Execute. After that, the value of the effect process flag is updated to the initial value of "0", and the ending effect process ends.
[0139] (Modified example of basic explanation) The present invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the gist of the present invention.
[0140] The pachinko gaming machine 1 in the basic description above is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of winning, but the game media are enclosed and points are awarded based on the occurrence of winning. It may be an enclosed game machine.
[0141] Only one type of pattern (for example, a symbol indicating "-") is displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Further, even when the symbol is displayed during variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0142] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. A slot machine capable of executing a game in which a predetermined number of medals are paid out to a player when the symbols are stopped in response to the operation of the stop button by the , and the combination of the stopped symbols becomes a specific combination of symbols (for example, a big bonus , regular bonus, RT, AT, ART, CZ (hereinafter referred to as a slot machine equipped with one or more bonuses, etc.).
[0143] The program and data for realizing the present invention are not limited to the form of being distributed or provided on a detachable recording medium to the computer device or the like included in the pachinko game machine 1. It may be distributed by being installed in a storage device possessed by the software. Further, the program and data for realizing the present invention can be distributed by being downloaded from another device on the network connected via a communication line or the like by providing a communication processing unit. I don't mind.
[0144] The game can be executed not only by inserting a detachable recording medium, but also by temporarily storing the program and data downloaded via a communication line in an internal memory or the like. Alternatively, it may be directly executed using hardware resources of other devices on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0145] In this specification, expressions for comparing various ratios such as the execution ratio of production (expressions such as “high”, “low”, “different”) indicate that one is a ratio of “0%”. may contain. For example, one of the ratios is “0%” and the other is “100%” or less than “100%”.
[0146] (Description on characteristic part 152F) Next, the characterizing portion 152F of the present embodiment will be described. As for the characteristic portion 152F, a technique for pachinko gaming machines in which setting means can set different set values such as the probability of winning a jackpot with different degrees of advantage for the player will be described below. The game control microcomputer 100 (CPU 103) also has a function as setting means capable of setting one of a plurality of set values with different degrees of advantage for the player as the set value of the winning probability of the big win. .
[0147] First, setting values will be described. In the pachinko gaming machine 1 described in this example, the odds of winning a jackpot change depending on the set value by a setting change operation using operating means such as a predetermined switch by a person on the game arcade side (game arcade clerk, etc.). It is configured.
[0148] For example, in the game control microcomputer 100 (CPU 103), a setting change process is executed to change the winning probability of the big hit set in the pachinko game machine 1 according to the setting change operation. As a result, in the special symbol normal process of the special symbol process process, by using the display result determination table corresponding to the set value, the setting change process that allows the probability of winning the big hit to be changed is executed. The setting value consists of, for example, 6 stages (multiple stages) from 1 to 6, and the probability of winning the jackpot increases in the order of setting value 1<setting value 2<setting value 3<setting value 4<setting value 5<setting value 6. That is, when setting value 1 is set as the setting value, the degree of advantage for the player is the lowest, and the degree of advantage increases in the order of setting value 2<setting value 3<setting value 4<setting value 5<setting value 6. increase step by step. It should be noted that the set values are not limited to six stages as long as they are provided in a plurality of stages. Since the ball output rate (the number of balls output per unit time (the number of prize balls)) changes according to the possibility of changing the winning probability of the big hit in this way, changing the setting value changes the ball output rate. It can also be said that it is to do.
[0149] For example, in the pachinko gaming machine of the present embodiment, the probability of winning a big hit changes according to the selection of the set value by the setting change operation when the power is turned on. Of the 6 levels of setting values, for example, setting values 4 to 6 are called high setting with a high probability of winning a big win, and setting values 1 to 3 are sometimes called low setting with a low probability of winning a big win.
[0150] Also, the selection probability of the type of the big win may be changeable by setting the set value 1 to the set value 6 like the winning probability of the big win. The selection probability of the variation pattern type may be changeable by setting the set value 1 to the set value 6 as well as the winning probability of the big win. The variation pattern selection probability may also be changeable by setting set values 1 to 6 in the same manner as the jackpot winning probability.
[0151] Regarding the characteristic part 152F, in a pachinko game machine in which any one of a plurality of set values can be set, when the jackpot game state is controlled, the RAM 122 as a pending storage buffer hits (jackpot or small hit) There is a case where a hold train in which hold information determined to be controlled by hit is stored is executed. Concretely, the pending series is the pending information that exists when the big win occurs, and there is pending information that will become a hit in the future, and after the big win gaming state ends, the pending information that existed when the big win occurred. It refers to continuous hits within the reservation information range in which the next hits occur continuously within the range of In addition, in the case of a small win, since the big win via a small win is made based on the occurrence of the V prize, the reserve information of the small win can be said to be the reserve storage information of the win that will become a big win in the future. When such a holding series is executed, there is a case where an informing effect for informing that it is a holding series is executed.
[0152] FIG. 8-1 is a front view of the pachinko gaming machine 1 in the characteristic portion 152F. In the pachinko game machine 1 in the characteristic portion 152F, the same reference numerals and description as in the front view of the pachinko game machine 1 shown in FIG. 1 are omitted, and different parts will be described.
[0153] In the game area where the hit game ball can flow down, the first path of the downflow paths for the game ball is mainly provided in the area on the left side of the image display device 5 when viewed from the front, and the game is played. A second path, which is different from the first path, is mainly provided in a region on the right side of the image display device 5 as viewed from the front.
[0154] Hitting a game ball into the left area (left game area) of the image display device 5 in order to cause the game ball to flow down the first path is called left hitting. Hitting a game ball into the right area (right game area) of the image display device 5 in order to cause the game ball to flow down the second path is called right hitting. The first path may be called a left-handed path because it is a path that allows the game ball to flow down by hitting the game ball to the left side of the game area. Also, the second path may be called a right-handed path because it is a path that allows the game ball to flow down by striking the game ball to the right side of the game area.
[0155] It should be noted that the first route and the second route may be composed of different routes, or may be a route that is partly shared. The left game area and the right game area may be separated by, for example, the end surface of the image display device 5 in the game area, the arrangement of the game nails, or the like.
[0156] A game ball fired from a ball shooting device in response to the operation of the ball operating handle 30 and hit into the game area is guided to the left game area along, for example, an arrangement of game nails. As a result, it becomes impossible or difficult to guide to the right game area. In addition, when the game ball is guided to the right game area, it becomes impossible or difficult to guide it to the left game area by being guided along the arrangement of the game nails, for example.
[0157] A winning ball device 6A in which a first start winning opening is formed is provided as a structure into which game balls hit into the left game area of the game areas can enter. The winning ball device 6A is arranged below the image display device 5. As shown in FIG. The winning ball device 6A is provided with a first starting opening switch 22A for detecting a game ball that has entered the first starting winning opening.
[0158] A passage gate 41, a variable winning ball device 6B, and a V determination winning device 87 are provided as structures into which game balls hit into the right game region of the game regions can enter. The variable winning ball device 6B has a second starting winning hole in which game balls can win. In addition, as a switch for detecting the game ball that has entered each, the gate switch 21 inside the passage gate 41, the second start opening switch 22B inside the second start winning opening, the V judgment winning device 87 V winning switch 87a, V determination winning switch 15a and V determination discharge switch 15b are provided inside.
[0159] In the left game area, a game nail is planted so that the game ball is guided to the first start winning opening of the winning opening structure. Therefore, when aiming to enter the game ball into the first start winning hole, the player can hit the game ball to the left. Also, in the right game area, a game nail is planted so that the game ball is guided to the second start winning opening and the passing gate 41 among the winning opening structures. Therefore, when aiming to enter the game ball into the second start winning opening and the passing gate 41, the player can hit the game ball to the right.
[0160] The passage gate 41 is a gate structure into which a game ball can enter (pass through). When the game ball passes through the passage gate 41, the normal symbols are variably displayed. The normal pattern will be described later. In the left game area, a game nail is planted so that the game ball is guided to the first start winning opening of the winning opening structure. Therefore, when aiming to enter the game ball into the first start winning hole, the player can hit the game ball to the left. Also, in the right game area, a game nail is planted so that the game ball is guided to the second start winning opening and the passing gate 41 among the winning opening structures. Therefore, when aiming to enter the game ball into the second start winning opening and the passing gate 41, the player can hit the game ball to the right.
[0161] The V determination winning device 87 is a device for determining the V winning of the game ball, which is a condition for generating a big hit when a small hit occurs.
[0162] The V judgment winning device 87 is formed of a transparent member, and the appearance of the game ball passing through the interior can be visually recognized. The V-judgment winning device 87 is provided with a width that allows game balls to pass in the front-rear direction at the top, and wall walls on both sides (front side and back side) of the passage that is inclined from right to left and extends in the left-right direction. A part is provided, and a guide path along which game balls are guided is formed. In the center of the guide, it is opened for a predetermined period (for example, 0.1 seconds × 10 times open period + 1 second closed period (interval period) × 9 times + 1 second end period) when a small hit occurs By repeating and closing, an operation opening is formed as an opening in which a total of about 10 or more game balls can win within a predetermined period of time during which the opening is open. In the path of the game ball in the V judgment winning device 87, a plurality of protrusions as deceleration means for decelerating the guided game ball are provided on both sides of the wall in a manner that alternately protrudes, so that when hitting to the right , A structure (hereinafter referred to as a deceleration structure) is formed in which the game ball slowly flows through the passage on the operation port of the upper part of the V judgment winning device 87.
[0163] In the small hit game state, until the entry of 10 game balls into the V determination winning device 87 is detected, or until a predetermined period elapses, the V determination winning device 87 Opening control is executed. In the V-judgment winning device 87, a portion of the guideway where the operating opening is not formed forms a fixed passage called a fixed portion 873. As shown in FIG. A movable portion 872 that can move back and forth over the operating port is provided at a position where the operating port can be opened and closed.
[0164] The movable part 872 is driven by the solenoid 22 and can move forward and backward to open and close the operation port. In the state where the operation port is closed due to the state of the movable part 872, the game ball can pass through the upper surface of the movable part 872 and the fixed part 873 as a guide path, and is guided from the right end to the left end on the guide path and falls from the left end. do. In the state in which the operation port is opened by the operating state of the movable part 872, the operation port is opened in the guideway, so that the game ball guided to the guideway can fall from the operation port to the inside of the V judgment winning device 87. Become.
[0165] Inside the V determination winning device 87 (operation opening), a V winning area 870 as a specific area is the center in the horizontal direction at the bottom of the V determination winning device 87 as a winning area in which a game ball entering from the operation opening can win. In addition, an inclined path is provided to guide all game balls entered from the operation opening onto the V winning area 870 by an inclined path. The V winning area 870 has a V winning opening into which a game ball can enter, and can guide downward the gaming ball entering from the V winning opening.
[0166] At the top end of the winning opening (V winning opening) of the V winning area 870, a plate-like opening / closing member (not shown) that can switch the V winning area 870 between an open state and a closed state is provided. there is The opening / closing member is driven by a solenoid 22, and can move forward and backward to open and close the V winning opening. In the state where the V winning opening is opened by the state of the opening / closing member, the game ball guided onto the V winning area 870 can fall into the V winning area 870. On the other hand, in the state where the V winning opening is closed due to the state of the opening / closing member, the game ball guided onto the V winning area 870 passes over the opening / closing member and opens near the downstream side of the V winning area 870. , and can fall into a winning ball area (not shown) that can guide the game downward.
[0167] Specifically, the V winning area 870 of the V determination winning device 87 is basically in an open state, and in a small winning game state in which the operation opening of the V determination winning device 87 is opened, one game ball When entering the V winning area 870 and winning, the game ball is detected by the V winning switch 87a provided in the V winning area 870. In the small winning game state, when one game ball is detected by the V winning switch 87a, the opening and closing member is controlled to the closed state, and the game ball guided onto the V winning area 870 after that is within the winning ball area. will enter the A game ball that has entered the winning ball area is detected by the V determination winning switch 15a provided in the winning ball area. As a result, one game ball entered into the V determination winning device 87 is detected by the V winning switch 87a, and the subsequent game balls are detected by the V determination winning switch 15a.
[0168] When the total number of balls detected by the V winning switch 87a and the V determination winning switch 15a reaches 10, the operation opening of the V judgment winning device 87 opened in the small winning game state is closed, and the game ball enters. made impossible. The V winning area 870 and the winning ball area are configured to merge at the bottom, and the game ball that has entered the V determination winning device 87 through the merged discharge passage is It is discharged to the discharge channel. The discharge path is provided with a V determination discharge switch 15b capable of detecting discharged game balls, and all game balls discharged by the switch are detected.
[0169] When a small hit occurs and the operation port of the V judgment winning device 87 is opened, the game ball enters the V winning area 870 and is detected by the V winning switch 87a during a predetermined effective period. , the conditions for generating a big hit are established, and the game is controlled to a big-hit game state. Winning of the game ball to such a V winning area 870 is called V winning. In the pachinko game machine 1, as described above, during the period in which a small hit occurs and the operation opening of the V judgment prize winning device 87 is opened, a total of about 10 game balls are averaged without special operation. can enter the V-judgment prize-winning device 87, and furthermore, when the game ball can enter the V-judgment prize-winning device 87, the game ball will surely (100%) enter the V prize area It is structurally designed to enter the 870. In addition, in the pachinko gaming machine 1, when a small hit occurs, a right-handed promotion notification for instructing right-handed hitting is executed so that the player can easily hit the game ball into the V judgment winning device 87. be.
[0170] Therefore, when a small hit occurs, except when the player does not shoot the game ball during the opening period of the operation opening of the V judgment winning device 87 and when the player hits left, it is possible to hit right. Then, (100%) the game ball will enter the V winning area 870 and a big hit will occur.
[0171] In addition, in this embodiment, an example in which the V judgment winning device 87 is provided with a game ball deceleration structure is shown. However, without providing such a deceleration structure, an operation opening that allows the game ball to fall is provided in a part of the guide path of the game ball in the V judgment winning device 87, and during the period of the small winning game state In order to enter about 10 game balls into the V winning area 870, a configuration may be used in which the operation opening is opened 10 times.
[0172] In the right game area, a game nail is planted so that the game ball is guided to the variable winning ball device 6B and the V determination winning device 87. Therefore, when aiming to enter the game ball into the variable winning ball device 6B and the V determination winning device 87, the player can hit the game ball to the right.
[0173] In addition, the game ball hit to the left game area may enter either the variable winning ball device 6B or the V determination winning device 87, but from the viewpoint of game performance, It is desirable that the possibility is extremely low compared to the possibility that a game ball hit into the right game area will enter them.
[0174] A special variable winning ball device 7 is provided below the game area. In the special variable winning ball device 7, a game ball hit to the right is guided by a game nail planted in the right game area. In addition, the special variable winning ball device 7 is configured so that the game ball does not enter from the left game area depending on the state of planting the game nail.
[0175] The special variable winning ball device 7 has a large winning opening covered with a rectangular door on the front. When a big win occurs, the solenoid tilts the door forward about the base, revealing the big winning opening ( opening). Inside the special variable winning ball device 7, a count switch 23 is provided for detecting a game ball that has entered. To the special variable winning ball device 7, a winning route is defined by a game nail or other structures so that a game ball can enter the big winning opening only when the game ball is hit in the right game area. Limited. It should be noted that even if the game ball is struck in either the left game area or the right game area, it may be possible to win the big prize opening.
[0176] In the above embodiment, the special variable winning ball device 7 having the big winning hole and the V determination winning device 87 for determining V winning have been shown as different devices. However, the special variable winning ball device 7 having the big winning hole and the V determination winning device 87 for determining V winning may be a common device.
[0177] For example, a V determination winning device 87 for determining V winning may be provided inside the special variable winning ball device 7 having the big winning opening. In this case, the game ball that has entered the big winning opening enters the V determination winning device 87 as it is.
[0178] The jackpot is when the jackpot pattern (jackpot display result) is derived and displayed on the first special pattern display device 4A, and when the jackpot pattern (jackpot display result) is derived and displayed on the second special pattern display device 4B. occurs in When a big hit is determined by lottery based on the winning of the game ball in the first start winning hole, the big hit pattern is derived and displayed on the first special pattern display device 4A. When a big hit is determined by lottery based on the winning of the game ball in the second start winning opening, the big hit pattern is derived and displayed on the second special pattern display device 4B.
[0179] A big hit also occurs when a game ball entered while the operation opening of the V judgment prize winning device 87 is open by entering a small win game state enters the V prize area 870. - 特許庁 Hereinafter, the fact that the game ball enters the V winning area 870 and is detected by the V winning switch 87a is called V winning. A small hit is a hit in which the operating port of the V judgment prize winning device 87 is opened as a predetermined value, and a big hit can occur on the condition of V prize winning. In the V determination winning device 87, the game state in which the operation opening is opened is called "small hit game state". Then, in the small winning game state, a big win generated based on the game ball winning V is called a "big win via a small winning". On the other hand, to be in a big hit game state based on the display result of the variable display of special symbols by the first special symbol display device 4A or the second special symbol display device 4B is called "big hit by special symbol".
[0180] The jackpot game state is a specific game state (advantageous state) that is advantageous to the player as a given value, and the special variable winning ball device 7 repeats the open state and the closed state for a predetermined number of times. In the repeat continuation control, the state in which the special variable winning ball device 7 is open (the big winning opening is open) is called a round. Repeat continuation control is also called round control.
[0181] In the jackpot game state, after the special variable winning ball device 7 is in the open state, a predetermined open state end condition (e.g., a predetermined period of time (for example, 29 seconds) has elapsed in the open state, or a predetermined number (for example, 10 The closed state is established in response to the establishment of the opening end condition that the winning ball of 1) has been generated. Then, when the opening end condition is established, the continuation right is generated, and the special variable winning ball device 7 is opened again. The generation of the continuation right is repeated until the number of openings in the jackpot gaming state reaches 15 rounds (final round), which is a predetermined upper limit.
[0182] In the variable display of the first special symbol or the second special symbol, the first start condition (first execution condition) or the second start condition (second execution condition), which is the execution condition of the variable display, is established (for example, the game ball After passing (including winning) the first start winning opening or the second starting winning opening as the starting winning area, the conditions for starting the variable display (for example, the variable display of the first special symbol and the second special symbol The game is started based on establishment of a state of non-execution and non-execution of a jackpot game, and when a variation display time (variation time) elapses, a display result (stop pattern) is derived and displayed. It should be noted that the passage of the game ball means that the game ball has passed through an area that is predetermined as a winning area such as a winning opening or a gate, and the concept includes the game ball entering (winning) the winning opening. is. Further, deriving and displaying a display result means finally stopping display (determined display) of a pattern (an example of identification information).
[0183] In addition, even though the game ball has entered the starting area such as the first start winning opening and the second starting winning opening, the variable display in which the start condition has not been met yet is still started within the range of the predetermined upper limit number. Storing information about variable displays for which the conditions are not met is called pending storage. In addition, the term "reserved storage" is also used to indicate (specify) information that has been reserved. A pending memory is also called a starting memory or a starting winning memory.
[0184] For the first special symbol, the variable display is executed based on the first reserved memory as the reserved memory based on the entry of the game ball into the first start winning opening. For the second special symbol, the variable display is executed based on the second reserved memory as the reserved memory based on the entry of the game ball into the second start winning opening. When a big hit occurs in a state where such a first reserved memory or a second reserved memory exists, the reserved memory that existed before the occurrence of the big win is maintained as it is, and a variable display is performed after the jackpot game state is finished. used for
[0185] When the second start winning to the second start winning opening occurs, even if there is a pending memory of the first start winning, the variable display of the second special symbol based on the second starting winning is preferentially executed. be. In this way, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol (hereinafter referred to as "special 2 priority digestion" as appropriate).
[0186] In addition, in the above-described embodiment, an example in which Special 2 priority digestion is performed has been shown, but the present invention is not limited to such a form, and Special 2 priority digestion may not be performed.
[0187] For example, (A) the variable display of the first special symbol may be executed with priority over the variable display of the second special symbol (hereinafter referred to as "special 1 priority digestion" as appropriate), (B) The variable display of the first special symbol and the variable display of the second special symbol may be executed at the same time (hereinafter referred to as "special 1 special 2 simultaneous digestion" as appropriate).
[0188] Above the 1st special symbol display device 4A and the 2nd special symbol display device 4B, the 2nd suspension consisting of 4 indicators that display the number of valid winning balls that entered the 2nd start winning opening, that is, the number of 2nd suspension memories A display 25B is provided. The second holding indicator 25B increases the number of indicators that light up each time there is a valid start winning. Then, every time the variable display on the second special symbol display device 4B is started, the number of indicators that light up is reduced by one.
[0189] Further above the second reserve display 25B, there is provided a first reserve display 25A consisting of four displays that display the number of valid winning balls entered into the first start winning opening, that is, the number of first reserve memories. . The first pending indicator 25A increases the number of indicators that light up each time there is a valid start winning. And, every time the variable display in the first special symbol display device 4A is started, the number of indicators to be lit is reduced by one.
[0190] In the pachinko machine 1, the player fires the game balls so as to selectively use the "left shot" aiming at the left game area and the "right shot" aiming at the right game area according to the game situation. A game state and a performance state are controlled so that a rich game can be enjoyed. Below, the flow of the game after the player starts the game in the pachinko gaming machine 1 will be described.
[0191] When the player takes a seat in the pachinko game machine 1 and starts the game for the first time, the player first plays the game so that the game ball wins the first start winning hole by striking to the left. Then, the variable display of the first special symbol is executed, and if the display result is a big hit (a big hit by the special symbol), the left-hand shot is switched to the right-hand shot, and the game is performed aiming at the special variable winning ball device 7 that is opened. . After the jackpot game state is over, right-handed promotion notification is performed on the screen of the image display device 5 to prompt the player to play the game by right-handed. Specifically, a message such as “Aim right” is displayed on the screen of the image display device 5. FIG.
[0192] During the jackpot game state, a game aiming at the opened special variable winning ball device 7 by hitting to the right is performed. During the jackpot game state, right-handed promotion notification is performed. After the jackpot game state is over, the game is continued by hitting to the right when the later-described time-saving state is reached. After the jackpot game is over, if the time saving state is set, time saving notification for notifying that the time saving state is started is performed on the screen of the image display device 5. - 特許庁 In addition, during the time saving state, right-handed promotion information is also performed. If the time-saving state does not occur after the end of the jackpot game state, the right-hand hit is switched to the left-hand hit by the end of the right-handed promotion notification executed during the jackpot game state, and the game ball wins the first start prize-winning port. Play games like this. In addition, when the time saving state is not reached, left-handed promotion notification (also called left-handed notification) is performed on the screen of the image display device 5 to prompt the player to return to left handed and play the game. may
[0193] During the time-saving state after the end of the jackpot game, the game is performed aiming at the variable winning ball device 6B having the second start winning opening by striking to the right. When the game ball enters the second starting winning hole and the display result becomes a big hit (a big hit by a special pattern), the game is played aiming at the special variable winning ball device 7 while striking to the right. In addition, if the game ball wins in the second starting winning opening and the display result becomes a small winning display result, the operation opening of the V judgment winning device 87 is opened in the small winning game state, so V judgment is made while striking to the right A game is played aiming at the winning device 87 . At the start of the small-hit game state, a small-hit start notification is performed on the screen of the image display device 5 to notify that the small-hit game state is started. In addition, when it is controlled to the small winning game state, a specific timing (starting timing of the small winning display executed before the operation opening of the V judgment winning device 87 is opened according to the small winning according to the game situation) , or a predetermined timing before the execution of the small hit display), the right hitting promotion notification is also performed.
[0194] When the operating port of the V determination winning device 87 is in an open state due to the small hit game state, the game ball falls from the operating port into the V determination winning device 87, enters the V winning area 870 and is detected, When a V prize is generated, a big hit via a small hit is generated. When a V prize has been won, a V prize is announced on the screen of the image display device 5 to notify that the V prize has been won. Further, when the small-hit game state ends, a small-hit end notification is performed on the screen of the image display device 5 to notify that the small-hit game state has ended. After the end of the small win, the special variable winning ball device 7 is released in a big winning game state, so the player plays the game aiming at the special variable winning ball device 7 while striking to the right.
[0195] Further, when a game is performed aiming at the V judgment winning device 87 in the small winning game state, if the game ball does not enter the V winning area 870 and enters a non-specific area other than the V winning area 870, a big hit does not occur. Thus, when the V winning does not occur during the small winning game state, the V winning failure notification for notifying that the V winning has failed is performed on the screen of the image display device 5. - 特許庁 Further, when the small-hit game state ends, a small-hit end notification is performed on the screen of the image display device 5 to notify that the small-hit game state has ended. After the end of the small winning game state, when the time saving state continues, the player continues to play the game aiming at the variable winning ball device 6B while striking to the right. When the time-saving state ends, the game is played so that the game ball is won in the first start winning hole by switching from right-handed to left-handed. At the end of the time saving state, a time saving end notification for notifying that the time saving is finished on the screen of the image display device 5, and a left-handed promotion notice for urging the player to return to left-handed and play the game are performed.
[0196] FIG. 8-2 is a diagram showing a winning type table. The winning type table shows, for each winning type, conditions for generating a big win, a control state (game state) after the big win, the number of times the game is opened in the big win (number of rounds), and the opening time of each round in the big win. In this embodiment, as the jackpot types, pattern 15R short time big hit, pattern 4R short time big hit, small hit via 16 (15) R time short big hit, small hit via 9 (8) R time short big hit, and small hit via 5 (4) ) R time-saving jackpot is provided. The parenthesis of the big hit via the small hit shows the number of times the special variable winning ball device 7 is opened.
[0197] A small hit occurs when a game ball wins in the second starting winning hole provided in the variable winning ball device 6B and the display result of the second special symbol becomes a small winning symbol. Determination of whether or not the display result of the special design is to be a small hit design is performed in advance by a random number lottery (small hit determination of special design). When a small hit occurs, a small win game state is entered, and the operation opening of the V judgment winning device 87 is opened with an opening pattern of 10 opening times and 0.1 second opening time. The game control state after the end of the small hit game state (big hit probability, small hit probability, base, which will be described later) is the same as before the small hit. In the small hit, a prize ball is paid out to the game ball that has entered the V prize area 870 in the V judgment prize winning device 87 during the small hit game state. During the small winning game state, it is set that about 10 winning balls can be generated, and it is set that about 30 winning balls can be paid out according to the winning balls.
[0198] When the game ball enters the operation opening while the operation opening of the V judgment winning device 87 is open, and the game ball enters the V winning area 870 inside the V judgment winning device 87 (V winning), a big hit occurs. do. A big win via such a small win is called a big win via a small win. Jackpots via small hits include 16(15)R short jackpots via small hits, 9(8)R short jackpots via small hits, and 5(4)R short jackpots via small hits with different number of rounds in the jackpot be 16 (15) The small hit that is tied to be a short-time jackpot is called the first small hit. A small hit that is tied to be a 9 (8) R time-saving jackpot is called a second small hit. 5 (4) A small hit that is tied to be a short-time jackpot is called a third small hit.
[0199] On the other hand, a big hit that is generated directly by a variable display of special symbols without going through a small win is called a big hit in design. As the symbol jackpot, there are a symbol 15R time-saving jackpot and a symbol 4R time-saving jackpot which are generated directly based on the variable display of the first special symbol or the second special symbol.
[0200] In this way, as a big hit, the symbol big hit directly generated based on the variable display of the first special symbol or the second special symbol, and the V winning via the small hit based on the variable display of the second special symbol are generated. It includes a big hit via a small hit. Each of the symbol jackpot and the jackpot via the jackpot is a jackpot that is controlled to a time-saving state after the jackpot game state ends, and is called a time-saving jackpot. The advantageous state advantageous to the player in this embodiment also includes the opening of the special variable winning ball device 7 .
[0201] The pattern 15R short-time jackpot is a jackpot in which the big prize opening is opened 15 times (15R). The pattern 4R time-saving jackpot is a jackpot in which the big prize opening is opened four times (4R). The 16 (15) R time-saving jackpot via small hit is a jackpot in which the V judgment winning device 87 is opened once (0.1 seconds x 10 times), and then the big prize opening is opened 15 times (15R) under the condition of V winning. , the winning device opens for 16 rounds, but the number of openings of the big winning opening is actually 15 times, and the player can open the big winning opening with the same jackpot type as the pattern 15R short time jackpot. feel. The 9 (8) R time-saving jackpot via small hit is a jackpot in which the V judgment prize winning device 87 is opened (0.1 seconds × 10 times), and then the big prize opening is opened eight times (8R) on the condition that the V prize is won. . 5 (4) R time-saving jackpot via small hit is a jackpot in which the V judgment winning device 87 is opened once (0.1 seconds x 10 times), and then the big prize opening is opened four times (4R) on the condition of V winning. , the winning device is opened for 5 rounds, but the number of openings of the big winning opening is substantially 4 times, and the player can open the big winning opening with the same jackpot type as the pattern 4R short time jackpot. feel.
[0202] The time-saving state after the symbol 4R time-saving jackpot is the end condition that the number of fluctuation display times of the 2nd special design is 1 time, and the end condition that the total number of fluctuation display times of the 1st special design and the 2nd special design is 5 times. Two end states are set for Such a number of time-saving end conditions that the number of times of variable display of the second special symbol is 1 time, considering that the game ball entering the V judgment winning device 87 enters the V winning area 870 at a rate of 100% is set as In the variable display of the second special symbol, a small hit occurs at a rate of about 1 / 7. Therefore, the end condition that the number of times of variation display of the second special symbol is 1 time is about 1 / 7 when the variation display of the second special symbol is executed. is a certain number of times.
[0203] The number of time-saving end conditions that the number of variable display times of the second special symbol is 1 time is set for the following reasons. In the case of the symbol 4R time-saving jackpot, basically the time-saving state (including electric sapo state) is continued until the second special symbol variable display is completed once, but in order to display the second special symbol variable, It is necessary to make the game ball enter the passage gate 41 by hitting to the right to open the variable winning ball device 6B, and in that state, to make the game ball win the variable winning ball device 6B, such a variable winning ball device It takes time to win the game ball to 6B, and the first special symbol that has been reserved and stored may be displayed first.
[0204] Therefore, the ending condition that the total number of fluctuation display times of the first special symbol and the second special symbol is five times is a big hit immediately after the start of the time saving state, before the fluctuation display start condition of the second special symbol is established. One of the second special symbols which is likely to be determined as a big win advantageous to the player even if the variable display of the first special symbols by the reserved memory based on the first start winnings which can be stored up to four before the game state is started. This is a condition for ensuring that the variable display for batches can be executed. In this way, immediately after the start of the time saving state, the variable display of the first special symbol by the reserved memory based on the first start winning is started, so that in the time saving state, it is easy for the player to determine the advantageous jackpot. It is possible to prevent the fluctuation display of the second special symbol from being stopped.
[0205] After the big hit other than the pattern 4R time-saving jackpot, the end condition is that the number of fluctuation display times of the 2nd special design is 7 times, and the total number of fluctuation display times of the 1st special design and the 2nd special design is 11 times. Two end states are set for Such a number of times of 7 times of the end condition of the time saving state is set considering that the game ball that has entered the V determination winning device 87 enters the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small hit occurs at a rate of about 1 / 7. Therefore, the end condition that the number of times of variation display of the second special symbol is 7 times, when the variation display of the second special symbol is executed, compared to the symbol 4R short time big hit, the possibility of generating a big hit via a small hit is the number of times that is significantly higher. As a result, the player can be made to pay attention to the occurrence of the big win via the small win, and the player's expectation for the occurrence of the big win via the small win can be enhanced.
[0206] In addition, the end condition that the total number of fluctuation display times of the first special pattern and the second special pattern is 11 times is a big hit immediately after the start of the time saving state, before the fluctuation display start condition of the second special pattern is established. Even if the variable display of the first special symbol is started by the reserved memory based on the first start winning that can be stored up to four before the game state, 7 of the second special symbol that is likely to be determined as a big win advantageous to the player. This is to ensure that the variable display of the variable number of times can be executed. By doing so, immediately after the start of the time saving state, the variable display of the first special pattern by the reserved memory based on the first start winning is started, so that in the time saving state, it is easy for the player to be determined to be an advantageous big hit. It is possible to prevent the number of fluctuations of the second special symbol from decreasing.
[0207] In this embodiment, in the low base state, which is the normal state, the first start winning port is provided to be able to win from the first path. This is more advantageous for the player in terms of starting winnings than when the game ball flows down the path. On the other hand, in an advantageous state such as a jackpot game state, the special variable winning ball device 7 that is opened is provided so as to be able to win from the second path, so that the game ball flowing down the second path is better than the first path. It is more advantageous for the player in terms of winning a prize at the time of a big hit than when the game ball flows down. In addition, in a specific state such as a small winning game state, since the V judgment winning device 87 that is opened is provided so as to be able to win from the second path, the game ball flowing down the second path is the first path This is more advantageous for the player in terms of the occurrence of a big hit than when the game ball flows down.
[0208] It should be noted that the comparison of such advantages is not limited to, for example, other winning openings (for example, another variable winning opening (whether for starting winning or non-starting winning) is the first path). and the second path, and in the low base state as the normal state, the first path is easier to win the variable winning opening than the second path, and the high base state, the big win game state, and the small In other states such as a winning game state, the second route is easier to win the variable winning slot than the first route. A configuration may be adopted in which it is advantageous for the player to have the game media flow down, and in other game states it is advantageous to the player to have the game media flow down the second path.
[0209] FIG. 8-3 is an explanatory diagram showing each random number. FIG. 8-3 shows the random number type, update range, application, and addition conditions. Each random number is used as follows.
[0210] (1) Random R: A random counter for determining whether or not to make a big hit and whether or not to make a small hit. Random 1 is updated by 1 at 10 MHz, updated from 0 to the upper limit of 65535, and then updated from 0 again. (2) Random 1: Type of jackpot (type, pattern 15R short-time jackpot, pattern 4R short-time jackpot, via small hit 16 (15) R short-time jackpot, via small hit 9 (8) R short-time jackpot, and via small hit 5 (4) Determine any type of R time-saving jackpot) and jackpot patterns (for jackpot type determination, jackpot pattern determination). (3) Random 2: Determine the type (type) of the fluctuation pattern (for fluctuation pattern type determination). (4) Random 3: Determine the fluctuation pattern (fluctuation time) (for fluctuation pattern judgment). (5) Random 4: Determine whether or not to generate a hit based on the normal design (for normal design hit determination). (6) Random 5: Determine the initial value of Random 5 (for determining the initial value of Random 5).
[0211] In this embodiment, as the big hits in the specific game state, the pattern 15R short time big hit, the pattern 4R short time big hit, the small hit via 16 (15) R time short big hit, the small hit via 9 (8) R time short big hit, and the small hit Includes multiple types of Via 5 (4) R time-saving jackpots. Therefore, based on the value of the random number for judging the hit (random R), when it is decided to be a big hit, or when it is decided to be a small hit, based on the value of the random number for judging the big hit type (random 1) Then, the type of jackpot is determined to be one of these jackpot types. However, in the case of a big hit via a small win, if a V prize does not occur, the determined big win will be invalid. Furthermore, when the jackpot type is determined, the jackpot pattern is also determined based on the value of the jackpot type determination random number (random 1). Therefore, random 1 is also a random number for determining the jackpot symbol. Also, when it is determined to be the type of the small hit, the design of the small hit is determined at the same time. Therefore, random 1 is also a small winning symbol determination random number.
[0212] In addition, the fluctuation pattern is first determined by using the fluctuation pattern type determination random number (random 2), and using the fluctuation pattern judgment random number (random 3), any included in the determined fluctuation pattern type Determine the variation pattern. As such, in this embodiment, a variation pattern is determined by a two-stage lottery process. The variation pattern type is obtained by grouping a plurality of variation patterns according to the characteristics of the variation mode. One or more variation patterns belong to the variation pattern type.
[0213] In this embodiment, the fluctuation pattern is classified into a normal fluctuation pattern type that is a fluctuation pattern type without reach and a reach fluctuation pattern type that is a fluctuation pattern type with reach.
[0214] FIG. 8-4 is an explanatory diagram showing a first special prize determination table, a second special prize determination table, and various jackpot type determination tables. These tables are stored in ROM101.
[0215] FIG. 8-4(A) is an explanatory diagram showing the first special figure per determination table. The first special symbol hit determination table is a data table for making a big hit determination with respect to the first special symbol, and is a table in which a big hit determination value to be compared with random R is set. "Probability" shown in FIG. 8-4(A) indicates the probability (percentage) of winning a big hit.
[0216] The jackpot probability of the first special symbol differs according to the set value. Setting 1 is 1 / 199, setting 2 is 1 / 190, setting 3 is 1 / 180, setting 4 is 1 / 170, setting 5 is 1 / 160, and setting 6 is 1 / 150. Therefore, the jackpot probability is high in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.
[0217] FIG. 8-4(B) is an explanatory diagram showing the second special figure per determination table. The second special hit determination table is a data table for making a big hit determination and a small hit determination for the second special symbol, and a big hit determination value and a small hit determination value to be compared with the random R are set. It is a table with The upper stage in FIG. 8-4(B) is the big hit determination table portion, and the lower stage in FIG. 8-4(B) is the small hit determination table portion. The "probability" shown in the upper part of Fig. 8-4(B) indicates the probability (percentage) of getting a big hit, and the "probability" shown in the lower part of Fig. 8-4(B) indicates the probability (percentage) of getting a small hit. .
[0218] The jackpot probability of the second special symbol differs according to the set value. Setting 1 is 1 / 199, setting 2 is 1 / 190, setting 3 is 1 / 180, setting 4 is 1 / 170, setting 5 is 1 / 160, and setting 6 is 1 / 150. Therefore, the jackpot probability is high in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6. On the other hand, the small hit probability of the second special symbol is set to 1 / 7.35 regardless of the set value. In addition, you may provide a small hit in the first special symbol. In such a case, it is desirable that the probability of winning a small hit is lower for the first special symbol than for the second special symbol. For example, the small hit probability by the first special symbol may be set to 1 / 100.
[0219] When the CPU 103 detects the starting winning to the first starting winning opening (first starting winning) or the starting winning to the second starting winning opening (second starting winning), the random number circuit 124 Extract the count value (random R) of For the first start winning prize, the extracted value is compared with the jackpot judgment value set in the first special figure per judgment table, and if the extracted value matches one of the jackpot judgment values, the first special symbol will be a big hit. to decide. For the second start winning, the extracted value is compared with the jackpot judgment value set in the second special figure per judgment table, and when the extracted value matches one of the jackpot judgment values, the second special symbol is a big hit. to decide. And when the extracted value does not match any of the big hit judgment values, the extracted value is compared with the small hit judgment value set in the second special figure per judgment table, and the extracted value is one of the small hit judgment values If it matches, it decides to make a small win for the second special symbol. Deciding to make a small hit also means making a provisional decision to make a big hit via a small win (because it is not controlled as a big win unless a V win occurs during a small win, it is described as a provisional decision) .
[0220] Determining whether or not to make a big hit means determining whether or not to shift to the big win game state, but the stop symbol by the variable display of the first special symbol or the second special symbol is changed to the big hit symbol. It is also about deciding whether to do it or not. Determining whether or not to make a small hit means determining whether or not to shift to a small win gaming state. It is also about deciding whether or not.
[0221] 8-4 (C), (D), (E) are explanatory diagrams showing the big hit type determination table stored in the ROM 101. FIG. FIG. 8-4 (C) is a first special symbol jackpot type determination table used for determining the jackpot type of the symbol jackpot when the first special symbol is determined to be a jackpot. FIG. 8-4 (D) is a second special symbol jackpot type determination table used to determine the jackpot type of the symbol jackpot when determined to be a jackpot by the second special symbol.
[0222] In the first special figure jackpot type determination table in Fig. 8-4 (C), the numerical value to be compared with the random 2 value for jackpot type determination, "symbol 15R short time jackpot" and "symbol 4R short time jackpot" A big hit determination value corresponding to each of the and is set. In the second special symbol jackpot type determination table of FIG. 8-4 (D), a jackpot determination value corresponding to the “symbol 15R time-saving jackpot”, which is a numerical value to be compared with the value of random 1, is set.
[0223] In addition, as shown in FIGS. 8-4 (C) and (D), the jackpot type judgment value is also used as a judgment value (jackpot pattern judgment value) for determining the first special pattern and the second special pattern. be done. For example, the determination value corresponding to the "8R time-saving jackpot" is also set as the determination value corresponding to the jackpot symbol "3". The determination value corresponding to the "15R time-saving big hit" is also set as the determination value corresponding to the big hit pattern "7".
[0224] Using such various jackpot type determination tables, the CPU 103 determines the type corresponding to the jackpot type determination value with which the value of random 1 matches as the jackpot type, and the value of random 1 matches as the jackpot pattern. Determine the jackpot pattern. As a result, the jackpot type and the jackpot pattern corresponding to the jackpot type are determined at the same time.
[0225] In the jackpot type determination table via small hit in Fig. 8-4 (E), the numerical value to be compared with the random 2 value for judging the jackpot type is "16 (15) R time short jackpot via small hit" and " A big hit determination value corresponding to each of "9 (8) R short time big hit via small hit" and "5 (4) R short time big hit via small hit" is set. However, the jackpot type determined by the jackpot type determination table via small hit is the first small hit (16 (15) R time short jackpot), the second small hit (9 (8) R time short jackpot) , It is a temporary jackpot type linked to each of the third small hits (5 (4) R time-saving jackpots), and is invalid if V winning does not occur in the small hit game state.
[0226] 8-5 and 8-6 are explanatory diagrams showing an example of the content of the effect control command transmitted by the game control microcomputer 100. FIG. FIG. 8-5 and FIG. 8-6 show the relationship between the specific command data for the effect control command, the command name, and the designated content of the command. In the game control microcomputer 100, as shown in FIGS. 8-5 and 8-6, various production control commands are transmitted to the production control CPU 120 according to the game control state.
[0227] The main commands in Figures 8-5 and 8-6 are explained. Command 80XX (H) is an effect control command (variation pattern command) that specifies a variation pattern to be variably displayed on the image display device 5 corresponding to the variable display of the special symbol (each corresponding to the variation pattern XX). When a unique number is assigned to each of a plurality of variation patterns, there is a variation pattern command corresponding to each variation pattern specified by that number. "(H)" indicates hexadecimal. Moreover, the production control command specifying the variation pattern is also a command for specifying the start of variation. Therefore, when the command 80XX (H) is received, the effect control CPU 120 controls the effect display device to start the effect corresponding to the variable display of the special symbols.
[0228] Commands 8C01(H) to 8C06(H) are display result designation commands that indicate display results including a losing display result, a big hit type, a big hit display result for each small hit type, and a small hit display result.
[0229] Command 8D01(H) is a first symbol variation designation command indicating to start variable display of the first special symbol. Command 8D02(H) is a second symbol variation designation command indicating to start the variation display of the second special symbol. Command 8F00 (H) is a symbol confirmation designation command that designates the end of the variation of the first and second special symbols.
[0230] Commands A001 to A005 (H) are hit start designation commands that designate the start of the jackpot gaming state for each jackpot type.
[0231] Command A1XX(H) is a command for specifying during the opening of the large winning opening that indicates the display during the opening of the large winning opening for the number of times (round) indicated by XX. A2XX(H) is a designation command after opening (closing) the large winning opening after opening (closing) the number of times (round) indicated by XX.
[0232] Commands A301 to A305 (H) are hit end designation commands that designate the end of the jackpot gaming state for each jackpot type.
[0233] Command A401 (H) is a first start winning designation command that specifies that there was a first starting winning. Command A402 (H) is a second start prize designation command that designates that there was a second start prize.
[0234] Command B000 (H) is a normal state designation command that designates that the game state is the normal state (low base state). Command B001 (H) is a first time saving state designation command that specifies that the gaming state is the first time saving state (high base state). Command B002 (H) is a second time saving state designation command that specifies that the gaming state is the second time saving state (high base state).
[0235] Command C0XX(H) is a first reserved storage number designation command that designates the first reserved storage number. "XX" in command C0XX(H) indicates the number of first reserved memories. Command C1XX(H) is a second reserved storage quantity designation command for designating a second reserved storage quantity. "XX" in command C0XX(H) indicates the second reserved storage number.
[0236] It should be noted that, in this embodiment, the game control microcomputer 100, when subtracting the number of reserved memories, transmits a reserved memory number designation command that specifies the number of reserved memories after subtraction, but not limited to this, For each of the first reserved memory count and the second reserved memory count, a reserved memory count subtraction designation command that designates subtraction of 1 from the reserved memory count may be used.
[0237] Command C2XX (H) and command C3XX (H) are the contents of the judgment results at the time of winning, such as jackpot judgment, jackpot type judgment, variation pattern type judgment, etc. It is a production control command shown. Among these commands, the command C2XX(H) is a symbol designation command indicating whether or not a big hit will be made, whether or not a small win will be made, and the judgment result of the type of the big win, among the results of determination at the time of winning. In addition, the command C3XX (H) is a variation type command that indicates the determination result (variation pattern type determination result) of which range of determination values the value of the random number for determining the variation pattern type belongs to among the winning judgment results. is.
[0238] Command C401 (H) is a command that specifies to start the first small hit. Command C402 (H) is a command that specifies to start the second small hit. Command C403 (H) is a command that specifies to start the third small hit. Command C501 (H) is a command that specifies to end the first small hit. Command C502 (H) is a command to end the second small hit. Command C503 (H) is a command that specifies to end the third small hit. Command C601(H) is a V prize designation command that designates that there is a V prize. Command C602(H) is a V winning ball detection designation command that designates detection of winning balls (including both V winning balls and winning balls other than V winning balls) to the V judgment winning device 87.
[0239] In the game control microcomputer 100, the RAM 102 is provided with a first pending storage buffer for storing the pending storage information of the first special symbol. In the first reserved storage buffer, a storage area corresponding to the upper limit value of the first reserved storage number (4 in this example) is secured. In the first pending storage buffer, hardware random numbers for jackpot determination (random R), and software random numbers for jackpot type determination (random 1), variation pattern type determination random numbers (random 2), and , a random number for determining a variation pattern (random 3) is stored.
[0240] As for the second special symbol, the RAM 102 is provided with a second pending storage buffer for storing the pending storage information of the second special symbol. A storage area corresponding to the upper limit value (4 in this example) of the second reserved storage count is reserved in the second reserved storage buffer. In the second pending storage buffer, hardware random numbers for judging jackpot (random R), random numbers for judging jackpot types (random 1) that are software random numbers, random numbers for judging fluctuation pattern types (random 2), and , a random number for determining a variation pattern (random 3) is stored.
[0241] Based on the winning of the first start winning slot, the CPU 103 extracts random numbers from each of the random number circuit 124 and the random counter for generating software random numbers, and stores them in the storage area in the first reserved storage buffer. Execute the process to (store). Specifically, these random values are extracted and stored (stored) in the first reserved storage buffer based on the winning of the first start winning slot. In addition, based on the winning of the second start winning slot, the CPU 103 extracts random numbers from each of the random number circuit 124 and the random counter for generating software random numbers, and stores them in the storage area in the second reserved storage buffer. Execute the process of saving (storing) to Specifically, these random values are extracted and stored (stored) in the second reserved storage buffer based on the winning of the second start winning slot.
[0242] Such storage of information relating to starting winnings in the pending storage buffer may be referred to as "stored pending." In addition, the random number for determining the variation pattern type (random 2) and the random number for determining the variation pattern (random 3) are not extracted and stored in advance in the pending storage buffer at the time of the start winning, but at the start of the special symbol variation. You may make it extract.
[0243] FIG. 8-7 is a flow chart showing the starting gate switch passing process executed as part of the process of S101. In the starting port switch passage processing, the CPU 103 first confirms whether or not the first starting port switch 22A is in the ON state (S1211). If the first starting port switch 22A is not on, the process proceeds to S1221. If the first starting port switch 22A is in the ON state, the CPU 103 determines whether the number of first reserved memories has reached the upper limit value (specifically, the number of first reserved memories for counting the number of first reserved memories). whether the value of the number counter is 4) (S1212). If the first reserved memory count has reached the upper limit, the process proceeds to S1221.
[0244] If the first reserved memory number has not reached the upper limit, the CPU 103 increases the value of the first reserved memory number counter by 1 (S1213). Next, CPU 103 extracts values from random number circuit 124 and a counter for generating software random numbers, and executes processing for storing them in the save area in the first reserved storage buffer (S1214). In the process of S1214, the random number for jackpot determination (random R), the jackpot type determination random number (random 1), the variation pattern type determination random number (random 2), and the variation pattern determination random number (random 3) are extracted, Stored in the save area.
[0245] Next, the CPU 103 executes a prize-winning effect process that determines in advance the fluctuation display result and the fluctuation pattern type when the fluctuation based on the detected first special symbol start prize is executed thereafter (S1215).
[0246] In this embodiment, after the starting winning to the first starting winning opening or the second starting winning opening occurs, and various data obtained at the time of the starting winning opening is stored as the reserved storage information, the start condition of the variable display is When established, at the timing of starting the variable display, in the special symbol normal process (S110), based on the hold storage information, for the special symbol (first special symbol or second special symbol) to start the variable display, the variable display result is determined as a big hit display result and the big hit type is determined based on the big hit determination value and the big hit type determination value set corresponding to the various random numbers described above. Then, the determination of the variation pattern (including determination of the variation pattern type) in the variation pattern setting process (S111) is based on the variation pattern type determination value set corresponding to the various random values and the variation pattern determination value based on
[0247] On the other hand, apart from such a decision, the timing before the start of the variable display based on the start winning to the first start winning opening or the second starting winning opening is started, specifically, the game ball is the first starting winning opening Or at the timing of the start winning in the second start winning opening (the timing at which the retention memory information is stored), read ahead the retention memory information that stores the various data obtained at the time of the start winning, and based on the prefetched retention memory information Then, determination of whether or not a big win will occur, determination of whether or not a small win will occur, determination of the type of the big win, and determination of the type of variation pattern will be performed in advance according to the above-described various random numbers. Based on the determination value, the jackpot type determination value, and the variation pattern type determination value, a prize-winning effect process for prefetching determination is executed. By doing so, the effect control CPU 120 predicts the result of the variable display in advance before the variable display of the effect pattern is executed, and based on the various determination results at the time of starting winning, the variable display of the effect pattern. It is possible to execute a look-ahead effect such as a look-ahead announcement that foretells a big win (possibility of a big win) during the game.
[0248] Then, the CPU103, based on the determination result of the production process at the time of winning, performs control to transmit the symbol designation command to the production control CPU120 (S1216), and performs control to send the variation type command to the production control CPU120 ( S1217). In addition, the CPU103 performs control to send the first start winning a prize designation command to the effect control CPU120 (S1218), and sets the value of the first reservation storage number counter to EXT data and issues the first reservation storage number designation command. Perform control to send to the effect control CPU120 (S1219).
[0249] By executing the processing of S1216 and S1217, in this embodiment, regardless of the game state (high probability state, low probability state, high base state, low base state, jackpot game state, etc.), the first Both the symbol designation command and the variation type command are always transmitted to the effect control CPU 120 each time the start winning opening is started and won.
[0250] Also, in this embodiment, by executing the processing of S1216 ~ S1219, when the start winning to the first start winning opening occurs, the symbol designation command, the variation type command, the first start winning designation command and A set of four commands of the first pending storage number specification command is sent collectively within one timer interrupt.
[0251] Next, the CPU 103 confirms whether or not the second starter switch 22B is on (S1221). If the second starter switch 22B is not on, the process ends. If the second starting port switch 22B is in the ON state, the CPU 103 determines whether or not the number of second reserved memories has reached the upper limit value (specifically, the number of second reserved memories for counting the number of second reserved memories). whether the number counter value is 4) (S1222). If the second reserved memory count has reached the upper limit, the process is terminated.
[0252] If the second reserved memory number has not reached the upper limit, the CPU 103 increases the value of the second reserved memory number counter by 1 (S1223). Next, CPU 103 extracts values from random number circuit 124 and a counter for generating software random numbers, and executes processing for storing them in the save area in the second reserved storage buffer (S1224). In the process of S1224, a random number for jackpot determination (random R), a random number for jackpot type determination (random 1), a variation pattern type determination random number (random 2), and a variation pattern determination random number (random 3) are extracted, Stored in the save area.
[0253] Next, the CPU 103 executes the same winning effect processing as the winning effect processing described in S1215 for the detected starting winning of the second special symbol (S1225). Then, the CPU103 performs control to transmit the symbol designation command to the effect control CPU120 based on the determination result of the effect process at the time of winning (S1226), and performs control to transmit the variation type command to the effect control CPU120 (S1227 ). In addition, the CPU103 performs control to send the second start winning a prize designation command to the effect control CPU120 (S1228), and sets the value of the second reservation storage number counter to EXT data and issues the second reservation storage number designation command. Perform control to send to the effect control CPU120 (S1229).
[0254] By executing the processing of S1226 and S1227, in this embodiment, regardless of the game state (high probability state, low probability state, high base state, low base state, jackpot game state, etc.), the second Each time the start winning opening is started, both the symbol designation command and the variation type command are transmitted to the effect control CPU 120 without fail.
[0255] Further, in this embodiment, by executing the processing of S1226 to S1229, when the start winning to the second start winning opening occurs, the symbol designation command, the variation type command, the second start winning designation command and A set of four commands of the second pending storage number designation command is sent collectively within one timer interrupt.
[0256] FIG. 8-8 is a flow chart showing special symbol normal processing (S110) in special symbol process processing. In the special symbol normal process, the CPU 103 checks whether there is pending storage data in the first pending storage buffer or the second pending storage buffer (S51). If there is no pending storage data in either the first pending storage buffer or the second pending storage buffer, the process ends.
[0257] When there is no pending storage data in the pending storage buffer in S51, the processing is terminated after performing a process (S80) for transmitting a customer waiting demonstration designation command. On the other hand, when there is reserved storage data in the first reserved storage buffer or the second reserved storage buffer in S51, the CPU 103 confirms whether or not there is reserved storage data in the second reserved storage buffer (S52). If there is pending storage data in the second pending storage buffer, the special symbol pointer (flag indicating whether special symbol process processing is being performed for the first special symbol or special symbol process processing is being performed for the second special symbol) Data indicating "second" is set (S54). On the other hand, if there is no pending storage data in the second pending storage buffer, data indicating "first" is set to the special symbol pointer (S53).
[0258] In this embodiment, the first special symbol in the first special symbol display device 4A, depending on whether data indicating "first" or "second" is set in the special symbol pointer. The variable display of and the variable display of the second special symbol in the second special symbol display device 4B are performed using a common processing routine. When the data indicating "first" is set in the special symbol pointer, based on the reserved storage data stored in the first reserved storage buffer, the first special symbol display device 4A fluctuating display of the first special symbol is performed. will be On the other hand, when the data indicating "second" is set in the special symbol pointer, based on the pending storage data stored in the second pending storage buffer, the second special symbol display device 4B fluctuation display is done.
[0259] By the control of S52 ~ S54, if there is even one data of the second reserved storage in the second reserved storage buffer, the variable display of the second special symbol display device 4B based on the data of the second reserved storage, It is executed with priority to the variable display of the first special symbol display device 4A based on the data of the first reserved storage.
[0260] Next, in RAM102, CPU103 reads each random value stored in the saving area corresponding to the reserved memory number=1 indicated by the special symbol pointer and stores it in the reserved memory buffer of RAM102 (S55). Specifically, CPU103, when the special symbol pointer indicates "first", each random value stored in the storage area corresponding to the first pending storage number = 1 in the first pending storage buffer is read out and stored in the random number buffer of RAM 102 . In addition, when the special symbol pointer indicates "second", the CPU 103 reads out each random value stored in the saving area corresponding to the second reserved storage number=1 in the second reserved storage buffer. Store in random number buffer in RAM102.
[0261] Then, the CPU 103 subtracts 1 from the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (S56). Specifically, when the special symbol pointer indicates "first", the CPU 103 subtracts 1 from the count value of the first reserved storage number counter, and of each storage area in the first reserved storage buffer Shift content. Also, when the special symbol pointer indicates "second", the count value of the second reserved storage number counter is subtracted by 1, and the contents of the save area in the second reserved storage buffer are erased.
[0262] That is, the CPU103, when the special symbol pointer indicates "first", in the first reserved storage buffer of the RAM102 in the storage area corresponding to the first reserved storage number = n (n = 2,3,4) Each stored random value is stored in the storage area corresponding to the first reserved memory number=n-1. Also, when the special symbol pointer indicates "second", stored in the storage area corresponding to the second pending storage number = n (n = 2,3,4) in the second pending storage buffer of RAM102 Store each random value in the storage area corresponding to the second reserved memory number=n-1.
[0263] Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number is extracted always matches the order of the first reserved memory number = 1, 2, 3, 4 It's like In addition, the order in which each random value stored in each storage area corresponding to each second reserved memory number is extracted always matches the order of the second reserved memory number = 1, 2, 3, 4. It's like
[0264] In addition, the CPU103, based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction, performs control to transmit the reserved memory number designation command indicated by the special symbol pointer to the effect control CPU120 (S59 ). In this case, when a value indicating "first" is set in the special symbol pointer, the CPU 103 performs control to transmit the first reserved memory number designation command. Also, when a value indicating "second" is set in the special symbol pointer, the CPU 103 performs control to transmit the second reserved memory number designation command.
[0265] In the special symbol normal process, first, data indicating "first" indicating that the process is performed for the first start winning opening, that is, "first" indicating that the process is performed for the first special symbol or data indicating "second" indicating that the process is performed for the second start winning opening, i.e. data indicating "second" indicating that the process is performed for the second special symbol , is set to the special symbol pointer. Then, in the subsequent processes in the special symbol process process, the process corresponding to the data set in the special symbol pointer is executed. Therefore, it can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.
[0266] Next, the CPU 103 reads a random R (random number for judging a big hit) from the random number buffer, and executes a judging module for a big hit (S61). In this case, the CPU 103 reads out the random number for judging a big hit extracted in S1214 of the starting opening switch passing process and S1224 of the starting opening switch passing process and stored in the reservation storage buffer or the random number buffer, and makes a big hit judgment. The big-hit determination module is a program that compares a predetermined big-hit determination value or small-hit determination value with a random number for big-hit determination, and executes a process of determining a big-hit or a small-hit if they match. That is, it is a program for executing a process of judging a big hit or a process of judging a small hit.
[0267] In the big hit determination process, if the first special symbol matches any one of the big hit determination values shown in FIG. 8-4 (A), the second special symbol will be any big hit shown in FIG. 8-4 (B) If it matches the judgment value, it is decided to make a big hit with respect to the special symbol. If it is determined to be a big hit (Y of S61), the process proceeds to S71. Determining whether or not to make a big hit means to decide whether or not to shift to a big win game state, but it also means to decide whether or not to make the stop pattern on the special pattern display device a big win pattern. .
[0268] When it is determined to be a big hit in S61 (Y of S61), a big hit flag indicating a big hit is set (S71).
[0269] Next, it is determined whether or not the special symbol pointer indicates "first" (S72). When the special symbol pointer is "first", select the first special symbol jackpot type determination table of FIG. 8-4 (C) (S73), and proceed to S75. On the other hand, if the special symbol pointer does not indicate "first" (if it indicates "second"), select the second special figure jackpot type determination table in FIG. 8-4 (D) (S74) , proceed to S75.
[0270] In S75, using the jackpot type determination table selected in S73 or S74, the jackpot type corresponding to the value that matches the value of the random number (random 1) for jackpot type determination stored in the random number buffer area is set to the jackpot type. Determine (S75) and proceed to S81.
[0271] Also, if the value of the jackpot judgment random number (random R) in S61 does not match any of the jackpot judgment values (N of S61), the data set in the special symbol pointer is data indicating "second". By confirming whether or not there is, it is confirmed whether or not the big hit determination target is the variable display of the second special symbol (S76). When the data set in the special symbol pointer in S76 is not the data indicating "second" (it is a variable display of the first special symbol), proceed to S82 described later. On the other hand, when the data set in the special symbol pointer in S76 is data indicating "second" (variation display of the second special symbol), per second special symbol in FIG. 8-4 (B) Using the determination table, small hit determination processing is performed by determining whether or not the value of the big hit determination random number (random R) matches any small hit determination value (S77). That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIG. do. Then, when it is determined to be a small hit (S77Y), a small hit flag indicating that it is a small hit is set (S78).
[0272] After setting the small hit flag, select the small hit via big hit type determination table in Figure 8-4 (E) (S79), the value of the random number (random 1) for the big hit type determination stored in the random number buffer area The jackpot type corresponding to the value that matches is determined as the jackpot via small hit type (S80). Then, the process proceeds to S81. On the other hand, if the value of the small hit determination random number (random R) in S77 does not match any small hit determination value (N of S77), the process proceeds to S82 described later.
[0273] In S81, data indicating the type of jackpot determined in S75 or S80 is stored in the jackpot type buffer in RAM 102 (S81), and the process proceeds to S82. For example, if the jackpot type is "symbol 15R time-saving jackpot", "01" is set in the jackpot type buffer as data indicating the jackpot type, and if the jackpot type is "symbol 4R time-saving jackpot", data indicating the jackpot type "02" is set in the jackpot type buffer. On the other hand, when the jackpot type is "16 (15) R time-saving jackpot via small hit", "03" is set in a temporary jackpot type buffer different from the jackpot type buffer as data indicating the jackpot type. When the jackpot type is a small hit via 9 (8) R time-saving jackpot, "04" is set in the temporary jackpot type buffer as data indicating the jackpot type. When the jackpot type is a small hit via 5 (4) R time-saving jackpot, "05" is set in the temporary jackpot type buffer as data indicating the jackpot type. Of these, the data indicating the 16 (15) R time-saving jackpot via the small hit, the 9 (8) R time-saving jackpot via the small hit, and the 5 (4) R time-saving jackpot via the small hit are V prizes in the small hit game state There is data that will be invalid without the occurrence of a big hit if a is not generated, and is provisionally set.
[0274] In S82, the stop design of the special design is set (S78). Specifically, when neither the big-hit flag nor the small-hit flag is set, "-", which is a losing design, is set as the stop design of the special design. If the small hit flag is set, either "1", "5" or "9", which is a small hit pattern according to the small hit type selected and determined in S80, is determined as the special pattern stop pattern. do. When the jackpot flag is set, either "3" or "7", which is the jackpot pattern corresponding to the jackpot type selected and determined in S75, is determined as the stop pattern of the special pattern. Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S111) (S79).
[0275] FIG. 8-9 is a flow chart showing small hit opening pre-processing (S118). In the small hit opening preprocessing, the CPU 103 operates the movable part 872 in an open state by controlling the solenoid 22 based on the small hit opening mode, and starts the opening operation of the operation port of the V judgment winning device 87 ( S411). Next, the CPU 103 transmits a small-hit start designation command indicating that the small-hit game state is started to the effect control CPU 120 (S412). Next, the CPU 103 sets a V determination winning number counter as a counting means in order to use the number of winnings to the V winning area 870 in the open state of the small win as the termination condition of the open state (S413). Specifically, in S413, the counter value of the V determination winning number counter is set to "10", and the setting for down-counting the V winning number is performed. Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small hit open process (S119) (S414).
[0276] FIG. 8-10 is a flow chart showing the small hit open process (S119) in the special symbol process process. In the small hit open process, the CPU 103 updates the small hit open control timer by subtracting -1 (S430). Next, in S435 to be described later, it is confirmed whether or not the count value of the V determination winning prize number counter for counting the number of V winning prizes is "0" (S431). The V determination winning ball counter is set to "10" by S413 in FIG. 8-9, and when 10 V winning balls are counted, the count value becomes "0". When the count value of the V judgment winning number counter is "0" in S430, the process proceeds to S441. On the other hand, when the count value of the V determination winning number counter is not "0" in S430, it is checked whether the small hit open control timer has timed out (timer value = 0) (S432).
[0277] When the small hit open control timer has timed out in S432, proceed to S441. On the other hand, when the small hit open control timer has not timed out in S432, the movable part 872 is opened by controlling the solenoid 22 corresponding to the timing value of the small hit open control timer based on the open mode of the small hit. It is operated, and processing for opening and closing the operating port of the V judgment winning device 87 is performed (S433).
[0278] Next, in order to determine whether the V winning generated by the game ball entering from the V winning opening into the V winning area 870 which is in the open state inside the V determination winning device 87 is detected, V winning It is determined whether or not the switch 87a is on (S434). When it is on in S434, it is when V winning is detected, and the V winning flag which is set when V winning is detected is set (S435). Then, a process for transmitting a V winning ball detection designation command is performed (S436). As a result, the effect control CPU 120 can recognize that the V winning balls have been detected, and can recognize the number of V winning prizes. Next, the opening / closing member is operated by driving the solenoid, and the V winning opening of the V winning area 870 is changed from the open state to the closed state (S437), and the process proceeds to S439. As a result, when the first game ball that has entered the V determination winning device 87 is V winning, the V winning opening of the V winning area 870 is closed, and then the game that has entered the V determination winning device 87 All the balls are guided to the winning ball area and detected by the V judgment winning switch 15a.
[0279] On the other hand, when it is not turned on in S434, it means that V winning is not detected, and it is determined whether or not the V determination winning switch 15a is turned on (S438). When it is on in S438, the process proceeds to S439, and when it is not on in S438, the process ends.
[0280] In S439, the count value of the V judgment winning ball counter set to "10" by S413 of Fig. 8-9 is counted down to "-1" (S439), and a V judgment winning ball detection designation command is transmitted. process (S440). As a result, the effect control CPU 120 can recognize that the V winning ball that has entered the V judgment winning device 87 has been detected after the V winning ball is detected, and enters the V judgment winning device 87. It is possible to recognize the number of game balls played.
[0281] When the count value of the V judgment winning number counter is "0" in S431, it means that the opening end condition of the small win is satisfied due to the number of V winning small wins reaching the upper limit, and When the small hit open control timer timed out in S432, it is when the open end condition of the small hit is established due to the end of the open control of the small hit. At these times, the CPU 103 operates the movable portion 872 to the closed state by controlling the solenoid 22, and closes the operation opening of the V judgment winning device 87 (S441). When the count value of the V judgment winning number counter becomes "0", even if the V judgment winning device 87 is in the middle of opening according to the opening mode of the small hit, according to the count value of the V judgment winning number counter The V judgment winning device 87 is forcibly closed. When the small hit open control timer times out, the V determination winning device 87 is closed according to the end of the small hit open control in the small hit open mode.
[0282] Next, set the data corresponding to the specific period which is the V winning valid period after closing the V judgment winning device 87 to the V winning valid period timer (S442), set the value of the special symbol process flag, small winning end processing ( S120) is updated (S443), and the process ends. As a result, the timing of the specific period, which is the V winning valid period after the closing of the V judgment winning device 87, is started. It should be noted that, by setting the specific period as the V winning validity period in this way, even if the game ball passes through the V winning area later than the normal passing time, the game ball can be detected. In addition, since a specific period is set, even if someone illegally attempts to enter the V winning area, it will only be detected during that period, so fraud can be prevented.
[0283] FIG. 8-11 is a flow chart showing small hit end processing (S120) in the special symbol process processing. In the process after the end of the small hit, the CPU 103 updates the V winning valid period timer by subtracting -1 (S441), and confirms whether the V winning valid period timer has timed out (timer value=0) (S442).
[0284] When the V winning valid period timer has not timed out in S442, it is determined whether or not the V winning flag which is set in S434 or S445 when the V winning has already been detected is set (S443). If the V winning flag is set, the process is terminated. On the other hand, if the V winning flag is not set, the V winning switch 87a is operated to determine whether the V winning caused by the game ball entering the V winning area 870 during the V winning valid period is detected. is turned on (S444). If it is not turned on in S444, the process is terminated. On the other hand, when it is ON in S444, it means that the V winning is detected during the V winning valid period, and the V winning flag indicating that the V winning has been detected is set (S445). Then, a process for transmitting a V winning designation command is performed (S446), and the process is terminated. Thereby, the effect control CPU 120 can recognize that the V winning has occurred.
[0285] When the V winning valid period timer has timed out in S442, the processing for transmitting the small hit end designation command is performed (S447). Thereby, the effect control CPU 120 can recognize that the small hit has ended. Next, by changing the state of the solenoid 22, control is performed to open the opening / closing member and restore the V winning area 870 (V winning opening) to the open state (S447A). Next, the CPU 103 determines whether or not the V winning flag is set (S448). If the V winning flag is set in S448, it is determined that the game is a big hit, and the big hit flag is set (S449).
[0286] As described above, in the small winning game state, if the player hits to the right in accordance with the right-handed promotion notification, which will be described later, the game ball can enter the V-judgment winning device 87 with a probability of approximately 100%, and the V-judgment wins. A game ball that has entered the device 87 always enters the V winning area 870, so that the V winning flag is set with a probability of approximately 100% (S435 in FIG. 8-10). A jackpot flag is set and controlled to a jackpot game state.
[0287] Next, the CPU 103 stores the data indicating the jackpot type via the small win stored in the jackpot temporary type buffer in S81 in the jackpot type buffer in response to the fact that it has been determined that the jackpot will be a regular jackpot due to the occurrence of the V prize. formally stored in (S450). Then, the time saving flag that has been set at that time is once reset (S451).
[0288] Next, the CPU 103 transmits a jackpot start 3 designation command, a jackpot start 4 designation command, or a jackpot start 5 designation command according to the jackpot type corresponding to the data stored in S450 (S452). Thereby, the effect control CPU 120 can recognize that the big hit game state starts. Next, a value corresponding to the big win display time (for example, the time for notifying the occurrence of the big win in the image display device 5) is set to the big winning hole control timer (S453).
[0289] In addition, referring to the jackpot opening pattern data stored in the ROM 101, depending on the jackpot type, the number of times of opening (for example, 15 times, 8 times, or 4 times), opening time (for example, 29 seconds), interval The opening pattern data indicating the opening mode such as the time (the closing time of the big winning opening between rounds) is set in a predetermined storage area formed in the RAM 102 (S454). Of these data, the number of times of opening is set in an opening number counter for counting the number of times of opening. Then, the value of the special symbol process flag is updated (S455) to a value corresponding to the big hit opening pre-processing (S114), and the process is terminated. Thereby, when the V prize is generated in the small winning game state, the state is shifted to the big winning game state.
[0290] If the V winning flag is not set in S448, the big hit gaming state does not occur, so the data indicating the big hit via the small hit stored in the temporary big hit type buffer in S81 is erased (S456), and the special symbol process flag is set. The value is updated to a value corresponding to the special symbol normal process (S110) (S457), and the process is terminated. Thereby, when the V prize does not occur in the small winning game state, it does not shift to the big winning game state.
[0291] [Description of feature 05TM] Next, the characteristic part 05TM will be explained using FIGS. 9-1 to 9-83. In this embodiment, during the variable display, a production that suggests that the expectation of the big hit of the variable display is high (story SP development production, etc.), and a production that informs that the display result of the variable display will be a big hit (second When the 1st to 3rd normal jackpot notification effects, etc.) are executed, part of the effect sound is specially processed (scratched) and reproduced from the speakers 8L and 8R. In addition, during the jackpot game, a production (first holding series production) for notifying that there is a holding memory in which the display result is a "win" (a "big hit" or a "minor win") in the holding memory, or the big hit. When the jackpot type is the next confirmed jackpot (first confirmed effect) is executed, part of the effect sound is specially processed (scratched) and reproduced from the speakers 8L and 8R. be done.
[0292] [Jackpot type table] FIG. 9-1 is a diagram showing a jackpot type table. The jackpot type table shows, for each jackpot type, conditions for generating a jackpot, a control state (game state) after the jackpot, the number of opening times (number of rounds) in the jackpot, and the opening time of each round in the jackpot. In this embodiment, as the jackpot types, pattern 10R short time big hit, pattern 3R short time big hit, small hit via 10 (9) R time short big hit, and small hit via 3 (2) R short time big hit are provided. The parenthesis of the big hit via the small hit shows the number of times the special variable winning ball device 7 (big winning opening) opens.
[0293] A small hit occurs when a game ball wins in the second starting winning hole provided in the variable winning ball device 6B and the display result of the second special symbol becomes a small winning symbol. Determination of whether or not the display result of the special design is to be a small hit design is performed in advance by a random number lottery (small hit determination of special design). When a small hit occurs, a small win game state is entered, and the operation opening of the V judgment winning device 87 is opened with an opening pattern of 10 opening times and 0.1 second opening time. The game control state (big hit probability, small hit probability, base) after the end of the small hit game state is the same as before the small hit. In the small hit, a prize ball is paid out to the game ball that has entered the V prize area 870 in the V judgment prize winning device 87 during the small hit game state. During the small winning game state, it is set that about 10 winning balls can be generated, and it is set that prize balls can be paid out according to the winning balls.
[0294] While the operation opening of the V determination winning device 87 (hereinafter referred to as "V winning opening" as appropriate) is open, the game ball is entered into the operation opening, and the game ball enters the V winning area 870 inside the V determination winning device 87 If you enter (V winning), a big hit will occur. A big win via such a small win is called a big win via a small win. The jackpot via small hit includes "10 (9) R short-time jackpot via small hit" and "3 (2) R short-time jackpot via small hit".
[0295] On the other hand, a big hit that is generated directly by a variable display of special symbols without going through a small win is called a big hit in design. As the symbol jackpot, there is a "symbol 3R time-saving jackpot" and a "symbol 10R time-saving jackpot" generated directly based on the variable display of the first special pattern or the second special pattern.
[0296] In this way, as a big hit, the symbol big hit directly generated based on the variable display of the first special symbol or the second special symbol, and the V winning via the small hit based on the variable display of the second special symbol are generated. It includes a big hit via a small hit.
[0297] The advantageous state advantageous to the player in this embodiment also includes the opening of the special variable winning ball device 7 . Hereinafter, "symbol 3R time-saving jackpot" and "3 (2) time-saving jackpot via small hit" are appropriately referred to as "3R jackpot", and "symbol 10R time-saving jackpot" and "10 (9) time-saving jackpot via small hit" are referred to as "3R jackpot". It is appropriately called "10R jackpot".
[0298] The “symbol 10R short-time jackpot” is a jackpot that opens the big prize mouth 10 times (10R). In addition, the 10 (9) R time-saving jackpot via a small hit is opened once (0.1 seconds x 10 times) by the V judgment winning device 87. It is a big hit, and the number of openings of the big prize mouth is 9 times, but since the prize winning device is substantially opened for 10 rounds, the player can open the big prize mouth in the same way as the "symbol 10R short time jackpot". I feel that it is a big hit type.
[0299] The “symbol 3R short-time jackpot” is a jackpot in which the big prize opening is opened three times (3R). In addition, the 3 (2) R time-saving jackpot via a small hit is opened once (0.1 seconds x 10 times) by the V judgment winning device 87. It is a big hit, and the number of openings of the big prize mouth is 2 times, but since the prize winning device is opened for 3 rounds, the player can open the big prize mouth in the same way as the "symbol 3R short time jackpot". I feel that it is a big hit type.
[0300] The time-saving state after the "symbol 3R time-saving jackpot" is the end condition that the number of fluctuation display times of the 2nd special pattern is 1 time, and the total number of fluctuation display times of the 1st special pattern and the 2nd special pattern is 5 times. Two end states are set with a condition (not shown). Such a number of time-saving end conditions that the number of times of variable display of the second special symbol is 1 time, considering that the game ball entering the V judgment winning device 87 enters the V winning area 870 at a rate of 100% is set as In the variable display of the second special symbol, a small hit occurs at a rate of about 1 / 7. Therefore, the end condition that the number of times of variation display of the second special symbol is 1 time is about 1 / 7 when the variation display of the second special symbol is executed. is a certain number of times.
[0301] The number of time-saving end conditions that the number of variable display times of the second special symbol is 1 time is set for the following reasons. In the case of "symbol 3R time saving jackpot", basically the time saving state (including electric sapo state) is continued until the second special symbol fluctuation display is completed once, but to display the second special symbol fluctuating , it is necessary to make the game ball enter the passage gate 41 by hitting to the right to open the variable winning ball device 6B, and in that state, make the game ball win the variable winning ball device 6B, such a variable winning It takes time to win the game ball to the ball device 6B, and the first special symbol that has been reserved and stored may be variably displayed first.
[0302] Therefore, the ending condition that the total number of fluctuation display times of the first special symbol and the second special symbol is five times is a big hit immediately after the start of the time saving state, before the fluctuation display start condition of the second special symbol is established. One of the second special symbols which is likely to be determined as a big win advantageous to the player even if the variable display of the first special symbols by the reserved memory based on the first start winnings which can be stored up to four before the game state is started. This is a condition for ensuring that the variable display for batches can be executed. In this way, immediately after the start of the time saving state, the variable display of the first special symbol by the reserved memory based on the first start winning is started, so that in the time saving state, it is easy for the player to determine the advantageous jackpot. It is possible to prevent the fluctuation display of the second special symbol from being stopped.
[0303] In addition, after the big hit with the "symbol 10R time-saving big hit" and part of the "10 (9) R time-saving big hit via small hit", the end condition is that the number of times the second special pattern is displayed is 99 times, and the first special Two end states are set, that is, the end condition (not shown) that the total number of fluctuation display times of the symbol and the second special symbol is 103 times. Such a number of times of 99 times of the end condition of the time saving state is set considering that the game ball that has entered the V determination winning device 87 enters the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small hit occurs at a rate of about 1 / 7. Therefore, the end condition that the number of fluctuation display times of the second special symbol is 99 times is a state where the big hit via the next small hit is substantially confirmed when the fluctuation display of the second special symbol is executed. , Compared to the “symbol 3R time-saving jackpot”, the number of times that the possibility of generating a jackpot via a small hit is greatly increased. As a result, the player can be made to pay attention to the occurrence of the big win via the small win, and the player's expectation for the occurrence of the big win via the small win can be enhanced.
[0304] In addition, the end condition that the total number of fluctuation display times of the first special symbol and the second special symbol is 103 times is the same reason as in the case of "symbol 3R time saving big hit", immediately after the start of the time saving state, the second Even if the variable display of the first special symbol is started by the reserved memory based on the first start winning that can be stored up to four before the jackpot game state before the condition for starting the variable display of the special symbol is established, the player starts. This is to make it possible to reliably execute the variation display of the number of variations for 99 times of the second special symbol that is likely to be determined as a big hit that is advantageous to the player.
[0305] In addition, after the big hit of the 10 (9) R time-saving jackpot via the small hit and the 3 (2) R time-saving jackpot via the small hit, the end condition is that the number of times the second special symbol is displayed 7 times. Two end states are set, that is, the end condition (not shown) that the total number of fluctuation display times of 1 special symbol and the second special symbol is 11 times. Such a number of times of 7 times of the end condition of the time saving state is set considering that the game ball that has entered the V determination winning device 87 enters the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small hit occurs at a rate of about 1 / 7. Therefore, the end condition that the number of times of variation display of the second special symbol is 7 times is that when the variation display of the second special symbol is executed, compared to the "symbol 3R time-saving big hit", it is substantially via the next small hit Although the big hit is not confirmed, it is the number of times that the possibility of generating a big hit via a small hit is greatly increased. As a result, the player can be made to pay attention to the occurrence of the big win via the small win, and the player's expectation for the occurrence of the big win via the small win can be enhanced.
[0306] In addition, the end condition that the total number of fluctuation display times of the first special symbol and the second special symbol is 11 times is the second special symbol immediately after the start of the time saving state for the same reason as the case of the symbol 3R time saving jackpot. Even if the variable display of the 1st special symbol by the reserved memory based on the 1st start winning that can be stored up to 4 before the jackpot game state is established before the condition for starting the variable display is established, it is advantageous for the player. This is to make it possible to reliably execute the variation display of the number of variations for seven times of the second special symbol that is likely to be determined as a big hit.
[0307] [random value] FIG. 9-2 is an explanatory diagram illustrating random numbers counted on the main board 11 side. As shown in FIG. 9-2, in this embodiment, on the side of the main board 11, in addition to the random number MR1 for special figure display result determination, the random number MR2 for jackpot type determination, and the random number for variation pattern determination Numerical data representing each of MR3, random number MR4 for judging the result of normal map display, and random number MR5 for determining the initial value of MR4 is controlled so as to be countable.
[0308] It should be noted that random numbers other than these may be used in order to enhance the game effect. These random numbers MR1 to MR5 may be counted by CPU 103 using different random counters and updated by software, or may be updated by random number circuit 104. FIG. The random number circuit 104 may be built in the game control microcomputer 100, or may be configured as a random number circuit chip different from the game control microcomputer 100. Random numbers used to control the progress of such games are also called game random numbers.
[0309] In this embodiment, the random numbers MR1 to MR5 are used as values within the range shown in FIG. 9-2. However, the present invention is not limited to this, and each random number MR1 Values in other ranges may be used for the range ~MR5.
[0310] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101, and by using the RAM 102 as a work area, various processes for controlling the progress of the game in the pachinko gaming machine 1 are executed. Also, the CPU 103 can generate all of the various random numbers used on the main board 11 side by executing a random number generation program.
[0311] The ROM 101 provided in the game control microcomputer 100 stores various table data and the like used for controlling the progress of the game in addition to the game control program. For example, the ROM 101 stores table data constituting a plurality of determination tables prepared for the CPU 103 to make various determinations and decisions. The ROM 101 also contains table data that constitutes a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and variable display of each symbol in variable display such as special symbols and normal symbols. A variation pattern table storing a plurality of types of variation patterns, etc. are stored.
[0312] [Display result determination table] FIGS. 9-3 (A1) and (A2) are explanatory diagrams showing the display result determination table for the first special symbol and the display result determination table for the second special symbol. These tables are stored in ROM101.
[0313] FIG. 9-3 (A1) is an explanatory diagram showing a display result determination table for the first special symbol (hereinafter, appropriately referred to as "[for the first special symbol] display result determination table"). [For the first special symbol] The display result determination table is a data table for judging the big hit for the first special symbol, and is a table in which the big hit determination value (not shown) to be compared with the random number MR1 is set. is. "Probability" shown in FIG. 9-3 (A1) indicates the probability (percentage) of winning a big hit. In this example, the jackpot probability of the first special symbol is 1 / 199.
[0314] FIG. 9-3 (A2) is an explanatory diagram showing a display result determination table for the second special symbol (hereinafter, appropriately referred to as "[for the second special symbol] display result determination table"). [For the second special symbol] The display result determination table is a data table for judging a big hit and a small hit for the second special symbol. It is a table in which values (not shown) are set. In FIG. 9-3 (A2), the upper stage is the big hit determination table portion, and the lower stage is the small hit determination table portion. The "probability" shown in the upper part indicates the probability (percentage) of getting a big hit, and the "probability" shown in the lower part shows the probability (percentage) of getting a small hit.
[0315] In this example, the jackpot probability of the second special symbol is 1 / 199. Also, the small hit probability of the second special symbol is set to 1 / 7.35. In addition, you may provide a small hit in the first special symbol. In such a case, it is desirable that the probability of winning a small hit is lower for the first special symbol than for the second special symbol. For example, the small hit probability by the first special symbol may be set to 1 / 99.
[0316] When the CPU 103 detects the starting winning to the first starting winning opening (first starting winning) or the starting winning to the second starting winning opening (second starting winning), the random number circuit 104 Extract the count value (random value MR1) of For the first start winning prize, the extraction value is compared with the jackpot judgment value set in the display result judgment table [for the first special symbol], and if the extraction value matches one of the jackpot judgment values, regarding the first special symbol Decide to hit the jackpot. For the 2nd start winning, the extracted value is compared with the jackpot judgment value set in the display result judgment table [for the 2nd special symbol], and if the extracted value matches any of the jackpot judgment values, regarding the 2nd special symbol Decide to hit the jackpot. Then, when the extracted value does not match any of the jackpot judgment values, the extracted value is compared with the small hit judgment value set in the [for the second special symbol] display result judgment table, and the extracted value is any small If it matches the hit determination value, it is determined to make a small hit with respect to the second special symbol. Deciding to make a small hit also means making a provisional decision to make a big hit via a small win (because it is not controlled as a big win unless a V win occurs during a small win, it is described as a provisional decision) .
[0317] Determining whether or not to make a big hit means determining whether or not to shift to the big win game state, but the stop symbol by the variable display of the first special symbol or the second special symbol is changed to the big hit symbol. It is also about deciding whether to do it or not. Determining whether or not to make a small hit means determining whether or not to shift to a small win gaming state. It is also about deciding whether or not.
[0318] [Jackpot type judgment table] 9-3 (B1), (B2-1), and (B2-2) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. FIG. FIG. 9-3 (B1) is a jackpot type determination table for the first special symbol used to determine the jackpot type of the symbol jackpot when the jackpot is determined by the first special symbol. FIG. 9-3 (B2-1) is a jackpot type determination table for the second special symbol used to determine the jackpot type of the symbol jackpot when determined to be a jackpot by the second special symbol. Fig. 9-3 (B2-2) is a small hit via big hit type determination table for the second special symbol used to determine the big hit type of the small hit via big hit when it is determined to be a small hit by the second special symbol. is.
[0319] In the jackpot type determination table for the first special symbol in Fig. 9-3 (B1) (hereinafter referred to as "[for the first special symbol] jackpot type determination table."), the random number MR2 for the jackpot type determination It is a numerical value to be compared with the value, and a big hit determination value corresponding to each of "symbol 10R short time big hit" and "symbol 3R short time big hit" is set.
[0320] In addition, FIG. 9-3 (B1) also shows the number of times of time saving control executed after the big hit corresponding to each of the "symbol 10R time saving big hit" and "symbol 3R time saving big hit". "Design 10R time-saving big hit" has 99 times of time-saving control, and "symbol 3R time-saving big hit" has 1 time-saving control.
[0321] In this embodiment, the number of times of time-saving control is 99 times "symbol 10R time-saving big hit" and "10 (9) time-saving big hit via small hit" are appropriately called "10R big hit A" (next time fixed big hit), and the number of times of time-saving control is "10R time-saving big hit" and "10 (9) time-saving big hit via small hit", which are 1 time or 7 times, are appropriately called "10R big hit B" (next non-determined big hit), and the number of times of time saving control is 1 time or 7 times The “symbol 3R time-saving big hit” and “3 (2) time-saving big hit via small hit” are appropriately referred to as “3R big hit B” (next non-determined big hit). Hereinafter, the "jackpot" in which the number of times of time saving control is X times is appropriately referred to as the "jackpot" (X times).
[0322] In this example, in the [first special symbol] jackpot type determination table, 0 to 2 out of the range 0 to 299 of the determination value of MR2 are assigned to "symbol 10R short time jackpot" (99 times) ( 1%), 3 to 299 are assigned to “symbol 3R short time jackpot” (once) (99%).
[0323] In the jackpot type determination table for the second special symbol in Figure 9-3 (B2-1) (hereinafter referred to as "[for the second special symbol] jackpot type determination table."), a random value for jackpot type determination It is a numerical value to be compared with the value of MR2, and a big hit determination value corresponding to each of "symbol 10R short time big hit" and "symbol 3R short time big hit" is set.
[0324] In addition, FIG. 9-3 (B2-1) also shows the number of times of time saving control executed after the big hit corresponding to each of the "symbol 10R time saving big hit" and "symbol 3R time saving big hit". "Design 10R time-saving big hit" has 99 times or 7 times of time-saving control, and "symbol 3R time-saving big hit" has 7 times of time-saving control.
[0325] In this example, in the [second special symbol] jackpot type determination table, 0 to 29 out of the range 0 to 299 of the determination value of MR2 are assigned to the "symbol 10R short time jackpot" (99 times) ( 10%), 30 to 149 are assigned to "symbol 10R short time big hit" (7 times) (40%), and 150 to 299 are assigned to "symbol 3R short time big hit" (7 times) ( 50%).
[0326] Figure 9-3 (B2-2) for the second special symbol via small hit type determination table (hereinafter referred to as "[for the second special symbol] small hit via big hit type determination table.) A numerical value that is compared with the value of the random number MR2 for judging the jackpot type via hit, and for each of "10 (9) R short-time jackpot via small hit" and "3 (2) R short-time jackpot via small hit" A corresponding jackpot judgment value is set.
[0327] In addition, in Figure 9-3 (B2-2), it is executed after the big hit corresponding to each of "10 (9) R time-saving big hit via small hit" and "3 (2) R time-saving big hit via small hit" The number of times of time reduction control is also shown. "10 (9) R time-saving big hit via small hit" has 99 times or 7 times of time-saving control, and "3 (2) R time-saving big hit via small hit" has 7 times of time-saving control.
[0328] In this example, [for the second special symbol] in the jackpot type determination table via small hit, 0 to 29 out of the range 0 to 299 of the judgment value of MR2 is "10 (9) R short time jackpot via small hit" ( 99 times) (10%), 30 to 149 are assigned to "10 (9) R time-saving jackpot" (7 times) via a small hit (40%), and 150 to 299 are " It is assigned to 3 (2) R time-saving big hits via small hits (7 times) (50%).
[0329] [Variation pattern judgment] The ROM 101 also stores a variation pattern determination table for determining a variation pattern based on the random number value MR3 for determining the variation pattern. Determine the variation pattern.
[0330] Here, the variation pattern determination will be described when the production mode is the normal mode and when the production mode is the powerful RUSH mode (see FIGS. 9-12 for details of the production mode). Specifically, as the variation pattern determination table, the [loss] variation pattern determination table used when it is decided in advance that the variation display result will be "loss", and the variation display result "big hit" ( A [big hit] variation pattern determination table used when it is predetermined to make a small hit) is prepared in advance.
[0331] <Normal mode fluctuation pattern> In the [for loss] variation pattern determination table when the production mode is normal mode, the variation pattern of "non-reach loss", the variation pattern of "normal reach loss", the variation pattern of "SP-A loss", the "SP- A predetermined random number within the possible range of the random number MR3 for determining the variation pattern is assigned as a determination value to the variation pattern of "B failure" and the variation pattern of "SP-C failure".
[0332] [For jackpot] In the fluctuation pattern determination table, the fluctuation pattern of "normal reach jackpot", the fluctuation pattern of "SP-A1 jackpot", the fluctuation pattern of "SP-A2 jackpot", the fluctuation pattern of "SP-B1 jackpot", " Predetermined random value within the possible range of random number MR3 for determining the variation pattern for the variation pattern of "SP-B2 big hit", the variation pattern of "SP-C1 big hit", and the variation pattern of "SP-C2 big hit" is assigned as the judgment value.
[0333] <Non-reach out of reach> In the present embodiment, among the variation patterns in which the final display result is "loss", the "non-reach failure" variation pattern does not establish the reach state and informs that the final display result is "loss".
[0334] <No normal reach> In this embodiment, in the variation pattern of "normal reach lost" among the variation patterns in which the final display result is "missed", after the reach state is established, at a predetermined opportunity (operation of push button 31B, elapse of a predetermined period, etc.) By displaying a combination of decorative symbols (for example, "323", "545", etc.) corresponding to the display result of "loss", it is notified that the final display result is "loss".
[0335] <Normal Reach Jackpot> In this embodiment, in the variation pattern of "normal reach jackpot" among the variation patterns in which the final display result is "jackpot", after the reach state is established, at a predetermined opportunity (operation of push button 31B, elapse of a predetermined period, etc.) By displaying a combination of decoration patterns (for example, "222", "777", etc.) corresponding to the display result being a "big hit", the final display result is a "big hit" or a "small hit". be notified.
[0336] In this embodiment, a plurality of types of characters appear in various effects. In this example, friendly character A, friendly character B, friendly character C, enemy character X, and enemy character Y are provided as these characters. In the following, ally character A is appropriately defined as "ally character A", "ally A", "character A", "character A", "ally character (A)", "ally (A)", "character (A)" ”, “Character (A)”. In addition, hereinafter, ally character B is appropriately referred to as "ally character B", "ally B", "character B", "character B", "ally character (B)", "ally (B)", "character ( B)” and “Character (B)”. In the following, friendly character C is appropriately defined as "friendly character C", "friendly C", "character C", "character C", "friendly character (C)", "friendly (C)", "character (C)" ”, “Character (C)”. In the following, the enemy character X will be referred to as "enemy character X", "enemy X", "character X", "character X", "enemy character (X)", "enemy (X)", "character ( X)” and “Character (X)”. In addition, below, the enemy character Y is appropriately represented as "enemy character Y", "enemy Y", "character Y", "character Y", "enemy character (Y)", "enemy (Y)", "character ( Y)” and “Character (Y)”.
[0337] <Loss with super reach / jackpot> In this embodiment, variation patterns with super reach ("SP-A miss", "SP-B miss", "SP-C miss", "SP-A1 big hit", "SP-A2 big hit", "SP- B1 jackpot", "SP-B2 jackpot", "SP-C1 jackpot", "SP-C2 jackpot"), a super reach effect (hereinafter referred to as "SP reach" as appropriate) that informs whether or not you have won the "jackpot" The final display result is confirmed and stopped by the execution of the "effect" and "SP reach".
[0338] (Challenge SP production) In this embodiment, in the variation patterns of "SP-A loss", "SP-A1 big hit", and "SP-A2 big hit" among the variation patterns with super reach, the variation display result is "missed" after the reach state is established. ” is displayed temporarily (provisional failure notification), and then develops into Super Reach. (Hereinafter referred to as “Challenge SP effect” and “Challenge SP” as appropriate.) is executed (in this example, “Nana Challenge”, see FIG. 9-27(3)). Hereinafter, such a variation pattern will be referred to as "variation pattern with 'SP-A'", "variation pattern with challenge SP", etc. as appropriate.
[0339] Here, when the variation pattern is "SP-A lost", an effect (failure effect) in which ally character B fails the challenge is executed, and it is notified that the final display result is "missed". On the other hand, if the variation pattern is "SP-A1 big hit", a production (success production) is executed that ally character B succeeds in the challenge (see FIGS. 9-32 and 9-33), and the final display result is It is reported that it will be a "big hit". In addition, when the variation pattern is "SP-A2 big hit", after the failure effect is executed in the challenge SP effect, the resurrection effect described later is executed, and the final display result is reported to be "big hit". be.
[0340] (Battle SP production) In this embodiment, among the variation patterns with super reach, "SP-B miss", "SP-B1 big hit", and "SP-B2 big hit" variation patterns develop into super reach after the reach state is established. , Super reach effect (hereinafter referred to as "Battle SP effect" or "Battle SP" as appropriate) is executed to notify whether or not the "big hit" is won by the battle between ally character A and enemy character X. (See Figure 9-27(6)).
[0341] Here, if the variation pattern is "SP-B lost", an effect (defeat effect) in which friendly character A is defeated by enemy character X is executed, and the final display result is reported to be "missed". be. On the other hand, when the variation pattern is "SP-B1 big hit", a production (victory production) is executed in which friendly character A wins against enemy character X (see FIGS. 9-34 to 9-37), and the final display is performed. It is reported that the result will be a "jackpot". In addition, when the variation pattern is "SP-B2 big hit", after the defeat effect is executed in the battle SP effect, the revival effect described later is executed, and it is informed that the final display result is "big hit". be. Hereinafter, such a variation pattern is appropriately referred to as "variation pattern with 'SP-B'", "variation pattern with battle SP", and the like.
[0342] (Story SP production) In this embodiment, among the variation patterns with super reach, the variation pattern of "SP-C loss", "SP-C1 big hit", and "SP-C2 big hit" develops into super reach after the reach state is established. , Super Reach production (hereinafter referred to as "story SP production" and "story SP" as appropriate) that notifies whether or not you have won the "jackpot" by displaying a story video related to ally character A. Executed (see Figure 9-27(8)).
[0343] Here, if the variation pattern is "SP-C lost", an effect (not achieved effect) is executed in which the display of the story video related to ally character A ends halfway, and the final display result is "missed". ” is reported. On the other hand, when the variation pattern is "SP-C1 big hit", an effect (achievement effect) is executed in which the story image related to ally character A is displayed to the end (Fig. 9-38 to Fig. 9-41). ), it is reported that the final display result will be a "jackpot". In addition, when the variation pattern is "SP-C2 big hit", after the unachieved effect in the story SP effect is executed, the resurrection effect described later is executed, and the final display result is "big hit". be done. Hereinafter, such a variation pattern will be appropriately referred to as "variation pattern with 'SP-C'", "variation pattern with story SP", and the like.
[0344] FIG. 9-4 is a variation pattern determination table in normal mode. As shown in Figure 9-4 (A), in the [for loss] variation pattern determination table in normal mode, 1 to 900 out of the range 1 to 997 of the determination value of MR3 are "non-reach loss", Variation patterns from 901 to 950 are "normal reach failure", 951 to 970 are "SP-A failure", 971 to 990 are "SP-B failure", and 991 to 997 are "SP-C failure". assigned to.
[0345] Also, as shown in Figure 9-4 (B), in the normal mode [for big hit] variation pattern determination table, 1 to 50 out of the range 1 to 997 of the determination value of MR3 are "normal reach big hit" , 51 to 185 is "SP-A1 big hit", 186 to 200 is "SP-A2 big hit", 201 to 470 is "SP-B1 big hit", 471 to 500 is "SP-B2 big hit", 501 Up to 950 is assigned to each variation pattern of "SP-C1 big hit" and 951 to 997 is "SP-C2 big hit".
[0346] As shown in Figure 9-4, when the display result is "loss", among the variation patterns with super reach, the variation pattern with "SP-A" (in this example, "SP-A failure" ) is selected (970-951+1) / 997=approximately 2%, and the rate of selecting the variation pattern with "SP-B" (in this example, "SP-B is off") is (990-971+1) / 997=approximately 2%, and the ratio of selecting the variation pattern with "SP-C" (in this example, "SP-C deviation") is (997-991 +1) / 997 = about 0.7%.
[0347] On the other hand, when the display result is "big hit", among the fluctuation patterns with super reach, the fluctuation pattern with "SP-A" (in this example, "SP-A1 big hit", "SP-A2 big hit" ) is selected is {(185-51+1)+(200-186+1)} / 997=about 15%, and the fluctuation pattern with “SP-B” (in this example, “SP -B1 jackpot", "SP-B2 jackpot") is selected {(470-201+1) + (500-471+1)} / 997 = about 30%, "SP-C" (In this example, "SP-C1 jackpot", "SP-C2 jackpot") is selected, {(950-501+1)+(997-951+1)} / 997= about 50%.
[0348] In this way, when the display result is “missing”, among the fluctuation patterns with super reach, the fluctuation pattern with “SP-C” (approximately 0.7%) < the fluctuation pattern with “SP-B” (approximately 2%) = The execution ratio is assigned in the relationship of the fluctuation pattern (approximately 2%) with "SP-A". Also, when the display result is "big hit", among the fluctuation patterns with super reach, the fluctuation pattern with "SP-A" (about 15%) < the fluctuation pattern with "SP-B" (about 30%) )<variation pattern with “SP-C” (approximately 50%).
[0349] That is, when variation patterns with various super reach are executed, the ratio of "loss": "jackpot" (jackpot occurrence rate = jackpot / (loss + jackpot)) is 2(%):15(%) = 1:7.5 ratio (88%) when executed, and 2(%):30(% ) = 1:15 ratio (93%) and 0.7(%):50(%) = 1:70(98%) ratio when the variation pattern with "SP-C" is performed .
[0350] Therefore, when a variation pattern with various super reach is executed, the relationship of variation pattern with "SP-A" < variation pattern with "SP-B" < variation pattern with "SP-C" is a big hit Incidence is high. That is, the degree of expectation for a big hit is high in the relationship of variation pattern with battle SP<variation pattern with challenge SP<variation pattern with story SP.
[0351] <Variation pattern of powerful RUSH mode> In the [for loss] variation pattern determination table when the production mode is powerful RUSH mode, the variation pattern of "non-reach loss", the variation pattern of "normal reach loss", the variation pattern of "SP-X loss", and the "SP A predetermined random number value within the possible range of the random number value MR3 for determining the variation pattern is assigned as a determination value to the variation pattern of "-Y deviation".
[0352] [For jackpot] In the fluctuation pattern judgment table, random number MR3 for fluctuation pattern judgment A predetermined random value within the range that can be taken is assigned as a judgment value.
[0353] The variation pattern of "non-reach loss", the variation pattern of "normal reach loss", and the variation pattern of "normal reach jackpot" are the same as those described in the normal mode variation pattern, so the description is omitted here.
[0354] <Loss with super reach / jackpot> In the present embodiment, in the variation pattern with super reach ("SP-X lost", "SP-Y lost", "SP-X big hit", "SP-Y big hit"), whether "big hit" is won The final display result is fixed and stopped by executing the super ready-to-win effect for notifying whether or not. The variation pattern of "SP-Y loss" and the variation pattern of "SP-Y big hit" are the same as the variation pattern of "SP-B loss" and "SP-B1 big hit" described above, so Description is omitted here.
[0355] (Annihilation SP production) In this embodiment, in the variation patterns of "SP-X loss" and "SP-X big hit" among the variation patterns with super reach, the variation display result becomes "loss" after the reach state is established. The combination of symbols is temporarily displayed temporarily (provisional failure notification), then develops into super reach, and attacks are performed to annihilate a group of enemy character Y (hereinafter referred to as "enemy character Y group" as appropriate). A super ready-to-win effect (hereinafter referred to as “annihilation SP effect” as appropriate) for informing whether or not a “jackpot” has been won is executed (see FIG. 9-68).
[0356] Here, if the variation pattern is "SP-X lost", an effect in which the enemy character group Y remains (remaining effect) is executed (see Fig. 9-68 (3A)), and the final display result is "missed". ” is reported. On the other hand, if the variation pattern is "SP-X big hit", the effect of annihilating enemy character Y (annihilation effect) is executed (see Fig. 9-68 (3B)), and the final display result is "big hit". will be notified.
[0357] Fig. 9-5 is a variation pattern determination table in powerful RUSH mode. As shown in Figure 9-5 (A), in the [loss] fluctuation pattern judgment table in powerful RUSH mode, 1 to 950 out of the range 1 to 997 of the judgment value of MR3 is "non-reach loss" , 951 to 980 are "normal reach failure", 981 to 985 are "SP-X failure", and 986 to 997 are "SP-Y failure".
[0358] Also, as shown in Figure 9-5 (B), in the powerful RUSH mode [for jackpot] variation pattern judgment table, 1 to 500 out of the range 1 to 997 of the judgment value of MR3 is "normal reach jackpot ”, 501 to 600 are “SP-X big hits”, and 601 to 997 are “SP-Y big hits”.
[0359] [Scratch processing of production sound] In this embodiment, the speakers 8L and 8R are capable of reproducing and outputting effects sounds (music, dialogue voices, sound effects, error notification sounds, etc.). In the present embodiment, it is possible to execute special processing (referred to as “scratch processing” in this example) on a part of the effect sound and reproduce and output it. Scratching is a special sound (hereinafter referred to as "scratch sound") produced by forcibly moving the analog record by hand while playing it on the turntable to drastically change the playback speed. It is the technique of creating. Scratch processing does not use analog records, but uses sound data (for example, waveform data such as Wave files) in the storage unit of the audio control board to create the same effect sounds as scratch sounds in analog records. This is a pseudo process. Hereinafter, scratch processing is appropriately referred to as “scratch processing”.
[0360] In the present embodiment, the scratch processing is performed by continuously reproducing and outputting the same sound data (hereinafter referred to as “scratch sound data” as appropriate) at short intervals, thereby pseudo-generating an effect sound similar to the scratch sound. Let
[0361] Scratch sound data is sound data containing one or more sounds (dialogue sounds, sound effects, music sounds, etc.), and the initial sounds (one or more sounds) of words related to various effects that appear in this game machine. It is sound data composed of In this embodiment, the scratch sound data is sound data containing one sound (sound of dialogue, sound effect, music sound, etc.), and is the first letter of a word related to various effects appearing in the game machine. It is sound data composed of eyes.
[0362] For example, it is possible to perform scratch processing on sound data corresponding to the initial letter (first sound) of the word "V (buoy) stock" related to the V stock effect, which will be described later. In addition, scratch sound data corresponding to the initial letter (first note) of the word "welcome" in part of the lyrics related to the song X among the songs played back during the jackpot game to be described later. Processing can be performed.
[0363] In this embodiment, scratch processing is not performed on the sound data of a word in which the same sound (second and subsequent sounds) as the initial sound (first sound) of the word is repeated multiple times or more. For example, scratch processing is not performed on the sound data corresponding to the initial letter (first sound) of the word "big hit (oh hit)". If scratch processing is executed on the sound data corresponding to the initial letter (one sound) of the word "Ohatari", the first sound "O" will be scratch processed and played back. This is to prevent the player from being confused as to whether the second syllable "o" is being reproduced or output.
[0364] It should be noted that the scratching process may be performed on a word in which the same sound (second and subsequent sounds) as the initial sound (first sound) of the word is repeated multiple times or more, without being limited to the above embodiment. For example, scratch processing is performed on the sound data corresponding to the initial letter (first sound) of the word "Ooatari", and after reproducing and outputting "O" four times in succession, The second sound "o" may be played back.
[0365] In the present embodiment, the sound effect (sound data) is composed of a first sound effect (first sound data) and a second sound effect (second sound data) that is reproduced and output after the first sound effect. may occur. In this embodiment, the number of sounds included in the first sound effect is less than the number of sounds included in the second sound effect. For example, the sound data corresponding to the word "V (buoy) stock" is the first sound data corresponding to the initial "bu" (one sound) and the second and subsequent letters "istock" (four sounds) 2nd sound data corresponding to . In this case, it is possible to reproduce and output the second sound effect "Istock" without executing the scratch process after executing the scratch process for the first sound effect "Bu" and reproducing it. be.
[0366] In this embodiment, in the scratch processing, the number of consecutive times of the same sound data (scratch sound data) is set to 2 or more. For example, in the scratch process, depending on which effect is executed, the number of consecutive scratch sound data may be set to two or four.
[0367] In this embodiment, the scratch sound data may be reproduced and output at any interval. For example, when the scratch sound data is reproduced four times in a row (that is, when there are three reproduction output intervals), the scratch sound data may be reproduced three times at intervals of 0 seconds, or It may be reproduced at intervals of 1 second, the first at intervals of 1 second, the second at intervals of 2 seconds, the third at intervals of 3 seconds, the first at intervals of 3 seconds, the second at intervals of 2 It may be played back at intervals of seconds, and the third time at intervals of 1 second. Hereinafter, the reproduction output interval of the scratch sound data will be referred to as "scratch interval".
[0368] In this way, by continuously reproducing and outputting the scratch sound data at short intervals, it is possible to give the player an effect (refrain effect) that leaves the impression and memory of the effect sound in which the scratch processing was executed (refrain effect). can improve the performance effect. In addition, the refrain effect is improved as the number of consecutive scratch sound data increases.
[0369] Note that the sound data on which the scratch processing is executed is not limited to the above embodiment, and may be sound data composed of two or more sounds. For example, after performing scratch processing on the sound data corresponding to the "buoy" of "V (buoy) stock" (first and second notes) and reproducing and outputting it, scratch "stock" Reproduction output may be performed without executing the processing.
[0370] [Example of playback output of scratch-processed effect sound] FIG. 9-6(A) is a specific example of the effect sound type table in this embodiment. The sound effect type table is a storage area for reproducing sound data, and is provided in a storage unit included in the audio control board.
[0371] As shown in Fig. 9-6(A), the sound effect corresponding to the word "powerful" is stored as the sound effect type. It consists of a sound and a second effect sound that corresponds to the second character "Waffle".
[0372] FIG. 9-6(B) is an explanatory diagram showing a reproduction output example when the effect sound is reproduced from the speakers 8L and 8R in this embodiment.
[0373] FIG. 9-6(B1) is an explanatory diagram showing a reproduction output example when the effect sound for which the scratch processing is not executed is reproduced from the speakers 8L and 8R in this embodiment.
[0374] As shown in FIG. 9-6 (B1), the effect control CPU 120 reproduces and outputs the effect sound "powerful" from the speakers 8L and 8R without executing the scratch process. At this time, the effect control CPU 120 reproduces and outputs the first effect sound "Pa" from the speakers 8L and 8R without executing the scratch process, and reproduces and outputs the second effect sound "Waffle" from the speakers 8L and 8R.
[0375] FIG. 9-6(B2) is an explanatory diagram showing a reproduction output example when the effect sound subjected to the scratch processing in the present embodiment is reproduced and output from the speakers 8L and 8R.
[0376] As shown in FIG. 9-6 (B2), the effect control CPU 120 executes scratch processing and reproduces and outputs the effect sound "powerful" from the speakers 8L and 8R. At this time, the effect control CPU 120 executes scratch processing to reproduce and output the first effect sound "pa" from the speakers 8L and 8R four times in succession, and outputs the first effect sound and the second effect sound "powerful" to the speakers. Play back from 8L and 8R.
[0377] Further, when the effect sound is scratch-processed and reproduced, other effect devices may perform effects in conjunction with each other. For example, when executing scratch processing and reproducing and outputting the first effect sound "Pa" from the speakers 8L and 8R four times in a row, the game effect lamp 9 emits light (blinks) in accordance with the reproduction output timing of the first effect sound. ). Further, when the scratch processing is executed and the first effect sound "Pa" is reproduced and output from the speakers 8L and 8R four times in succession, the light guide plate provided in the image display device 5 is set to the reproduction output timing of the first effect sound. You may emit light (flashing) according to the time. Further, when executing the scratch processing and reproducing and outputting the first effect sound "pa" from the speakers 8L and 8R four times in a row, the stick controller 31A may be vibrated in accordance with the reproduction output timing of the first effect sound. good.
[0378] [Sound impact] In the present embodiment, the “impact of sound” is the momentum at the start of the reproduction output of the sound (hereinafter referred to as “beginning” and “rise” as appropriate). Below, it is called "impact" appropriately. FIGS. 9-7 (1) to (3) show graphs with time on the horizontal axis and output volume (%) on the vertical axis.
[0379] As shown in Fig. 9-7(1), the impact is the portion from the minimum value (0%) to the maximum value (100%) of the voice output volume. Hereinafter, the difference between the maximum value and the minimum value of the audio output volume will be referred to as an "output absolute value" as appropriate. Also, the period from the minimum value (0%) to the maximum value (100%) of the voice output volume is referred to as "impact time", and in this example, the impact time is the period from t0 to t1.
[0380] <Strength of sound impact> In this embodiment, the impact is IM = output absolute value / impact time (Formula 1) Based on the IM value (hereinafter referred to as “impact value” as appropriate) calculated by the following formula, it is possible to determine the strength of the impact. The larger the impact value, the stronger the impact, and the smaller the impact value, the weaker the impact. That is, the impact value is the same as the slope (slope) of the graph shown in FIG. 9-7.
[0381] As shown in Equation (1), the larger the output absolute value, the larger the impact value, and the smaller the output absolute value, the smaller the impact value (not shown). For example, when the value of impact time is constant, output absolute value: maximum value (100%) - minimum value (0%) = 100 is better than output absolute value: maximum value (50%) - minimum value ( 0%)=50, the impact value is larger.
[0382] Also, as shown in formula (1), the smaller the impact time value, the larger the impact value (see Figure 9-7 (2A)). becomes smaller (see Figure 9-7 (2B)). For example, when the output absolute value is constant, impact time: tb(1)-t0(0)=1 is better than impact time: ta(10)-t0(0)=10. , the impact value increases.
[0383] The stronger the impact (the larger the impact value), the more powerful and vigorous the voice impression. give the impression of sound.
[0384] [Sound effect type table] 9-8 and 9-9 are explanatory diagrams of specific examples of the effect sound type table in this embodiment. The effect sound type table is a storage area for reproducing sound data, and is provided in a storage unit included in the sound control board. Figures 9-8 and 9-9 are provided with "CH", "effect sound type", "effect sound configuration", "playback output content", "impact intensity", and "related effect, related state". ing. In addition, in the description of FIGS. 9-8 and 9-9, various effects, effect modes, and the like, which are not described in detail, will be described later.
[0385] As shown in FIGS. 9-8 and 9-9, the effect sound type table is composed of 42 channels from "CH01" to "CH42".
[0386] Here, the sound data of the effect sound output by the speakers 8L and 8R includes "stereo data" with a relatively large amount of data and "monaural data" with a relatively small amount of data. In this example, music is "stereo data", and effects other than music (speech sounds, sound effects, error notification sounds) are "monaural data".
[0387] In the audio reproduction area, two consecutive channels for storing "stereo data" may or may not constitute a "pair CH". In this case, "monaural data" is stored in one channel of this "pair CH".
[0388] <Production sound related to production> In this embodiment, the sound data of the sound related to the effect (effect sound) is set to be reproduced and output in any one of "CH01" to "CH40". The sound data of the effect sound is stored in a designated channel among "CH01" to "CH40" when the timing for reproducing and outputting the effect sound comes, and is erased from the channel when the reproduction is completed.
[0389] In "CH01", sound effect type: "music A", sound structure: "music data A", playback output content: "singing sound A", "accompaniment sound A", impact strength: "weak", related effects , Related status: "BGM for powerful RUSH", "BGM for jackpot round" (selectable songs when not in V stock) are stored.
[0390] ``CH02'' contains the type of sound effect: ``music B'', composition of sound effects: ``music data B'', playback output content: ``singing sound B'', ``accompaniment sound B'', impact strength: ``weak'', and related effects , Related status: "BGM for powerful RUSH", "BGM for jackpot round" (selectable songs when not in V stock) are stored.
[0391] ``CH03'' contains the type of sound effect: ``song C'', sound composition: ``song data C'', playback output content: ``singing sound C'', ``accompaniment sound C'', impact intensity: ``weak'', and related effects , Related status: "BGM for powerful RUSH", "BGM for jackpot round" (selectable songs when not in V stock) are stored.
[0392] ``CH04'' includes: ``Song X'', ``Song data X1'', ``Song data X1'', ``Singing sound X1'', ``Accompaniment sound X1'', Impact intensity: ``Strong'', Related effects , Related status: "BGM for powerful RUSH", "BGM for jackpot round" (music selectable at V stock) are stored.
[0393] ``CH05'' includes: ``Song X'', ``Song data X2'', ``Song data X2'', ``Singing sound X2'', ``Accompaniment sound X2'', Impact strength: ``Weak'', Related effects , Related status: "BGM for powerful RUSH", "BGM for jackpot round" (music selectable at V stock) are stored.
[0394] In "CH06", the type of sound effect: "Sound effect A "V stock"", the composition of sound effect: "1st sound effect A" (1st sound effect A1: 10R jackpot correspondence, 1st sound effect A2: 3R compatible), playback output content: "1st dialogue sound A "b"", "1st sound effect A" (1st sound effect A1, 1st sound effect A2), impact strength: "strong", related effects, related State: "1st V stock effect" is memorized.
[0395] "CH07" has sound effect type: "Sound effect A "V stock"", sound effect composition: "2nd sound effect A" (2nd sound effect A1: 10R jackpot, 2nd sound effect A2: 3R jack supported), playback output contents: "Second dialogue sound A ``Istock''", "Second sound effect A" (second sound effect A1, second sound effect A2), impact strength: "weak", related effects, Related state: "1st V stock rendition" is stored.
[0396] ``CH08'' contains effects sound type: ``effect sound B'', playback output contents: ``sound effect B'', impact intensity: ``strong'', related effects, related status: ``CU effects (1st movable body effects)'' is stored.
[0397] "CH09" has sound effect type: "Sound effect C1 'Complete'", sound effect composition: "1st sound effect C1", playback output content: "1st dialogue sound C1 'ko' (character B voice)" , “first sound effect C”, impact strength: “strong”, related effects, and related state: “first normal jackpot notification effect” are stored.
[0398] "CH10" has sound effect type: "Sound effect C1 'Complete'", sound effect composition: "2nd sound effect C1", playback output content: "2nd dialogue sound C1 'Complete' (Character B voice)" , “second sound effect C”, impact strength: “weak”, related effects, related state: “first normal jackpot notification effect” are stored.
[0399] "CH11" has sound effect type: sound effect C2 "Victory", effect sound composition: "first effect sound C2", playback output content: "first dialogue sound C2 "Vi" (character A voice)" .
[0400] "CH12" has sound effect type: sound effect C2 "Victory", sound effect composition: "2nd sound effect C2", playback output content: "2nd line sound C2 "Kutori" (character A voice)" .
[0401] ``CH13'' contains the type of sound effect: ``Sound effect C3 ''congratulation'', sound composition: ``1st sound effect C3'', playback output content: ``1st dialogue sound C3 ''Ko'' (character A voice )”, “first sound effect C”, impact strength: “strong”, related effects, and related state: “third normal jackpot notification effect (third movable body effect)” are stored.
[0402] ``CH14'' contains effects sound type: ``effect sound C3 ''congratulation'', effect sound composition: ``second effect sound C3'', playback output content: ``second dialogue sound C3 ``congratulation'' ( Character A Voice)", "Second Sound Effect C", Impact Strength: "Weak", Related Effect, Related State: ``3rd Normal Jackpot Notification Effect (3rd Movable Body Effect)'' are stored.
[0403] ``CH15'' has sound effect type: ``Sound effect D1 ``Victory'', sound composition: ``1st sound effect D1'', playback output content: ``1st dialogue sound D1 ``Vi'' (Character A voice)'' , "1st sound effect D", Impact strength: "Strong", Related production, Related state: "1st right hit big hit notification production", "1st right hit special big hit notification production" (Powerful RUSH: Yume Yume mode) is stored.
[0404] ``CH16'' has sound effect type: ``Sound effect D1 ''Victory'', sound effect composition: ``Second sound effect D1'', playback output content: ``Second dialogue sound D1 ``Kutori'' (Character A voice)'' , ``Second sound effect D'', Impact strength: ``Weak'', Related production, Related status: ``Big hit notification production when hitting the first right hand'', ``Special big hit notification production when hitting the first right hand'' (Powerful RUSH: Yume Yume mode) is stored.
[0405] "CH17" has sound effect type: "Sound effect D2 'Victory'", sound effect composition: "1st sound effect D2", playback output content: "1st dialogue sound D2 'Vi' (character B voice)" , "1st sound effect D", impact intensity: "strong", related effects, related status: "2nd right hit big hit notification effect", "2nd right hit special big hit notification effect" (powerful RUSH: Nana mode) is stored.
[0406] "CH18" has sound effect type: "Sound effect D2 'Victory'", sound effect composition: "2nd sound effect D2", playback output content: "2nd dialogue sound D2 'Kutori' (Character B voice)" , "2nd sound effect D", impact intensity: "weak", related effects, related state: "2nd right hit big hit notification effect", "2nd right hit special big hit notification effect" (powerful RUSH: Nana mode) is stored.
[0407] ``CH19'' has sound effect type: ``Sound effect D3 ``Victory'', sound composition: ``1st sound effect D3'', playback output content: ``1st dialogue sound D3 ``Vi'' (character C voice)'' , "1st sound effect D", Impact strength: "Strong", Related effects, Related status: "3rd right hit big hit notification effect", "3rd right hit special big hit notification effect" (Powerful RUSH: Jam mode ) is stored.
[0408] ``CH20'' includes: ``Direction sound D3 ``Victory'''', ``Direction sound D3'', ``Second effect sound D3'', Playback output content: ``Second dialogue sound D3 ``Kutori'' (Character C voice)'' , "2nd sound effect D", Impact strength: "Weak", Related production, Related state: "3rd right hit hit notification effect", "3rd right hit special hit notification effect" (Powerful RUSH: Jam mode ) is stored.
[0409] "CH21" contains the type of sound effect: "Sound effect EA 'Ready Go'", sound composition: '1st sound effect E', playback output content: '1st line sound E 'Ready'', '1st sound effect' "Sound Effect E", Impact Strength: "Weak", Related Effect, Related State: ``Change Predictive Effect: Success Pattern'' is stored.
[0410] "CH22" contains sound effect type: "Sound effect EA 'Ready Go'", sound effect composition: "2nd sound effect EA", playback output contents: "2nd dialogue sound EA sound effect EA", impact strength: "strong", related effects, and related state: "change portent effects: success pattern" are stored.
[0411] In "CH23", sound effect type: "Sound effect EA 'Ready Go'", sound effect composition: "3rd sound effect EA", playback output content: "3rd line sound EA sound effect EA", impact intensity: "weak", related effects, and related state: "change portent effects: success pattern" are stored.
[0412] "CH24" contains effects sound type: "effect sound EB 'lady...'", effect sound configuration: "1st effect sound E", playback output contents: "1st dialogue sound E 'lady'", " 1st sound effect E", impact strength: "weak", related effects, related state: "change sign effects: failure pattern" are stored.
[0413] "CH25" contains effects sound type: "effect sound EB 'ready...'", effect sound configuration: "second effect sound EB", playback output content: "second effect sound EB", impact strength: " Weak", related effect, related state: "change sign effect: failure pattern" is memorized.
[0414] "CH26" contains sound effect type: "Sound effect F "3 2 1 start", sound effect composition: "1st sound effect F1", playback output content: "1st dialogue sound F1 "1 (one )”, “first sound effect F1”, impact intensity: “weak”, related production, related state: “time-saving rush production” are stored.
[0415] "CH27" contains sound effect type: "Sound effect F "3 2 1 start", sound effect composition: "1st sound effect F2", playback output content: "1st dialogue sound F2 "2 (too )”, “first sound effect F2”, impact intensity: “weak”, related production, related state: “time-saving rush production” are stored.
[0416] "CH28" contains sound effect type: "Sound effect F "3 2 1 start", sound effect composition: "1st sound effect F3", playback output content: "1st dialogue sound F3 "3 (three )”, “first sound effect F3”, impact strength: “weak”, related production, related state: “time-saving rush production” are stored.
[0417] ``CH29'' includes sound effect type: ``Sound effect F ``3 2 1 start'', sound effect composition: ``Second sound effect F'', playback output content: ``Second dialogue sound F ``Su'''' , “second sound effect F”, impact intensity: “strong”, related production, related state: “time-saving rush production” are stored.
[0418] "CH30" has sound effect type: "Sound effect F "3 2 1 start", sound effect composition: "3rd sound effect F", playback output content: "3rd dialogue sound F "Tart"" , “third sound effect F”, impact strength: “weak”, related production, related state: “time-saving rush production” are stored.
[0419] "CH31" contains the type of sound effect: "sound effect G 'powerful'", sound composition: "1st effect sound G", playback output content: "1st dialogue sound G 'pa'", "1st effect "sound G", impact strength: "strong", related effects, related state: "story SP development effects" are stored.
[0420] ``CH32'' contains sound effect type: sound effect G 'powerful', sound effect composition: 2nd effect sound G, playback output contents: 2nd dialogue sound G 'waffle', 2nd effect "sound G", impact strength: "weak", related effect, related state: "story SP development effect" are stored.
[0421] ``CH33'' contains effects sound type: ``Direction sound H ``Kurae'', playback output content: ``Dialogue sound H ``Krae'', ``Sound effect H'', impact strength: ``Strong'', related effects, Related state: "When the operation part is operated during the annihilation SP" is memorized.
[0422] ``CH34'' has sound effect type: ``Sound effect I1 ``Press'', playback output content: ``Dialog sound I1 ``Push'' (Character A voice)'', ``Sound effect I1'', Impact strength: ``Strong'', Related effect, related state: "operation prompting display" is stored.
[0423] "CH35" has sound effect type: "Sound effect I2 'press'", playback output content: "dialogue sound I2 'press' (character B voice)", "sound effect I2", impact strength: "strong", Related effect, related state: "operation prompting display" is stored.
[0424] "CH36" has sound effect type: "Sound effect I3 'press'", playback output content: "dialogue sound I3 'press' (character C voice)", "sound effect I3", impact strength: "strong", Related effect, related state: "operation prompting display" is stored.
[0425] ``CH37'' has sound effect type: ``Sound effect I4 ``Press'', playback output content: ``Dialog sound I4 ``Push'' (3 character voices: Character A, Character B, and Character C), ``Sound effect I4", impact intensity: "strong", related effects, and related state: "operation promotion display" are stored.
[0426] ``CH38'' includes: ``Direction sound J ``Fever'''', ``Direction sound J'', ``Direction sound J'', ``First effect sound J'', ``First effect "Sound J", impact intensity: "strong", related effect, related state: "resurrection effect" are stored.
[0427] ``CH39'' contains the following types of sound effects: ``Sound effect J ''Fever''; 2nd sound effect J", impact intensity: "weak", related effect, related state: "resurrection effect" are stored.
[0428] "CH40" stores effect sound type: "effect sound K", reproduction output content: "sound effect K", impact strength: "strong", related effect, and related state: "premier effect". In this embodiment, in the variable display, it is possible to execute a premium effect to notify that the display result will be a "big hit" at a timing that should not be originally notified (at the start of the fluctuation, at the establishment of the ready-to-win state, etc.).
[0429] <Error notification sound> The error notification sound in this embodiment includes an abnormal winning error sound and a magnetism detection error sound. Abnormal winning error sound (error notification sound A) is an error sound detected when a game ball wins at a time other than a predetermined time, such as when the special variable winning ball device 7 having a large winning opening is opened. The magnetic detection error sound (error notification sound B) is an error sound that is detected when the magnetic detection sensor connected to the main board 11 detects a magnetic force of a predetermined value or more.
[0430] Here, the error notification sound has a higher priority to be notified to the player than other effect sounds such as music. Therefore, in this embodiment, as shown in FIG. 9-9, "CH41" and "CH42" are reserved as fixed channels for reproducing each error notification sound.
[0431] "CH41" stores effect sound type: "error notification sound A", playback output content: "error sound effect A", impact intensity: "strong", related effect, related state: "abnormal winning" .
[0432] "CH42" stores effect sound type: "error notification sound B", playback output content: "error sound effect B", impact intensity: "strong", related effect, related state: "magnetic detection" .
[0433] When any one of these errors is detected, a channel specific to the error notification sound is designated based on the error notification sound reproduction output command for the error that has occurred, and the specified channel is designated. In the channel, monaural data of error notification sound is reproduced and output.
[0434] In addition, each channel from "CH01" to "CH42" in the audio playback area shown in Figures 9-8 and 9-9 has "basic volume", "channel setting ratio", "volume value", and "output volume". is set.
[0435] The "basic volume" is a value indicating the loudness of the sound data itself. The basic sound volume can be set according to the priority to be notified to the player. In this example, the basic volume can be set between "1" and "5". It is assumed that the larger the numerical value of the basic sound volume, the higher the sound pressure level of the output sound (the output sound is emphasized).
[0436] Here, as shown in FIGS. 9-8 and 9-9, the basic sound volume differs depending on the type of effect sound. Specifically, "error notification sound A (abnormal winning)" and "error notification sound B (magnetic detection)" have the maximum basic sound volume of "5". On the other hand, the sound data of the effect sound related to the effect has a basic volume of "4" or less ("3" or "4"). This is because the effect sound is less likely to be directly related to the player's cheating than the abnormal prize winning error and the magnetism detection error, and has a low priority to be notified to the player.
[0437] Further, among the sound data of the sound effect, the basic sound volume differs according to the type of the sound effect. In this example, the basic sound volume of the effect sounds associated with the songs "CH01" to "CH05" is "3". On the other hand, the basic volume of the effect sound related to the effect other than the songs of "CH06" to "CH40" is "4".
[0438] It should be noted that the present invention is not limited to such a form, and a plurality of basic volume levels may be set for the sound data of the effect sound.
[0439] For example, "1", "2", "3", and "4" are set as the basic volume of [first sound effect A] "B" of sound effect A. When [1st sound effect A] is reproduced four times in a row with scratch processing, the first [1st sound effect A] (basic volume: 1), the second [1st sound effect A] (basic volume: 2), the third [1st sound effect A] (basic volume: 3), the 4th [1st sound effect A] (basic volume: 4), and so on. It may become louder and the output volume may also be made louder. Also, the first [1st sound effect A] (basic volume: 4), the second [1st sound effect A] (basic volume: 3), the 3rd [1st sound effect A] (basic volume: 2), the fourth [first effect sound A] (basic volume: 1), and as the number of outputs increases, the basic volume may decrease, and the output volume may also decrease.
[0440] It can also be applied to production sounds related to music. For example, "1", "2", "3", and "4" are set as the basic volume of [music data X1] of music X. When [music data X1] is reproduced four times in a row with scratch processing, the first [music data X1] (basic volume: 1), the second [music data X1] (basic volume: 2) , 3rd [music data X1] (basic volume: 3), 4th [music data X1] (basic volume: 4), and so on. may In addition, the first [song data X1] (basic volume: 4), the second [song data X1] (basic volume: 3), the third [song data X1] (basic volume: 2), the fourth [Music data X1] (basic volume: 1), and the basic volume may be decreased each time the number of times of output is increased, and the output volume may also be decreased.
[0441] "Channel setting ratio" is a volume value specified for each channel. The channel setting ratio can be set from maximum volume "1", which is 100% of the reference output volume, to all mute "0", which is 0%.
[0442] “Volume value” is the upper limit value (volume value) of the volume that can be output from the pachinko gaming machine 1 . In this example, the master volume can be set between "1" and "5". This volume value can be set to an arbitrary value by the player performing a predetermined operation (for example, operating the up and down buttons of the effect keys provided in the pachinko gaming machine 1).
[0443] The "output volume" is the volume of sound reproduced and output from the speakers 8L and 8R. The output volume is determined based on the "basic volume", "channel setting ratio", and "volume value" of the sound data. The output volume is a numerical value obtained by multiplying the "basic volume", the "channel setting ratio", and the "volume value". In this example, the output volume can be set between "0" and "25".
[0444] As shown in FIG. 9-9, the high-priority error notification sound to be notified to the player is reproduced and output by fixed "CH41" and "CH42". In the fixed channels "CH41" and "CH42", unlike the other channels ("CH01" to "CH40"), the output volume is reproduced with the fixed maximum value "5". Specifically, in "CH41" and "CH42", the volume value is always set to the maximum value without accepting a predetermined operation by the player (for example, operating the up and down buttons of the performance keys provided in the pachinko game machine 1). is fixed at "5".
[0445] <fade, mute> Next, fade (fade-out, fade-in) and mute, which are processes for changing the "output volume", will be described. These fade-outs, fade-ins, and mutes are executed by changing the "output volume" along with changing the "channel setting ratio" shown in FIGS. 9-8 and 9-9.
[0446] Here, in the fade-out, the output volume is gradually decreased by executing the processing to gradually decrease the channel setting ratio of the effect sound during playback output from "1 (100%)" to "0 (0%)". is reduced to "0". Also, in fade-in, the output volume is gradually increased by gradually increasing the channel setting ratio of the effect sound during playback output from "0 (0%)" to "1 (100%)". is increased to the maximum value.
[0447] For example, change the channel setting ratio of the sound effect (second sound effect) that is played back after the scratch processed sound effect (first sound effect A) from "1 (100%)" to "0 (0%)". It is also possible to gradually decrease and fade out.
[0448] Also, when muting, the output volume of the effect sound during playback is set to "0" by executing the process of setting the channel setting ratio of the effect sound during playback to "0 (0%)". executed. Note that while the mute is being executed, the output volume is "0", but the effect sound itself is being reproduced. When an error notification sound with a high priority to be notified to the player is being output, the other channels "CH01" to "CH40" may all be muted.
[0449] In this way, with fade-out, the output volume of the effect sound being played back gradually decreases and finally becomes "0" (for example, 1 (100%) → 0.5 (50%) → 0 (0% )), on the other hand, in muting, the output volume of the effect sound being reproduced is immediately set to “0” (for example, 1 (100%)→0 (0%)). In other words, mute is control that lowers the output volume of the effect sound (to 0) in a shorter period of time than fade-out, and is control that greatly lowers the output volume per time.
[0450] [Complementary Color Contrast] In the present embodiment, when the display colors of the image displayed on the screen of the image display device 5 are in a complementary color relationship, the saturation of the display colors becomes stronger and the phenomenon appears more vivid. ” (hereinafter appropriately referred to as “complementary color inversion”). Complementary colors are colors that are opposite to each other on the color wheel, which will be described later. In addition to the colors on the color wheel, they are black relative to white (white relative to black).
[0451] <Color wheel> A color wheel is a circular arrangement of hues and is one of the methods used to organize colors. Colors are perceived as continuously changing red, orange, yellow, green, blue, and violet depending on the wavelength of light. A ring formed by continuously arranging these colors is called a hue circle.
[0452] In order to convey colors accurately, we need a regular color notation. In the present embodiment, this color display system is referred to as a color order system (colorimetric system), which can be represented by a color wheel. As shown in FIG. 9-10(1), the color system in this embodiment consists of six basic hues (red, orange, yellow, green, blue, purple), and intermediate hues (red-orange, It consists of 12 hues including yellow-orange, yellow-green, blue-green, blue-purple, and red-purple.
[0453] In this embodiment, the colors that are complementary to the specific color on the color wheel are the colors on the opposite side of the specific color on the color wheel and their approximations (one adjacent color on each side). For example, colors that are complementary to yellow are purple on the opposite side of yellow on the color wheel and its approximate colors (reddish purple and bluish purple on both sides).
[0454] <black and white> In this embodiment, white and black, which are not included in the color wheel, are also complementary colors. As shown in FIG. 9-10(2), in this embodiment, the color complementary to white is black, and the color complementary to black is white.
[0455] In the above-described embodiment, an example is shown in which complementary color contrast is used as a method of increasing the saturation of the display color of the image displayed on the image display device 5 to make the image appear more vivid. First, the following method may be used as a method of increasing the saturation of the display color of the image displayed on the image display device 5 to make the image appear more vivid.
[0456] Brightness inversion Brightness reversal is a method of reversing the brightness of the display color of an image. For example, a bright portion of the display color becomes darker, and a dark portion of the display color becomes brighter.
[0457] Gradation inversion Gradation inversion is a method of inverting the brightness and color of the display color of an image. For example, the brightness is inverted and the complementary color is inverted.
[0458] [Movable body] In this embodiment, a movable body YM, which is an accessory, is provided in the vicinity of the image display device 5 (upper center). Movable body YM follows the control of effect control board 12, the initial position, the first operating position (the position where part of the movable body overlaps the area of image display device 5), the second operating position (the entirety of the movable body overlaps the area of the image display device 5). Hereinafter, the first motion position and the second motion position are appropriately referred to as "drawing position".
[0459] For example, the movable body YM moves from the initial position to the first operating position to the initial position, or from the initial position to the second operating position to the initial position, or from the initial position to the first operating position to the second operating position. It may operate from the initial position, or may operate from the second operating position→the first operating position→the initial position.
[0460] In this embodiment, as shown in FIG. 9-11(1), the movable body YM is not positioned in front of the image display device 5 when the movable body YM is at the initial position. That is, in the present embodiment, when the movable body YM is at the initial position, it does not overlap the area of the image display device 5 and does not affect the visibility of the image displayed on the screen of the image display device 5. It's becoming
[0461] On the other hand, in the process of moving the movable body YM from the initial position to the rendering position (first motion position, second motion position), or when the movable body YM is in the rendering position, the movable body YM is displayed on the image display device 5. It is positioned forward. That is, in the present embodiment, the area of the image display device 5 overlaps and is displayed on the screen of the image display device 5 in the process of moving the movable body YM from the initial position to the effect position, or when the movable body YM is in the effect position. It has a configuration that affects the visibility of the image that is displayed.
[0462] As shown in FIG. 9-11(2), in the process of moving the movable body YM from the initial position to the first operating position, or when the movable body YM is at the first operating position, the movable body YM is moved to the image display device 5. It overlaps the upper center area of the screen and affects the visibility of part of the video displayed on the screen of the image display device 5 .
[0463] Further, as shown in FIG. 9-11(3), in the process of moving the movable body YM from the initial position to the second operating position, or when the movable body YM is at the second operating position, the movable body YM moves to the image display device. 5, and affects the visibility of part of the image displayed on the screen of the image display device 5.
[0464] In this embodiment, the movable body YM is assumed to move to the performance position when a CU effect suggesting that the expectation of a big win is high during the battle SP or a big hit notification effect of notifying a big win is executed.
[0465] In addition, in this embodiment, the movable body YM has a regular hexagonal shape including a design that imitates the friendly character A. The friend character A of this movable body YM is a character common to the friend character A that appears in the super reach effect (in this example, the battle SP effect and the story SP effect).
[0466] [Game flow] Next, the game flow in this embodiment will be described. In this example, the game state is controlled to a normal state (low probability / low base state), and the effect mode when the first flag and the second flag described later are not set [normal mode], the game The state is controlled to either a time-saving state (low probability / high base state) or a normal state (low probability / low base state), and the production mode when the first flag described later is set is [Challenge mode ], the game state is controlled to either a time-saving state (low probability / high base state) or normal state (low probability / low base state), and the second flag described later is set The mode is set to [Rush Mode].
[0467] In the example of the game flow shown in Figure 9-12, when the production mode is [Normal mode], a big hit occurs, and after the end of the big hit game state, it is controlled to a time saving state (low probability / high base state), [Challenge mode] (time saving 1 rotation + hold 4 rotations) or [rush mode] (time saving 99 rotations + hold 4 rotations), and when a big hit occurs, [rush mode] (time saving 7 rotations + hold 4 rotations, or Short time 99 rotations + hold 4 rotations), and if a big hit does not occur, move to [Normal mode].
[0468] (1) The game state is controlled to the normal state (low probability / low base state), and when the first flag and the second flag described later are not set, the production mode is set to [normal mode].
[0469] (2) In the state of (1) described above, when the variable display in which the display result is "big win" is executed, the game is controlled to the big win game state. In this embodiment, there are "symbol 3R short time big hit" and "symbol 10R short time big hit" as the jackpot types of the first special symbol, and (2A) the jackpot type is "symbol 3R short time big hit". The character "BONUS" for notifying that it is a 3R jackpot is displayed on the image display device 5, and (2B) As an example of the production when the jackpot type is "symbol 10R time-saving jackpot", the 10R jackpot is displayed. The characters “MAX BONUS” to be notified are displayed on the image display device 5 .
[0470] (3) When the above-mentioned (2A) jackpot type is "symbol 3R time-saving jackpot", when the jackpot ends, the effect control CPU 120 sets the (3A-I) first flag, and the game state changes to the time-saving state ( (3A-II) The first flag is set and the game state changes to the normal state (low probability / low base state). Under control, when the suspension memory (variable display with execution suspended (up to 4 in this example)) corresponding to the start winning that occurred at (3A-I) is executed, the production mode is set to [ Challenge mode]. As an example of the effect when the effect mode is the [challenge mode], the image display device 5 displays the characters "RUSH challenge" to notify that the effect mode will shift to the [challenge mode].
[0471] In the state of (3), all display results are "missed", one variable display in the time saving state, and the pending memory corresponding to the start winning that occurred at this time (execution is suspended (in this example, up to 4 When (1) is executed and (1) is executed, it is controlled to the state of (1). In this example, when the state (3) is controlled to the state (1), the state (1A) (the production mode is [normal mode (sunny mode)]) is controlled.
[0472] (4) When the jackpot in the case where the (6A) jackpot type described later is "3R jackpot B" or (6B) "10R jackpot B" ends, the effect control CPU 120 (4A-I) second flag is set, the game state is controlled to the time-saving state (low probability / high base state), and when the variable display is executed 7 times, (4A-II) the second flag is set, and the game state is normal Controlled to the state (low probability / low base state), the pending memory (execution pending (up to 4 in this example) variable display) corresponding to the start winning that occurred at (4A-I) The production mode at the time of execution is set to [Rush Mode]. As an example of an effect when the effect mode is the [rush mode], the characters "powerful RUSH" are displayed on the image display device 5 to notify that the effect mode will shift to the [rush mode].
[0473] In the state of (4), all display results are "missed", 7 variable displays in the time saving state, and the pending memory corresponding to the start winning that occurred at this time (execution is suspended (up to 4 in this example) When (1) is executed and (1) is executed, it is controlled to the state of (1).
[0474] (5) When the above-mentioned (2B) jackpot type is "symbol 10R time-saving jackpot" ends, or when the jackpot ends when (6C) "10R jackpot A" to be described later ends, production control CPU120, (5B-I) the second flag is set, the gaming state is controlled to the time saving state (low probability / high base state), 99 times (1st to 99th rotation) variable display is executed When (5B-II) the second flag is set, the game state is controlled to the normal state (low probability / low base state), and the hold corresponding to the start winning that occurred at (5B-I) When memory (variable display whose execution is suspended (maximum of 4 in this example)) is executed, the effect mode is set to [Rush mode] (with V stock).
[0475] In addition, with the V stock flag (see Fig. 9-47) to be described later set, the above-mentioned (6A) jackpot type is "3R jackpot B" or (6B) "10R jackpot B". is completed, the above-mentioned (5B-I) and (5B-II) are controlled.
[0476] As an example of the production mode when the production mode is [Rush mode] (with V stock), the rainbow telop display and the characters "Powerful RUSH" notifying that the production mode will shift to [Rush mode] (V stock) is displayed on the image display device 5.
[0477] In the state of (5), all the display results are "missed", 99 variable display in the time saving state, and the pending memory corresponding to the start winning that occurred at this time (execution is suspended (in this example, up to 4 When (1) is executed and (1) is executed, it is controlled to the state of (1). However, in the variable display of the second special symbol, in this embodiment in which a small hit occurs with a probability of about 1 / 7, the state of (5) where the number of times of time saving control is 99 times is the variable display of the second special symbol. When is executed, it can be said that the next big hit via the small win is virtually confirmed, so the example of being controlled from the state of (5) to the state of (1) is not shown. .
[0478] (6) If the production mode is [Challenge mode] (see (3)) or if the production mode is [Rush mode] (see (4) and (5)), in any of the variable displays When the display result becomes "big win" or "minor win", it is controlled to a big win game state (including a big win game state via a small win). In this embodiment, when the display result is "big hit", there are "symbol 3R short time big hit" and "symbol 10R short time big hit" as the second special symbol big hit type, and the display result is "small hit". There are "3 (2) R time-saving big hits via small hits" and "10 (9) R time-saving big hits via small hits" as the second special symbol via jackpot types when it becomes.
[0479] (6A) As an example of the effect when the jackpot type is "3R jackpot", the characters "BONUS" are displayed on the image display device 5 to notify that it is actually a 3R jackpot, and (6B) jackpot type. is ``10R jackpot A'' or ``10R jackpot B'' in the ``10R jackpot'', the characters ``MAX FEVER'' are displayed on the image display device 5 to notify that it is actually a 10R jackpot. (6C) As an example of the effect when the jackpot type is "10R jackpot A" among "10R jackpots", the characters "VSTOCK BONUS" to notify that it is substantially a 10R jackpot are displayed on the image display device. Shown in 5. At this time, among the jackpot types of the “10R time saving jackpot”, “10R jackpot A” with a time saving control count of 99 times and “10R jackpot B” with a time saving control count of 7 times are set.
[0480] [Production determination process at the time of start winning] When a start winning occurs, the CPU 103 selects, among the determination results at the time of winning, whether or not it will be a big hit, the symbol designation command indicating the determination result of the type of the big win, and the variation pattern from the determination results at the time of winning. A change category command indicating the determination result of and a reserved memory number addition designation command (first reserved memory number addition designation command, second reserved memory number addition designation command) that designates that the number of reserved memories has increased by 1 Send to control CPU 120 .
[0481] FIG. 9-13 is a flow chart showing the effect determination process at the time of start winning. Effect control CPU120, in the pre-reading notice setting process (step S161) of the effect control process shown in FIG. 7, executes the effect determination process at the time of starting winning.
[0482] In the starting winning effect determination process, the effect control CPU 120 first executes a set of starting winning commands based on the occurrence of the starting winning to the starting winning opening (for example, symbol designation command, variation category designation command, and , 1st or 2nd reserved storage number addition designation command) is newly received (step S05TM1010).
[0483] Specifically, the effect control CPU 120 is whether a set of symbol designation command, variation category designation command, and first or second reserved memory number addition designation command are newly stored in the start winning command storage area determine whether or not If the command at the time of one set of starting winning is not newly received (step S05TM1010: NO), the effect control CPU 120 ends the process as it is.
[0484] When one set of starting winning command is newly received (step S05TM1010: YES), effect control CPU120 determines whether or not a change look-ahead prohibition flag described later is set (step S05TM1020). If the change look-ahead prohibition flag is set (step S05TM1020: YES), the effect control CPU120 ends the process as it is.
[0485] In this embodiment, the change look-ahead prohibition flag is based on the fact that it is determined that either a change effect (suspended change effect, active change effect) described later or an R-suspended effect described later will be executed at least once or more. It is a kind of flag that is set by Since the processing of steps S05TM1030 to S05TM1070 is skipped by setting the change prefetch prohibition flag, a change effect or an R-suspend effect is given to the pending memory whose execution is pending or the active display currently being executed. In the state where it has been decided to execute, it is possible to limit the execution of the change effect that changes the pending display or the active display and the R pending effect for the variable display corresponding to the new start winning. This change look-ahead prohibition flag is erased when the variable display corresponding to the effect determination process at the time of start winning when the change look-ahead prohibition flag is set is completed.
[0486] If the change look-ahead prohibition flag is not set (step S05TM1020: NO), the effect control CPU 120 determines the final display mode of the active display, the table for determining the final display mode of the active display (Fig. 9-14 (A ))) (step S05TM1030).
[0487] Next, the effect control CPU120 determines the change pattern of the pending display and the active display based on the change pattern determination table (see FIGS. 9-14 (B1) to 9-15 (B4)) (step S05TM1040). .
[0488] Next, the effect control CPU 120 determines the effect type of the change effect, which will be described later, based on the table (see FIG. 9-16 (A)) for determining the effect type of the change effect (step S05TM1050).
[0489] Next, the production control CPU 120 determines whether or not it is determined to execute a change portent production described later (step S05TM1060). If it is determined not to execute the change portent effect (step S05TM1060: NO), effect control CPU 120 advances the process to step S05TM1080.
[0490] If it is decided to execute the change sign effect (step S05TM1060: YES), the effect control CPU 120 determines whether the R pending effect is executed or not, the table (Fig. 9- 16(B)) (step S05TM1070).
[0491] After step S05TM1070, or after step S05TM1060: NO, the effect control CPU 120 determines whether or not it is determined to execute either the change effect or the R suspension effect (step S05TM1080).
[0492] If it is determined that neither the change effect nor the R pending effect is executed (step S05TM1080: NO), the effect control CPU 120 ends the process as it is.
[0493] If it is determined to execute either the change effect or the R suspension effect (step S05TM1080: YES), the effect control CPU 120 sets a change look-ahead counter described later (step S05TM1090), and sets the change look-ahead prohibition flag. Set (step S05TM1100) and terminate the process.
[0494] In this embodiment, a look-ahead counter is set to indicate the number of variable displays until the variable display targeted for the look-ahead preview effect is executed. In this example, a look-ahead counter that indicates the number of times of variable display until a variable display that is the target of the change effect or the R suspension effect among the look-ahead preview effects is executed is referred to as a "change look-ahead counter".
[0495] [Tables referenced in the start-up prize-winning effect determination process] FIGS. 9-14 to 9-16 are specific examples of tables referred to in any one of the start winning effects determination process. FIG. 9-14(A) is an example of an active display final display mode determination table that is referred to when determining the active display final display mode in step S05TM1030. FIGS. 9-14(B1) to 9-15(B4) are an example of a change pattern determination table referred to when determining the change pattern of pending display and active display in step S05TM1040. FIG. 9-16(A) is an example of the effect type determination table of the changing effect referred to when determining the effect type of the changing effect in step S05TM1050. FIG. 9-16(B) is an example of the execution / non-execution determination table of the R pending effect referred to when determining whether or not to execute the R pending effect in step S05TM1070.
[0496] FIG. 9-14(A) is an explanatory diagram showing a specific example of the final display mode determination table for active display. As shown in FIG. 9-14(A), in this embodiment, any one of "normal mode", "blue mode", "red mode" and "gold mode" is selected as the final display mode of active display. Decision values are assigned to each of these modes.
[0497] As shown in FIG. 9-14 (A), if the determination result at the time of starting winning is "loss" (that is, if the determination result specified by the symbol designation command is "loss"), the starting winning The final display mode of the active display corresponding to the variable display based on (new reserved memory) is the normal mode (white round display) at a rate of 90%, and the blue mode (blue round display) at a rate of 5%. ), and at a rate of 3%, it becomes a red mode (red circular display), and at a rate of 2%, it becomes a gold mode (golden circular display).
[0498] On the other hand, if the judgment result at the time of starting winning is "big hit" (that is, if the judgment result specified by the symbol designation command is "big hit"), variable display based on the starting winning (new pending memory) The final display mode of the active display corresponding to is 75% normal mode, 6% blue mode, 9% red mode, and 10% gold mode.
[0499] In this way, the final display mode of the active display has the expected degree of big hit in the relationship of normal mode<blue mode<red mode<gold mode.
[0500] <Change pattern determination table> FIGS. 9-14 (B1) and (B2), and FIGS. 9-15 (B3) and (B4) are explanatory diagrams showing specific examples of change pattern determination tables for pending display and active display. When the number of pending memories becomes n (n: 1 to 4) due to the start winning, (i) the timing at which the nth hold display corresponding to the start winning is displayed in the hold display area (at the time of the start winning) timing), (ii) the timing at which the pending display corresponding to the start winning shifts to a higher position (active display area side) in the change order in the pending display area (if n ≥ 2), and (iii) that Display information (hold display or active display) may be displayed in a manner different from the normal manner.
[0501] In the descriptions of FIGS. 9-14 (B1) and (B2) and FIGS. 9-15 (B3) and (B4), the active shift means that the suspended display shifts from the suspended display area to the active display area. (As a result, the active display corresponding to the variable display that was the determination target at the time of starting winning is displayed).
[0502] In FIGS. 9-14 (B1) and (B2) and FIGS. 9-15 (B3) and (B4), display corresponding to variable display at each timing of (i) to (iii) for each change pattern It shows how the information (suspended display or active display) will be displayed. In the change patterns shown in the figure, "normal" indicates a normal mode that is a white circular display, "blue" indicates a blue mode that is a blue circular display, and "red" indicates a red mode, which is a red circular display, and "gold" indicates a gold mode, which is a gold circular display.
[0503] ([For 1 piece on hold] Change pattern determination table) Effect control CPU 120 selects the change pattern determination table for one reservation shown in FIG. . A determination value is assigned to one of the change patterns 101 to 108 in accordance with the determined final display mode of the active display.
[0504] The change pattern 101 is a change pattern in which the suspension display of the notice target is displayed in the normal mode at the time of starting winning, and then the suspension display of the notice target is not changed in the normal mode at the timing of the active shift, that is, the change pattern from normal to normal. be.
[0505] Similarly, changing pattern 102 is normal → blue, changing pattern 103 is blue → blue, changing pattern 104 is blue → red, changing pattern 105 is red → red, changing pattern 106 is blue → gold, changing pattern 107 is red. →Gold, change pattern 108 is a change pattern from gold to gold.
[0506] Here, the final display mode of the determined active display is determined regardless of the judgment result at the start winning (display result specified by the symbol designation command, "miss", "big hit", or "small hit") In the case of the normal mode, judgment values are assigned so that the change pattern 101 is determined at a rate of 100%.
[0507] Further, when the final display mode of the determined active display is the blue mode, the determination values are set so that the change pattern 101 is determined at a rate of 40%, the change pattern 102 at 30%, and the change pattern 103 at a rate of 30%. is allocated.
[0508] When the final display mode of the determined active display is the red mode, the variation pattern 101 is 20%, the variation pattern 102 is 20%, the variation pattern 103 is 20%, the variation pattern 104 is 20%, and the variation pattern 104 is 20%. Judgment values are assigned so that 105 is determined at a rate of 20%.
[0509] In addition, when the final display mode of the determined active display is the gold mode, determination values are assigned so that variation pattern 101 is determined at a rate of 65% and variation patterns 102 to 108 are each determined at a rate of 5%. is
[0510] ([Pending 2 pieces] Change pattern decision table) Effect control CPU 120 selects the change pattern determination table for two reservations shown in FIG. . A determination value is assigned to one of the change patterns 201 to 211 corresponding to the determined final display mode of the active display.
[0511] In the change pattern 201, after displaying the hold display of the notice target in the normal mode at the time of the start winning, the hold display of the notice target is not changed in the normal mode at the timing of the first hold shift, and the notice target is displayed at the timing of the active shift. This is a change pattern that does not change the pending display of , in a normal mode, that is, a change pattern of normal→normal→normal.
[0512] Similarly, changing pattern 202 is normal → normal → blue, changing pattern 203 is normal → blue → blue, changing pattern 204 is blue → blue → blue, changing pattern 205 is normal → blue red, changing pattern 206 is blue → Blue→Red, changing pattern 207 is blue→red→red, changing pattern 208 is red→red→red changing pattern, changing pattern 209 is blue→red→gold changing pattern, changing pattern 210 is red→gold→gold. A change pattern, change pattern 211, is a change pattern of gold→gold→gold.
[0513] Here, the final display mode of the determined active display is determined regardless of the judgment result at the start winning (display result specified by the symbol designation command, "miss", "big hit", or "small hit") In the case of the normal mode, judgment values are assigned so that the change pattern 201 is ...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a state control means for controlling the display device to a normal state and a special state in which the display device is more likely to be variable in display than the normal state; A sound output means; A performance control means capable of executing a performance, The performance control means includes: When being controlled to the normal state, a first notification sound can be output from the sound output means to notify that the vehicle will be controlled to the advantageous state before the vehicle is controlled to the advantageous state, When being controlled to the special state, a second notification sound can be output from the sound output means to notify that the vehicle will be controlled to the advantageous state before the vehicle is controlled to the advantageous state, The first notification sound is composed of a special dialogue sound that has been specially processed and a special sound effect, while the second notification sound is composed of a specific dialogue sound that has not been specially processed and a specific sound effect, an output period of the first informative sound is longer than an output period of the second informative sound; The display mode of the effect display displayed on the display means is different between when the first alert sound is output and when the second alert sound is output. A gaming machine characterized by: