JP2004290231A - Game machine - Google Patents

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Publication number
JP2004290231A
JP2004290231A JP2003082947A JP2003082947A JP2004290231A JP 2004290231 A JP2004290231 A JP 2004290231A JP 2003082947 A JP2003082947 A JP 2003082947A JP 2003082947 A JP2003082947 A JP 2003082947A JP 2004290231 A JP2004290231 A JP 2004290231A
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JP
Japan
Prior art keywords
movement
state
pachinko ball
game
game ball
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2003082947A
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Japanese (ja)
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JP2004290231A5 (en
Inventor
Takaaki Ichihara
高明 市原
Hideyuki Honda
秀行 本多
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Daiichi Shokai Co Ltd
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Daiichi Shokai Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by Daiichi Shokai Co Ltd filed Critical Daiichi Shokai Co Ltd
Priority to JP2003082947A priority Critical patent/JP2004290231A/en
Publication of JP2004290231A publication Critical patent/JP2004290231A/en
Publication of JP2004290231A5 publication Critical patent/JP2004290231A5/ja
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Abstract

<P>PROBLEM TO BE SOLVED: To make the movement of a game ball inside a winning device unclear. <P>SOLUTION: The game machine, such as a pachinko machine and an arrangement ball machine, has the winning device 2 comprising a variable winning hole 1 for a game ball B to enter, a movable body 3 capable of varying the movement of the game ball B entering the variable winning hole 1, a plurality of areas 6 (e.g. areas 6a and 6b) for the game ball B entering the variable winning hole 1 to pass and a detector 5 for detecting the game ball B passing a specific area (e.g. the area 6b). The game machine also has a movement state switching means 7 for switching the movement of the game ball B entering the winning device 2 through the variable winning hole 1. <P>COPYRIGHT: (C)2005,JPO&NCIPI

Description

【0001】
【発明の属する技術分野】
本発明は、少なくとも可変入賞口,可動体,複数の領域および検出器を備えた入賞装置を有する遊技機に関する。
【0002】
【従来の技術】
従来のパチンコ機では、遊技中にパチンコ球が始動口に入賞すると、入賞装置に備えた大入賞口を開閉させる。入賞装置の多くは、例えば大当たり遊技を行えるVゾーン、賞球を払い出すのみの通常領域等を備える。15ラウンド等からなる大当たり遊技は、その開始から例えば大入賞口を18回等を開閉させるか、または10個等のパチンコ球が大入賞口に入賞すると、各ラウンドを終える。そして、この期間中にパチンコ球がVゾーンに入れば、次のラウンドに移行して大当たり遊技を継続することができる(例えば特許文献1を参照)。
【0003】
【特許文献1】
特開2003−62217号公報(第2頁,図1)
【0004】
【発明が解決しようとする課題】
上述した特許文献1等に開示された入賞装置は、パチンコ球の動きを見易くするために室内を明るくしている。また入賞装置には、パチンコ球の動きを変更可能な可動部材を備えることも多い。当該可動部材は規則的(あるいは周期的)に動き、入賞装置の室内が明るいので、遊技者は入賞装置に入ったパチンコ球の動きをある程度予測することができた。このことは逆に言えば、パチンコ球の動きに意外性がなく、遊技を楽しむうえでは面白味が半減してしまう。
本発明はこのような点に鑑みてなしたものであり、入賞装置の室内における遊技球(上述した例ではパチンコ球)の動きを分かり難くすることにより、遊技球の動きを予測する楽しみを持たせ得る遊技機を提供することを目的とする。
【0005】
【課題を解決するための手段1】
課題を解決するための手段1は、図1に模式的に示すように、遊技球Bが入賞可能な可変入賞口1と、前記可変入賞口1から入った遊技球Bの動きを変化させ得る可動体3と、前記可変入賞口1から入った遊技球Bが通過可能な複数の領域6(図1の例では二つの領域6a,6bを示すが、三以上の領域であってもよい)と、特定の領域(例えば領域6b)を通過する遊技球Bを検出する検出器5とを備えた入賞装置2を有する遊技機であって、
前記可変入賞口1から前記入賞装置2に入った遊技球Bの動きが見え易い状態と見え難い状態との間で切り換え可能な状態切換手段7を有する。
【0006】
手段1によれば、入賞装置2に入った遊技球Bの動きは、状態切換手段7によって見え易くなったり、見え難くなったりする。例えば、入賞装置2の室内が明るい状態(図1の例では図面左側に示す第1状態)や、液晶部材の偏光状態が変化して室内が見える状態、障害物がなく室内が見える状態などは、遊技球Bの動きが見え易い。一方、入賞装置2の室内が暗い状態(図1の例では図面右側に示す第2状態であり、クロスハッチにより室内が暗い状態を示す)や、液晶部材の偏光状態が変化して室内が見え難い状態、障害物によって室内が見え難い状態などは、遊技球Bの動きも見え難い。こうして入賞装置2の室内における遊技球Bの動きが見え難くなれば、遊技者9等はその動きを予測するようになる。遊技を楽しむうえで、遊技球Bの動きに意外性が生じると面白味が増す。したがって、遊技者9は遊技球Bの動きを予測する楽しみを持って遊技するようになる。
【0007】
【課題を解決するための手段2】
課題を解決するための手段2は、遊技球Bが入賞可能な可変入賞口1と、前記可変入賞口1から入った遊技球Bの動きを変化させ得る可動体3と、前記可変入賞口1から入った遊技球Bが通過可能な複数の領域6(図1の例では領域6a,6b)と、特定の領域(例えば領域6b)を通過する遊技球Bを検出する検出器5とを備えた入賞装置2を有する遊技機であって、
前記可変入賞口1から前記入賞装置2に入った遊技球Bの動きが予測容易な状態と予測困難な状態との間で切り換え可能な状態切換手段7を有する。
【0008】
手段2によれば、入賞装置2に入った遊技球Bの動きは、状態切換手段7によって予測が容易になったり、予測が困難になったりする。例えば、入賞装置2の室内を目視できる状態や、可動体3が規則的(または周期的)に動く状態などは、遊技球Bの動きを容易に予測できる。一方、障害物(例えば非透明部材や半透視部材等)の存在によって入賞装置2の室内を目視し難い状態や、可動体3が不規則的(または非周期的)に動く状態などは、遊技球Bの動きを予測するのは困難になる。図1を例にすると、可変入賞口1から入った遊技球Bの動きは、矢印Daのように動く可動体3の姿勢や動き方等によって、可動体3に当たったり、通路4を跳ねたりして通行経路が様々に変化する(例えば矢印Dbに沿う軌跡)。このように入賞装置2の室内における遊技球Bの動きが予測し難くなれば、その動きに意外性が生じると面白味が増す。したがって、遊技者9は遊技球Bの動きを予測する楽しみを持って遊技するようになる。
【0009】
【課題を解決するための手段3】
課題を解決するための手段3は、手段1または2に記載した遊技機であって、状態切換手段7は、予め定めた切換条件を満たすことを契機として、一方の状態から他方の状態に切り換える。
【0010】
手段3に記載した用語については以下のように解釈する。当該解釈は特許請求の範囲および発明の詳細な説明についても同様である。
(1)「切換条件」は、遊技機の機種や遊技状態,日時等に応じて任意に設定することができる。例えば、抽選によって特定を結果になったことや、特定の入賞口に所定個数が入賞したこと、可動体が所定回数を動いたこと、特定遊技(大当たり遊技など)の期間中であること、当該特定遊技を始めてから所定時間を経過したこと等が該当する。
(2)「一方の状態」は、遊技球の動きが見え易い状態、遊技球の動きが見え難い状態、遊技球の動きが予測容易な状態、遊技球の動きが予測困難な状態のうちでいずれかが該当する。他方の状態は一方の状態と異なる状態が該当する。
【0011】
手段3によれば、状態切換手段7が一方の状態から他方の状態に切り換えるには、切換条件を満たす必要がある。他方の状態が遊技者9等にとって好ましい状態であれば、当該切換条件を満たそうとして遊技するようになる。したがって、遊技者9の遊技意欲を向上させることができる。
【0012】
【課題を解決するための手段4】
課題を解決するための手段4は、手段1から3のいずれか一項に記載した遊技機であって、予め定めた報知条件を満たすことを契機として、一方の状態または双方の状態を報知する報知手段8を有する。
【0013】
手段4に記載した用語の「報知手段」には、表示部(表示器や発光体等)への表示によって視覚的に報知する手段に限らず、音(音声,音楽,効果音等)によって聴覚的に報知する手段や、ハンドルや椅子等の遊技機に付属する部材を通じて触覚的に報知する手段(例えば振動体によってハンドルや椅子等を振動させたり、ファンによって送風する等)などを含む。当該解釈は特許請求の範囲および発明の詳細な説明についても同様である。
【0014】
手段4によれば、報知条件を満たせば、報知手段8が一方の状態または双方の状態を報知する。この報知を認識した遊技者9は、今後どのような状態になるのかを予め把握できるので、遊技の戦略を立てやすくなる。したがって、遊技者9の遊技意欲を向上させることができる。
【0015】
【課題を解決するための手段5】
課題を解決するための手段5は、手段1から4のいずれか一項に記載した遊技機であって、状態切換手段7は入賞装置2の室内の明暗を切り換える構成とした。
【0016】
手段5によれば、状態切換手段7は照明部材(ランプやLED等)や表示器等を用いて、入賞装置2の室内を明るくしたり暗くする。室内が明るくなれば遊技球Bの動きが見え易くなり、逆に室内が暗くなれば遊技球Bの動きが見え難くなる。よって簡単な構成で発明を実現でき、しかも実現コストが低く抑えられる。
【0017】
【課題を解決するための手段6】
課題を解決するための手段6は、手段1から5のいずれか一項に記載した遊技機であって、状態切換手段7は、液晶部材の偏光状態(あるいは配向状態,位相状態)を変化させて、可視/不可視を切り換える構成とした。
【0018】
手段6によれば、駆動電圧を変化させるなどして液晶部材の偏光や配向等を変化させると、その偏光状態(あるいは配向状態,位相状態)に応じて入賞装置2の室内が見え易くなったり、見え難くなる。通常の液晶部材は厚さが薄いので、室内空間を邪魔することがない。また、液晶部材は文字や図柄等を表示することも可能であるので、遊技者9等への情報伝達を行う媒体としても使用できる。
【0019】
【課題を解決するための手段7】
課題を解決するための手段7は、手段1から5のいずれか一項に記載した遊技機であって、状態切換手段7は非透明部材(例えば不透明部材や半透明部材等)を動かして、入賞装置2の室内が見え易い状態と見え難い状態との間で切り換える構成とした。
【0020】
手段7によれば、非透明部材の姿勢如何で、入賞装置2の室内が見え易くなったり見え難くなる。非透明部材は、例えば不透明板や半透明板等のような部材を用いて実現できる。駆動源からの駆動トルクによって非透明部材を動かすが、その動かし方(例えば開閉,スライド,揺動等)は任意である。よって簡単な構成で発明を実現でき、しかも実現コストが低く抑えられる。
【0021】
【課題を解決するための手段8】
課題を解決するための手段8は、手段5から7のいずれか一項に記載した遊技機であって、入賞装置2は半透視部材(ハーフミラー等)を有する。
【0022】
手段8によれば、入賞装置2に半透視部材を備えると、当該半透視部材がない状態よりは入賞装置2の室内が見え難くなる。半透視部材としてハーフミラー等を用いた場合には、室内を明るくすれば遊技球Bの動きを認識することが可能になる。よって、簡単な構成で発明を実現できる。
【0023】
【課題を解決するための手段9】
課題を解決するための手段9は、手段1から8のいずれか一項に記載した遊技機であって、状態切換手段7は可動体3を不規則(ランダム)に動かす構成とした。
【0024】
手段9によれば、可動体3が不規則に動くので、入賞装置2に入った遊技球Bの動きもまた不規則に動く可能性が高まる。こうして入賞装置2の室内における遊技球Bの動きが不規則になれば、遊技者9等はその動きを予測し難くなる。遊技を楽しむうえで、遊技球Bの動きに意外性が生じると面白味が増す。したがって、遊技者9は遊技球Bの動きを予測する楽しみを持って遊技するようになる。
【0025】
【課題を解決するための手段10】
課題を解決するための手段10は、手段1から9のいずれか一項に記載した遊技機であって、状態切換手段は、可動体3を抽選により動かす構成とした。
【0026】
手段10によれば、抽選を行なった結果に基づいて可動体3を動かすので、入賞装置2に入った遊技球Bの動きもまた抽選結果に応じて変化する。こうして入賞装置2の室内における遊技球Bの動きが変化すれば、遊技者9等はその動きを予測し難くなる。遊技を楽しむうえで、遊技球Bの動きに意外性が生じると面白味が増し、動作の割合を一定範囲に収めることも可能になる。したがって、遊技者9は遊技球Bの動きだけでなく、抽選結果を予測する楽しみを持って遊技するようになる。
【0027】
【発明の実施の形態】
以下、本発明における実施の形態を図面に基づいて説明する。
〔実施の形態1〕
実施の形態1は遊技機の一つであるパチンコ機に本発明を適用し、遊技球の動きが見え易い状態と見え難い状態との間を切り換える例である。当該実施の形態1は図2〜図11を参照しながら説明する。
なお、パチンコ機を構成する他の部材や装置(例えば発射用のハンドル,上皿,下皿,枠,スピーカ,装飾用のランプ類,カード用の情報表示器や返却スイッチ等)については周知の技術であるので、図示および説明を省略する。また特に断らない限り、遊技者9が居る側を「前方」と呼び、島設備側を「後方」と呼び、上下左右の方向は図面に向うときの方向を意味する。
【0028】
まず図2には、パチンコ機に備える遊技盤10の外観を正面図で示す。当該遊技盤10は、後述するように可動部材14や可動翼片20,48等を有する役物装置12、パチンコ球がそれぞれ入賞可能な始動口38,40,30、その他にゲートや一般の入賞口,風車,障害釘等を適宜に配置する。始動口38は役物装置12の下方に配置し、パチンコ球の入賞を検出するために始動口センサ36を備える。同様に始動口40,30もまた役物装置12の下方に配置し、パチンコ球の入賞を検出するために始動口センサ34,32をそれぞれ備える。役物装置12の室内前方側にはハーフミラー27を備え、分かり易くするために斜線ハッチを施して表す。当該ハーフミラー27は、半透視部材に相当する。なお、他の入賞口や障害釘等の一部は、図示を省略する。
【0029】
図3は、図2における役物装置12を拡大して示す。当該役物装置12は、提灯を模して形成した部位に設けられ点灯/点滅が可能な複数個(本例では左右両側に3個ずつ)の装飾ランプ54、大入賞口18,50に入賞したパチンコ球B2の個数を表示する入賞数ランプ16,52、所定方向(本例では上下方向)に沿って姿勢を変更可能に構成するとともに提灯を模して形成した可動部材14、大入賞口18を開閉する可動翼片20、大入賞口50を開閉する可動翼片48、役物装置12の室内を照らす照明ランプ49、中央付近を頂上として波状に形成しており大入賞口18,50から入ったパチンコ球B2が通行可能なスロープ22、当該スロープ22の左側端部付近から落下するようにパチンコ球B2を誘導する通路58、同様にスロープ22の右側端部付近からほぼ「つ」字状に迂回してパチンコ球B2を誘導する通路60、これらの通路58,60を誘導されたパチンコ球B2が通行可能な底板64、当該底板64を通行したパチンコ球B2が停留可能であり所定方向(本例では上下方向)に沿って移動可能な停留部材66、停留部材66が移動して停留していたパチンコ球B2を放出する棚板62、図柄群を用いて行う図柄変動や遊技者9に伝達する情報等を表示するLED表示器28などを備える。通路58の前方側には所定の動き(回転や揺動等)を可能に構成するとともに団扇を模して形成した装飾部材56を設け、底板64や停留部材66等の前方側には太鼓を模して形成した装飾部材68を設ける。これらの要素のうちで、役物装置12は入賞装置2に相当し、可動部材14や停留部材66はそれぞれ可動体3に相当し、大入賞口18,50はそれぞれ可変入賞口1に相当し、スロープ22は通路4に相当する。
【0030】
可動翼片20,48には、それぞれ大入賞口18,50の開閉時期等を報知する報知ランプ26,46を備える。可動翼片48の近傍には、大入賞口18,50の開放時を予告する予告ランプ47を備える。当該予告ランプ47は、複数の発光体(本例では5個のLED)を有する。通路58,60には、大入賞口18,50に入賞したパチンコ球B2を検出する入賞センサ24,44(いわゆる先カウントスイッチ)をそれぞれ備える。LED表示器28は、複数のLEDを格子状に配置して各LEDの点灯制御を行うことにより図柄変動や情報等の表示を実現する。装飾部材68の下方には、後述するように棚板62や底板64の通過孔を通過したパチンコ球B2を検出するVセンサ42を備える。当該Vセンサ42は検出器5に相当する。
【0031】
可動部材14の姿勢を変更する機構を図4に示す。当該可動部材14の姿勢は、駆動源としてのソレノイド74によって変更する。可動部材14に備えた連結片14aとソレノイド74のロッド74aとの間には、リンク部材72を介在させて連結する。このリンク部材72は、支点70を中心として回転(回動)可能になっている。ソレノイド74を非励磁してロッド74aを引っ込ませた状態を図4(A)に示し、ソレノイド74を励磁してロッド74aを突出させた状態を図4(B)に示す。図4(A)の状態ではパチンコ球B2は可動部材14に当たらずスロープ22上を自由に通行できるので、可動部材14の姿勢は通行位置となる。一方、図4(B)の状態ではパチンコ球B2が可動部材14に当たって通行できないので、可動部材14の姿勢は遮蔽位置となる。
【0032】
また、棚板62,停留部材66,底板64の構成を図5にそれぞれ斜視図で示す。図5(A)に示す棚板62は前方側に緩やかに下るように傾斜させ(図6を参照)、上面に備えた二つの突起62bと、中央部で前方側に突出させた凸部62cとを備える。当該凸部62cは、パチンコ球が通過可能な通過孔62aを有する。図5(B)に示す停留部材66は、それぞれがパチンコ球を停留可能な三つの停留部66a,66b,66cと、前方側に突出させたレバー66dと、左右両端を貫通する小孔66fを有する台座部66eとを備える。二点鎖線で示す棒状部材を小孔66fに貫通させてフリーの状態にすると、停留部材66はやや後方に傾く姿勢(以下、単に「後傾姿勢」と呼ぶ。)になる重心位置で形成する。なお、棒状部材は当然に剛性のあるものを用いる。図5(C)に示す底板64は後方側に緩やかに下るように傾斜させ、ほぼ中央の前側で上方側に突出させた凸部64aと、前方側からの落下を防止する壁部64cとを備える。凸部64aには、パチンコ球が通過可能な通過孔64bを備える。二点鎖線で示すように、底板64の左側端部は通路58に連絡し、同じく右側端部は通路60に連絡する。同様に、停留部材66がパチンコ球B2を停留可能な姿勢を二点鎖線で示す。詳細は後述するが、通路60から底板64に転がるパチンコ球B2は停留部材66(特に停留部66b)に停留される確率が高く、通路58から底板64を転がるパチンコ球B4は停留部材66に停留される確率が低い。
【0033】
棚板62と底板64との間で停留部材66が移動する例を図6に示す。図6(A)に示すように、停留部材66がパチンコ球B2を保留する位置(以下、単に「底板位置」と呼ぶ。)は底板64の上面よりやや低くする。停留部材66が矢印D10に沿って上方に移動する途中の状態は図6(B)に示すようになり、レバー66dは階段状に形成した底板64には当たらない。このとき停留部材66は後傾姿勢になっているので、例えば停留部66bに停留されたパチンコ球B2を安定して搬送することができる。停留部材66が棚板62に達すると、レバー66dが棚板62の下面に当たる。そして停留部材66をさらに上方に移動させると、台座部66eの小孔66fを貫通する棒状部材を中心として停留部材66が次第に前傾姿勢になり、図6(C)に示すように停留部66bからパチンコ球B2を棚板62に放出する。このときの停留部材66の位置を単に「棚板位置」と呼ぶ。放出されたパチンコ球B2は二つの突起62bに挟まれて誘導されるので、通過孔62aを通過しやすくなる。通過孔62aを通過したパチンコ球B2は、さらに矢印D12のように落下して底板64の通過孔64bを通過し、Vセンサ42で検出される。よって、これらの通過孔62a,64bはVゾーン(すなわち特定の領域6b)に相当し、これ以外の通過孔等は領域6aに相当する。これに対して停留部材66が下方に移動するときは、上方に移動するときとは逆順に図6(C)→図6(B)→図6(A)のように変化する。
【0034】
照明ランプ49による室内の明暗(点灯状態と消灯状態)や、可動部材14の姿勢(遮蔽位置と通行位置;図4を参照)、停留部材66の姿勢(底板位置と棚板位置;図6を参照)は自由に組み合わせることができる。このうち、照明ランプ49を点灯して室内を明るくし、可動部材14を遮蔽位置に姿勢させ、停留部材66を底板位置に姿勢させた状態を図3に示す。これに対して、照明ランプ49を消灯して室内を暗くし(クロスハッチで表す)、可動部材14を通行位置に姿勢させ、停留部材66を棚板位置に姿勢させた状態を図7に示す。
図2に斜線ハッチで図示したように、ハーフミラー27を役物装置12の室内前方側に備えたので、照明ランプ49が点灯すると室内が見え易くなり(図3を参照)、照明ランプ49が消灯すると室内が見え難くなる(図7を参照)。
【0035】
次に、パチンコ機による遊技を実現するために接続構成をした各種基板の一例について図8を参照しながら説明する。なお単に「接続する」という場合には、特に断らない限り電気的に接続することを意味する。
【0036】
CPU(プロセッサ)122を中心に構成したメイン制御基板120は、遊技制御プログラムや所要のデータ等を格納したROM124、乱数や検出信号等のような一時的データを格納するRAM126等を備える。CPU122は、遊技制御プログラムを実行してパチンコ遊技を実現する。当該遊技制御プログラムには、後述するような作動制御処理等の手続きを実現するためのプログラムを含む。例えばROM124にはEPROMを用い、RAM126にはDRAMを用いるが、他種のメモリ(例えばEEPROM,SRAM,フラッシュメモリ等)を任意に用いてもよい。メイン制御基板120を構成する他の構成要素、例えばデータの入力/出力を制御する入出力処理回路等については周知の構成と同様であるので、図示および説明を省略する。
【0037】
まず駆動センサ102は、モータ100やパチンコ球を払い出す払出装置等の駆動状態を監視する。計数センサ104は、実際に払い出したパチンコ球の個数をカウントする。メイン制御基板120には、駆動センサ102や計数センサ104等からの信号を受けて払い出し用のモータ100を駆動制御する払出制御基板110や、タッチセンサや払出制御基板110からの信号を受けて発射用のモータを駆動制御する発射制御基板106、カードユニットや払出制御基板110と接続してデータの送受信や情報表示器の表示等を制御するインタフェース基板112(図8には「I/F基板」と記載する)、スピーカ108から響かせる音(音声,音楽,効果音等)を制御する音声制御基板114、LED表示器28に表示する図柄変動や情報等を制御する図柄制御基板116、発光体(例えば入賞数ランプ16,52、報知ランプ26,46、照明ランプ49等)の表示を制御するランプ制御基板118などを接続する。各基板は、メイン制御基板120と同様にCPUを中心に構成する。
【0038】
またメイン制御基板120には、上述した始動口30,38,40のほかに、外部装置に信号(例えば大当たり,図柄確定,確変中等の遊技情報を含む)を伝達可能な外部端子板130などを直接に接続する。当該外部装置は、島設備内に備えた島コンピュータやホール内に備えたホールコンピュータ等が該当する。
さらにメイン制御基板120は、役物装置12に備えた各種装置と信号中継用の中継端子板132を介して接続する。当該各種装置には、停留部材66を所定方向(例えば矢印D12方向)に沿って移動させるモータ134や、入賞センサ24,44、Vセンサ42、可動部材14を所定方向(例えば矢印D14方向)に動かして姿勢を変えるソレノイド74、大入賞口18,50を開閉するために可動翼片20,48を各々動かすソレノイド138,136等が該当する。
なお、上述した駆動センサ102、計数センサ104、入賞センサ24,44、始動口センサ32,34,36、Vセンサ42等には、接触型センサ(例えばリードスイッチ,マイクロスイッチ,圧力センサ等)、あるいは非接触型センサ(例えば近接センサ,光センサ,赤外線センサ等)を用いる。
【0039】
図8に示す例では、音声制御基板114,図柄制御基板116,ランプ制御基板118はそれぞれメイン制御基板120から直接に制御する構成としたが、メイン制御基板120から図柄制御基板116を通じて音声制御基板114,ランプ制御基板118を制御する構成としてもよく、音声制御基板114,図柄制御基板116,ランプ制御基板118の各機能をまとめたサブ制御基板として構成してもよい。こうすれば一のサブ制御基板でLED表示器28,スピーカ108,入賞数ランプ16,52等を制御できるようになるので、基板数の減少に対応してパチンコ機の製造コストを低減することができる。
【0040】
上述のように構成したパチンコ機において、本発明を実現するべくメイン制御基板120で実行する手続きについて図9を参照しながら説明する。ここで図9には、始動口30,38,40のうちでいずれの始動口にパチンコ球が入賞するかによって、役物装置12の室内の明暗や、大入賞口18,50の開閉、可動部材14の姿勢等を異ならせる作動制御処理の手続きをフローチャートで示す。この手続きのうちで、ステップS12,S22,S32は状態切換手段7に相当する。なお図中、左始動口は始動口38に相当し、中始動口は始動口40に相当し、右始動口は始動口30に相当(図2を参照)。同様に左大入賞口は大入賞口50に相当し、右大入賞口は大入賞口18に相当する(図3を参照)。
【0041】
図9の作動制御処理では、まずパチンコ球が始動口38(左始動口)に入賞すると(ステップS10でYES)、照明ランプ49を点灯して役物装置12の室内を明るくしたうえで〔ステップS12〕、左右の大入賞口18,50をほぼ同時に(あるいは非同時にそれぞれ)1回開閉する〔ステップS14〕。大入賞口18,50を開ける期間は任意に設定可能であり、例えば0.5秒間である。そして、ソレノイド74の作動制御により可動部材14を動かして遮蔽位置に姿勢させ〔ステップS16〕、モータ134の駆動制御により停留部材66を底板位置と棚板位置との間でランダムに往復運動させる〔ステップS18〕。可動部材14と停留部材66とについて、それぞれの作動開始時期は任意に設定可能である。なお、各部材(例えば可動部材14や停留部材66等)をランダムに動かすという場合には、一時的に静止させる期間を含むことがある。
【0042】
このときの状態は図3のようになり、大入賞口18から入ったパチンコ球B2は矢印D4に沿って移動する。しかし可動部材14が遮蔽位置に姿勢しているので、パチンコ球B2は逆方向の矢印D6に沿って移動し、通路60を矢印D8に沿って通行して入賞センサ24で検出される。通路60は下り坂であるので、運動エネルギーを増して底板64に転がってゆく。そのため図5(C)に示すパチンコ球B2は底板64上を勢いよく転がり、面積が広い右側の底板64から落下する確率が低い。停留部材66はランダムに運動するものの、停留部材66(特に停留部66b)に停留される確率が高くなり、特に壁部64cに沿って転がれば入賞確率がさらに高まる。
【0043】
これに対して大入賞口50から入ったパチンコ球B2は可動部材14に通行を阻害されるので、通路58を通行(通常は落下)する。通路58の通行途中でパチンコ球は入賞センサ44によって検出され、当該通路58の底面に当たって運動エネルギーを大幅に減らした上で底板64を転がってゆく。そのため図5(C)に示すパチンコ球B4は底板64上をゆっくり転がるので、矢印で図示するように底板64から落下する確率が高くなり、停留部材66(特に停留部66b)に停留される確率が低くなる。
【0044】
なお、ステップS12で照明ランプ49を点灯するにあたっては、可動部材14の姿勢や、停留部材66の運動形態等について演出装置を通じて報知を行なってもよい。報知手段8に相当する演出装置は、例えば点灯や点滅による演出を行う報知ランプ26,46や、『右を狙え!』や『上下にランダム』等のメッセージやキャラクタ図柄等の表示による演出を行うLED表示器28、音(特に音声)による演出を行うスピーカ108、ハンドルや遊技者9が座る椅子等を振動させる演出を行う振動装置等が該当する。姿勢や運動形態等に応じて報知ランプ26,46の発光色や点滅パターン等を異ならせると遊技者9に分かりやすい。
【0045】
図9に戻って、パチンコ球が始動口30(右始動口)に入賞すると(ステップS30でYES)、照明ランプ49を点灯して役物装置12の室内を明るくしたうえで〔ステップS32〕、上述したステップS14と同様に左右の大入賞口18,50を1回開閉する〔ステップS34〕。そして、可動部材14を通行位置に姿勢させ〔ステップS34〕、上述したステップS18と同様に停留部材66をランダムに往復運動させる〔ステップS38〕。ステップS32で報知を行う点については、上述したステップS12と同様に実現する。
【0046】
このときの状態は図7のようになるが、室内は図3のように明るい。大入賞口50から入ったパチンコ球B4は矢印D16に沿って移動する。通常は落下による運動エネルギーがある。このように勢いのあるパチンコ球B4は、スロープ22の頂上を超えて矢印D20に沿って移動する。結果的には図3に示すように通路60を通行し、パチンコ球B4は勢いよく底板64に転がってゆく。したがって、停留部材66(特に停留部66b)に停留される確率が高くなる。
これに対して勢いのないパチンコ球B4は、スロープ22の頂上を超えられずに逆方向に戻ってしまう。するとパチンコ球B4は通路58を矢印D22に沿って通行し、その通行途中に入賞センサ44で検出された後、通路58の底面に当たって運動エネルギーを大幅に減らした上で底板64を転がってゆく。したがって、停留部材66(特に停留部66b)に停留される確率が低くなる。
勢いがあるか否かでパチンコ球B4が停留部材66に停留される確率が異なる点は、大入賞口18から入ったパチンコ球についても同様である。よって大入賞口18に入れるときは勢いをなくし、大入賞口50から入れるときは勢いを付けると停留部材66に停留される確率が高まるので、遊技に面白味が増す。
【0047】
再び図9に戻って、パチンコ球が始動口40(中始動口)に入賞すると(ステップS20でYES)、照明ランプ49を消灯して役物装置12の室内を暗くしたうえで〔ステップS22〕、左右の大入賞口18,50を2回ずつ開閉する〔ステップS24〕。そして、可動部材14を遮蔽位置と通行位置との間でランダムに往復運動させ〔ステップS34〕、上述したステップS18と同様に停留部材66を所定の運動パターンに従って往復運動させる〔ステップS38〕。なお、所定の運動パターンの例については後述する(図10を参照)。ステップS22で報知を行う点については、上述したステップS12と同様に実現する。
【0048】
このときの状態は図7のようになるが、可動部材14は上下方向にランダムに運動し、停留部材66は所定の運動パターンに従って上下方向に運動する。すなわち、大入賞口18,50から入賞したパチンコ球B4がスロープ22を通行するところまでは見え易いものの、室内が暗いために棚板62,底板64,停留部材66などにおける動きが見え難い。そのため、遊技者9等はパチンコ球B4の動きを予測しながら遊技するか、あるいは目を凝らしながら室内を見てパチンコ球B4の動きを追うことになる。
【0049】
ステップS18,S28,S38を実行した後、あるいはいずれの始動口にも入賞しなかったときは(ステップS30でNO)、大入賞口を入賞したパチンコ球がVゾーンに入ったか否かを判別する〔ステップS19〕。具体的にはVセンサ42からの検出信号があれば入った(YES)と判別し、当該検出信号がなければ入っていない(NO)と判別する。
もしパチンコ球がVゾーンに入ったときは(ステップS19でYES)、多くの賞球を得る機会を遊技者9に与えるべく大当たり遊技を実現し〔ステップS29〕、作動制御処理を終える。大当たり遊技は、例えば、16ラウンドからなり、各ラウンドは開始から大入賞口を18回開閉するか、Vゾーンにパチンコ球が入るか、10個のパチンコ球が大入賞口に入賞するか等のうち、最も早くいずれかの条件を満たした時点で終了すると共に、各ラウンド終了時までにVゾーンにパチンコ球を入れられなかった場合は、その時点で大当たり遊技を終了する等のような遊技である。その一方、パチンコ球がVゾーンに入らなかったときは(ステップS19でNO)、そのまま作動制御処理を終える。
【0050】
次に、図9に示す作動制御処理を実行して始動口入賞に伴う作動例について、図10に示すタイムチャート(図面左側から右側に向かって時間tが進行する)を参照しながら説明する。当該図10では上から順番に、始動口センサ36,照明ランプ49,予告ランプ47,大入賞口18,可動部材14,停留部材66にかかる時系列的な変化を示す。図10(A)にはパチンコ球が左始動口または右始動口に入賞したときの経時的変化を表し、図10(B)にはパチンコ球が中始動口に入賞したときの経時的変化を表す。
【0051】
図10(A)に示す例のタイムチャートでは、始動口38(左始動口)または始動口30(右始動口)に入賞したパチンコ球を検出した始動口センサ36が時刻t10にパルス状の検出信号を出力している。この検出信号を受けて、照明ランプ49を時刻t20まで点灯し(図9のステップS12,S32)、大入賞口18,50を時刻t12から時刻t14まで開放する(図9のステップS14,S34)。そして、始動口38に入賞したときは実線で示すように可動部材14を遮蔽位置に姿勢させ(図9のステップS16)、始動口30に入賞したときは二点鎖線で示すように可動部材14を通行位置に維持させる(図9のステップS36)。そして、例えば実線や二点鎖線で示すパターンのように、停留部材66をランダムに動かす(図9のステップS18,S38)。こうして停留部材66の動きをランダムにすると、パチンコ球がVゾーンに入賞する確率も変化する。もし停留部材66の姿勢が実線で示すように変化すれば、底板位置における滞留時間が長い分だけパチンコ球がVゾーンに入る確率が高まる。
当該タイムチャートにおいて、照明ランプ49を点灯する点灯期間Taや、大入賞口18,50を開放する開放期間Tbは任意に設定可能であり、例えば10秒間と1秒間である。同様に可動部材14を遮蔽位置に姿勢させる遮蔽期間Tc(時刻t12から時刻t16まで)や、底板位置と棚板位置との間で停留部材66をランダムに動かす作動期間Td(時刻t14から時刻t18まで)もまた任意に設定可能であり、例えば2秒間と3秒間である。
【0052】
また、照明ランプ49の点灯とともに、予告(報知)を行うこともできる(図9のステップS12,S32)。図10(A)に示す例では、照明ランプ49を点灯し始める時刻t10から始動口30,38を開放し始める時刻t12までの間に、図11に示すように、上下方向に順に点灯部位が往復移動する表示パターンで予告ランプ47を点灯する。この表示パターンは停留部材66の運動形態を示唆するので、遊技者9等は停留部材66が所定の運動パターンで運動することを把握できる。一方、予告ランプ47を構成する複数の発光体がランダムに点灯すれば、遊技者9等は停留部材66がランダムに運動することを把握できる。
本例では、停留部材66の運動パターンを予告ランプ47の表示演出により予告する形態を適用したが、可動部材14の姿勢や動きを予告する形態や、大入賞口18,50の開放パターンを予告する形態などにも適用することができる。
【0053】
図10(B)に示す例のタイムチャートでは、始動口40(中始動口)に入賞したパチンコ球を検出した始動口センサ34が時刻t30にパルス状の検出信号を出力している。この検出信号を受けて、照明ランプ49を消灯するとともに、大入賞口18,50を開放する前の時刻t32まで予告ランプ47による演出を行なって予告する(図9のステップS22)。当該予告を行う予告期間Teは任意に設定可能であり、例えば4秒間が該当する。予告ランプ47による予告を終えるか(あるいは当該予告と並行して)、大入賞口18,50を時刻t34から時刻t36までの間に2回開閉する(図9のステップS24)。大入賞口18,50を開放する開放期間Tf(時刻t34から時刻t36まで)は任意に設定可能であり、例えば上述したように0.5秒間が該当する。
【0054】
さらに、可動部材14をランダムに動かし(図9のステップS26)、停留部材66を所定の運動パターンに従って動かす(図9のステップS28)。可動部材14を動かす作動期間Tg(時刻t34から時刻t38まで)や、停留部材66を動かす作動期間Th(時刻t34から時刻t39まで)もまた任意に設定可能であり、例えば4秒間と5秒間である。図10(B)に示す運動パターンに従って停留部材66を動かしているが、他のパターンに従って停留部材66を動かしてもよい。よって役物装置12の室内の明暗や、大入賞口18,50の開閉、可動部材14および停留部材66の動きを予測してパチンコ球を発射させる必要がある。すなわち遊技者9はパチンコの動きを予測する楽しみを持って遊技するようになり、パチンコ球の動きに意外性が生じると面白味が増す。
【0055】
上述した実施の形態1によれば、以下に示す各効果を得ることができる。
(a1)パチンコ球(例えば図3に示すパチンコ球B2や図7に示すパチンコ球B4等)が大入賞口18,50から役物装置12に入ると、照明ランプ49を点灯/消灯することにより、役物装置12の室内におけるパチンコ球の動きが見え易い状態と見え難い状態との間で切り換えた{状態切換手段7;図9のステップS12,S22,S32、図3、図7を参照}。特に室内におけるパチンコ球の動きが見え難くなれば、遊技者9等はその動きを予測するようになる。したがって、遊技者9はパチンコ球の動きを予測する楽しみを持って遊技するようになり、パチンコ球の動きに意外性が生じると面白味が増す。
【0056】
(a2)パチンコ球が大入賞口18,50から役物装置12に入ると、可動部材14や停留部材66等の動きをランダムにすることにより、役物装置12の室内におけるパチンコ球の動きが予測容易な状態と予測困難な状態との間で切り換えた{状態切換手段7;図9のステップS16,S18,S26,S28,S36,S38、図10を参照}。可動部材14や停留部材66等が不規則的(または非周期的)に動けば、パチンコ球の動きを予測するのは困難になる。したがって、遊技者9はパチンコ球の動きを予測する楽しみを持って遊技するようになり、パチンコ球の動きに意外性が生じると面白味が増す。
【0057】
(a3)予め定めた切換条件を満たすことを契機として、一方の状態から他方の状態に切り換えた。すなわちパチンコ球が始動口30,38に入賞すると役物装置12の室内を明るくして見え易い状態に切り換え{図9のステップS10,S12,S30,S32を参照}、パチンコ球が始動口30,38に入賞すると役物装置12の室内を暗くして見え難い状態に切り換えた{図9のステップS20,S22を参照}。室内が暗くなってパチンコ球の動きが見え難い状態に切り換わると、遊技者9はパチンコ球の動きを予測する楽しみを持って遊技するようになり、パチンコ球の動きに意外性が生じると面白味が増す。その一方、室内が明るくなってパチンコ球の動きが見え易い状態に切り換わると、パチンコ球をVゾーンに入れるのを狙って遊技できるようになるので、遊技者9の遊技意欲を向上させることができる。
【0058】
(a4)予め定めた報知条件を満たすことを契機として、一方の状態または双方の状態を報知した{報知手段8;図9のステップS10,S12,S20,S22,S30,S32を参照}。上述した例の報知条件は、パチンコ球が始動口30,38に入賞すると必要に応じて(例えば抽選で当選すると)報知を行い、パチンコ球が始動口40に入賞すると必ず報知を行う。こうして報知を認識した遊技者9は、今後どのような状態になるのかを予め把握できるので、遊技の戦略を立てやすくなる。よって、遊技者9の遊技意欲を向上させることができる。
【0059】
(a5)照明ランプ49(照明部材に相当)を点灯/消灯することにより、役物装置12の室内の明暗を切り換える構成とした{図3,図7を参照}。室内が明るくなればパチンコ球の動きが見え易くなり、逆に室内が暗くなればパチンコ球の動きが見え難くなる。よって簡単な構成で発明を実現でき、しかも実現コストが低く抑えられる。
【0060】
(a6)役物装置12には、半透視部材としてハーフミラー27を備えた{図2を参照;斜線ハッチの部分}。ハーフミラー27がない状態よりは役物装置12の室内が見え難くなる。照明ランプ49を点灯して室内を明るくすれば、ハーフミラー27があってもパチンコ球の動きを認識することが可能になる。よって、簡単な構成で発明を実現できる。
【0061】
(a7)可動部材14や停留部材66等を不規則(ランダム)に動かす構成とした{図9のステップS18,S26,S38を参照}。可動部材14や停留部材66等が不規則に動くので、役物装置12に入ったパチンコ球の動きもまた不規則に動く可能性が高まる。こうして役物装置12の室内におけるパチンコ球の動きが不規則になれば、遊技者9等はその動きを予測し難くなる。遊技を楽しむうえで、パチンコ球の動きに意外性が生じると面白味が増す。したがって、遊技者9はパチンコ球の動きを予測する楽しみを持って遊技するようになる。
本例では可動部材14や停留部材66等をランダムに動かしたが、後述する実施の形態2に適用した場合には突起部材62d,62eをランダムに動かすことが可能になる。この場合も上述した(a2)や(a7)の効果が得られる。
【0062】
〔実施の形態2〕
実施の形態2は実施の形態1と同様にパチンコ機に本発明を適用し、遊技球の動きが予測容易な状態と予測困難な状態との間で切り換える例である。当該実施の形態2は図12〜図15を参照しながら説明する。なおパチンコ機の構成等は実施の形態1と同様であり、図示および説明を簡単にするために実施の形態2では実施の形態1と異なる点について説明する。よって実施の形態1で用いた要素と同一の要素には同一の符号を付して説明を省略する。
【0063】
実施の形態1と異なるのは、次の通りである。まず第1に、棚板62に備える突起を可動に構成した。すなわち図12に示すように、実施の形態1における突起62bに代えて(図6を参照)、突起部材62d,62eを棚板62に備える。これらの突起部材62d,62eは、一方または双方が可動体3に相当する。図示しないが、メイン制御基板120から駆動制御が可能なソレノイドやモータ等の駆動源と、動力を伝達するリンク機構とをさらに備える。そして、駆動源からリンク機構を通じて伝達する動力に基づいて突起部材62d,62eをそれぞれ矢印D30,D32に動かせるように構成する。実線で示す突起部材62d,62eは並行姿勢であり、二点鎖線で示す突起部材62d,62eは交差姿勢である(図示の例では逆ハ字状になっている)。交差姿勢における交差角を制御可能に構成すると、Vゾーンへの入賞確率も変えられる。
【0064】
第2に、ハーフミラー27に代えて、役物装置12の室内前方側に液晶板55を備える構成とした。当該液晶板55は、メイン制御基板120から偏光状態を制御可能になっており、偏光や配向等を変化させて役物装置12の室内が見え易くなった状態(可視状態)を図13に示し、役物装置12の室内が見え難くなった状態(不可視状態)を図14に示す。本例の液晶板55によれば、底板64,棚板62,停留部材66だけでなく、可動部材14さえも見え難くなる。
なお図13および図14の例で示す役物装置12には、室内を明るくするために、実施の形態1と同様に照明ランプ49を備えてもよい。
【0065】
図15は図9に代えて実行する作動制御処理の手続きを示す。まず、パチンコ球が始動口38(左始動口)に入賞すると(ステップS10でYES)、液晶板55の偏光や配向等を制御して可視状態にし〔ステップS11〕、これから開閉する大入賞口18を演出装置による演出を通じて報知する〔ステップS13〕。演出装置による演出例は図9のステップS12,S32と同様である。例えば報知ランプ26で点灯や点滅を行なったり、LED表示器28で『右大入賞口を狙って打て!』等のメッセージやキャラクタ図柄等を表示したり、同メッセージの内容をスピーカ108から音声で出す等を行う。
【0066】
続いて大入賞口18のみを1回開閉するとともに〔ステップS15〕、棚板62に備えた突起部材62d,62eの現在の姿勢を他の姿勢に切り換える〔ステップS17〕。ステップS15で大入賞口18を開ける期間は任意に設定可能であり、例えば1秒間である。突起部材62d,62eにかかる現在の姿勢が並行姿勢ならば交差姿勢に切り換え、逆に現在の姿勢が交差姿勢ならば並行姿勢に切り換える。突起部材62d,62eを交差姿勢に切り換えた場合には、停留部材66における停留部66a,66b,66cのいずれの部位にパチンコ球が停留された場合でもVゾーンに入りやすくなるので入賞確率を高められる。
【0067】
大入賞口18を開けたときの状態は図13のようになり、大入賞口18から矢印D4に沿って入ったパチンコ球B6は、勢いがなければ矢印D6に沿って移動して通路60を通行する。この場合は停留部材66に停留される確率が高くなる。一方、勢いがあるパチンコ球B6はスロープ22の頂上を超えて、結果的に通路58を通行する。この場合は停留部材66に停留される確率が低くなる。
【0068】
図15に戻って、パチンコ球が始動口30(右始動口)に入賞すると(ステップS30でYES)、ステップS11と同様に液晶板55を可視状態にし〔ステップS31〕、大入賞口50(左大入賞口)のみを1回開閉する〔ステップS33〕。さらに、乱数等を用いた抽選を行い〔ステップS35〕、その抽選結果に従って棚板62に備えた突起部材62d,62eの姿勢を切り換える〔ステップS37〕。例えば、ステップS35で取得した乱数値が偶数ならば突起部材62d,62eを並行姿勢に切り換え、奇数ならば突起部材62d,62eを交差姿勢に切り換える。
【0069】
大入賞口50を開けたときの状態は図14のようになり、大入賞口18から矢印D16に沿って入ったパチンコ球B8は、勢いがあればスロープ22の頂上を超えて、結果的に通路60を通行する。この場合は停留部材66に停留される確率が高くなる。一方、勢いがなければ矢印D22に沿って移動して通路58を通行する。この場合は停留部材66に停留される確率が低くなる。
【0070】
再び図15に戻って、パチンコ球が始動口40(中始動口)に入賞すると(ステップS20でYES)、液晶板55の偏光や配向等を制御して不可視状態にし〔ステップS21〕、これから開閉する大入賞口(大入賞口18,50の一方または双方)を乱数等を用いた抽選によって決定するとともに、当該決定した大入賞口を報知装置を通じて報知する〔ステップS23〕。そして、ステップS22で決定した大入賞口を断続して2回開閉するとともに〔ステップS25〕、突起部材62d,62eの姿勢をランダムに変化させる〔ステップS27〕。
【0071】
なおステップS25では、パチンコ球が始動口40に入賞するか否かに応じて、大入賞口18,50の一方または双方について開閉状態を異ならせるように構成してもよい。大入賞口18,50の双方を開閉する場合は、2回とも双方をほぼ同時に開閉する形態と、一方を1回開閉した後に他方を1回開閉する形態とがある。突起部材62d,62eについては、並行姿勢および交差姿勢にする期間はそれぞれ任意に設定可能であり、例えば0.5秒間ずつである。
【0072】
図14に示すように液晶板55が不可視状態になっているので、役物装置12の室内(とりわけパチンコ球B8の動き)が見え難い。しかも突起部材62d,62eがランダムに動くので、棚板62上でパチンコ球B8がどのように動くのかを予測することになる。いずれの大入賞口が開くのか、あるいは突起部材62d,62eとる姿勢によっては、パチンコ球の振る舞いが大きく変化する。そのためパチンコ球をVゾーンに入賞させる確率を高めるには、遊技者9は大入賞口の開閉状態や突起部材62d,62eの姿勢に応じて発射調整をする必要がある。したがって、遊技者9はパチンコ球の動きを予測する楽しみを持って遊技するようになり、パチンコ球の動きに意外性が生じると面白味が増す。
【0073】
次に、図13に示す作動制御処理を実行して始動口入賞に伴う作動例について、図16に示すタイムチャート(図面左側から右側に向かって時間tが進行する)を参照しながら説明する。図16(A)および図16(B)では、それぞれ上から順番に、始動口センサ36、報知ランプ26、大入賞口18、可動部材14、停留部材66にかかる時系列的な変化を示す。
【0074】
図16(A)に示す例のタイムチャートでは、始動口38(左始動口)に入賞したパチンコ球を検出した始動口センサ36が時刻t40にパルス状の検出信号を出力している。この検出信号を受けて、大入賞口18を開放する時刻t42まで報知ランプ26を点灯/点滅させる演出を行なって報知する(図15のステップS13)。当該報知を行う報知期間Tiは任意に設定可能であり、例えば2秒間が該当する。報知ランプ26による報知を終えるか(あるいは当該報知と並行して)、大入賞口18を時刻t44まで開放するとともに(図15のステップS15)、突起部材62d,62eを交差姿勢にする(図15のステップS17)。突起部材62d,62eを交差姿勢にする交差姿勢期間Tj(時刻t42から時刻t46まで)は任意に設定可能であり、例えば10秒間が該当する。
【0075】
なお、始動口30(右始動口)に入賞したパチンコ球を始動口センサ32が検出した場合において、突起部材62d,62eの姿勢を二点鎖線で示す。すなわち、突起部材62d,62eは並行姿勢のまま維持する。このように入賞する始動口に応じて突起部材62d,62eの姿勢を異ならせると、パチンコ球がVゾーンに入賞する確率を異ならせることができる。本例ではパチンコ球が始動口38に入賞するほうが、始動口30に入賞するよりも停留部材66が底板位置にいる時間が長い分だけVゾーンに入賞する確率が高い。
【0076】
図16(B)に示す例のタイムチャートでは、始動口40(中始動口)に入賞したパチンコ球を検出した始動口センサ34が時刻t50にパルス状の検出信号を出力している。この検出信号を受けて、大入賞口を開放する時刻t52まで報知ランプ26,46のいずれかを点灯/点滅させる演出を行なって報知する(図15のステップS23)。当該報知を行う報知期間Tkは任意に設定可能であり、例えば5秒間が該当する。報知ランプ26,46による報知を終えるか(あるいは当該報知と並行して)、大入賞口18,50を時刻t54まで2回または3回以上の複数回を開閉するとともに(図15のステップS25)、突起部材62d,62eの姿勢をランダムに変化させる(図15のステップS27)。突起部材62d,62eを動かす作動期間Tm(時刻t52から時刻t56まで)もまた任意に設定可能であり、例えば12秒間である。本例では、大入賞口18,50の開閉や、突起部材62d,62eの動きや姿勢に合わせてパチンコ球の入賞させなければならない。しかも、図14に示すように液晶板55が不可視状態になっているので、パチンコ球B8がどのように動くのかを予測しながら遊技しなければならず、遊技者9にとって面白味が増す。
【0077】
上述した例では、役物装置12の室内が見え易い可視状態と、当該室内が見え難い不可視状態とを液晶板55によって実現した。この形態に代えて、室内の可視状態/不可視状態を切り換え可能な他の部材を用いて実現してもよい。他の部材としては、不透明板や半透明板等のような非透明部材が該当する。さらに、メイン制御基板120から駆動制御が可能なソレノイドやモータ等の駆動源や、動力を伝達するリンク機構などを用いて、非透明部材を動かす。非透明部材の動かし方(例えば開閉,スライド,揺動等)は、任意である。
【0078】
上述した実施の形態2によれば、以下に示す各効果を得ることができる。
(b1)液晶板55の偏光状態(あるいは配向状態,位相状態)を変化させて、可視/不可視を切り換える構成とした{図13,図14を参照}。液晶板55の偏光状態(あるいは配向状態,位相状態)に応じて役物装置12の室内が見え易くなったり、見え難くなる。通常の液晶部材は厚さが薄いので、室内空間を邪魔することがない。また、液晶板55は文字や図柄等を表示することも可能であるので、遊技者9等への情報伝達を行う媒体としても使用できる。
【0079】
(b2)非透明部材を動かして、役物装置12の室内が見え易い状態と見え難い状態との間で切り換える構成とした。非透明部材の姿勢如何で、役物装置12の室内が見え易くなったり見え難くなる。非透明部材と駆動機構という簡単な構成で発明を実現でき、しかも実現コストが低く抑えられる。
【0080】
(b3)抽選を行なった結果に基づいて、突起部材62d,62eの姿勢を切り換えた{可動体3を動かした;図15のステップS35,S37を参照}。突起部材62d,62eが動けば、役物装置12に入ったパチンコ球の動きも変化し、遊技者9等はその動きを予測し難くなる。遊技を楽しむうえで、パチンコ球の動きに意外性が生じると面白味が増す。抽選確率等を適切に設定すれば、動作の割合を一定範囲に収めることも可能になる。よって遊技者9はパチンコ球の動きだけでなく、抽選結果を予測する楽しみを持って遊技するようになる。
本例では抽選結果に基づいて突起部材62d,62eを動かしたが、実施の形態1に適用した場合には抽選結果に基づいて可動部材14や停留部材66等を動かすことが可能になる。この場合も上述した効果を得ることができる。
【0081】
(b4)その他の要件,構成,作用,作動結果等については実施の形態1と同様であるので、当該実施の形態1と同様の効果を得ることができる{上述した事項(a1)〜(a7)を参照}。
【0082】
〔実施の形態3〕
実施の形態3は上述した実施の形態1,2と同様にパチンコ機に本発明を適用し、一定の場合には遊技球の動きが予測容易な状態に切り換える例である。当該実施の形態3は図17を参照しながら説明する。なおパチンコ機の構成等は実施の形態1,2と同様であり、図示および説明を簡単にするために実施の形態3では実施の形態1,2に追加して実現する技術について説明する。
【0083】
図17に示す室内制御処理は、実施の形態1で示す図9の作動制御処理や、実施の形態2で示す図15の作動制御処理と並行して実行される。当該室内制御処理において、大入賞口18,50を開放し(ステップS40でYES)、入賞センサ24,44が入賞したパチンコ球を検出すると(ステップS42でYES)、役物装置12の室内を見易くする〔ステップS44〕。
【0084】
例えば、実施の形態1に適用した場合には、照明ランプ49を点灯して図3のように室内を明るくする。パチンコ球が始動口40(中始動口)に入賞して(図9のステップS20でYES)、照明ランプ49を消灯して室内を暗くなった場合には(図9のステップS22)、遊技者9はパチンコ球がどのように動くのかを推測するようになる。この場合、照明ランプ49の点灯によって室内が明るくなれば、その推測が当たったか否かを確認することができる。
【0085】
同様に実施の形態2に適用した場合には、液晶板55の偏光状態等を変化させて図13のように室内を可視状態にする。パチンコ球が始動口40(中始動口)に入賞して(図15のステップS20でYES)、液晶板55が不可視状態になると(図15のステップS21)、遊技者9はパチンコ球がどのように動くのかを推測するするようになる。この場合でも、液晶板55が可視状態になれば、その推測が当たったか否かを確認することができる。
【0086】
一方、大入賞口18,50を開放しない場合や(ステップS40でNO)、入賞センサ24,44が入賞したパチンコ球を検出しない場合は(ステップS42でNO)、現在の状態を維持するべくそのまま室内制御処理を終える。
【0087】
〔他の実施の形態〕
上述したパチンコ機(遊技機)において、他の部分の構造,形状,大きさ,材質,配置および動作条件等については、上記実施の形態に限定されるものでない。例えば、次の各形態を実施することもできる。
(c1)実施の形態1,2では、パチンコ機に本発明を適用した。この形態に代えて、パチンコ機以外の他の遊技機(例えばアレンジボール機,雀球遊技機,テレビゲーム機等)であって、大入賞口とVゾーンとを備えた役物装置を有するものにも同様に本発明を適用することができる。当該他の遊技機であっても、遊技者9等はパチンコ球の動きが分かり難くなるので、パチンコ球の動きを予測する楽しみを持たせることができる。
【0088】
(c2)実施の形態1,2では、パチンコ球がどの始動口に入賞するかによって、可動部材14,停留部材66,突起部材62d,62eなどの動きを決定した{図9,図15を参照}。この形態に代えて、所要の条件を満たすことを契機として乱数等を用いた抽選を行い、抽選結果に応じて可動部材14,停留部材66,突起部材62d,62eなどの動きを決定する構成としてもよい。所要の条件は、例えばパチンコ球が始動口(特定の始動口のみとしてもよい)に入賞することや、LED表示器28に特定の図柄等が表示されたこと等が該当する。こうすれば、所要の条件を満たすごとに部材の動きが変わるので、どのような動きになるのかを予測しながら遊技を楽しむことができる。
なお、上述した抽選結果は、遊技者9等に予告して報知するのが望ましい(例えば図15のステップS13,S23,S33等)。こうすれば、報知内容を認識した遊技者9は、パチンコ球の動きをある程度絞って予測できるようになるので、遊技戦略を練りやすくなる。
【0089】
(c3)実施の形態1では、照明ランプ49によって役物装置12の室内を点灯または消灯した{図9のステップS12,S22,S32を参照}。この形態に代えて、室内を照らす明るさを調整(すなわち調光)する構成としてもよい。例えば照明ランプ49の最大光量を100%とし、消灯時を0%として、明るさを100〜0%の間で調整する。遊技場(店内)の明るさや照明ランプ49の光量に応じて、パチンコ球の動きが見え易くなったり、見え難くなる。
さらには、遊技場の明るさを感知して、役物装置12の室内を照らす明るさを調整(すなわち調光)する構成としてもよい。こうすれば、遊技場の明るさにかかわらず、役物装置12の室内を明るくしたり、暗くすることができる。
【0090】
(c4)実施の形態2では、パチンコ球の流下方向を変え得る可動部材(すなわち突起部材62d,62e)を棚板62に備えた{図12を参照}。この形態に代えて、底板64に備えてもよく、棚板62と底板64の双方に備えてもよい。こうすればパチンコ球の動きがより複雑になるので、遊技者9はその動きを予測するのが困難になる反面、当該予測を楽しみに遊技できる。
【0091】
(c5)実施の形態1では役物装置12の室内前方側にハーフミラー27を備え{図2を参照}、実施の形態2では役物装置12の室内前方側に液晶板55(あるいは非透明部材)を備えた{図13,図14を参照}。単に備えるだけでなく、これらの装置や部材に外来ノイズ(例えば妨害電波等)を防止するためにフロートガラス表面に特殊金属膜を塗布したり、割れにくくするために特殊フィルムを貼るとよい。こうすれば耐久性が向上する。
【0092】
【発明の効果】
本発明によれば、入賞装置の室内の明暗を切り換える構成としたり、あるいは遊技球の動きが予測容易な状態と予測困難な状態との間で切り換える構成とした。そのため、遊技者等は遊技球の動きが分かり難くなり、遊技球の動きを予測する楽しみを持たせることができる。
【図面の簡単な説明】
【図1】本発明の概要を模式的に示す図である。
【図2】遊技盤の外観を示す正面図である。
【図3】可動部材を遮蔽位置に姿勢させた役物装置の外観を示す正面図である。
【図4】可動部材を通行位置に姿勢させた役物装置の外観を示す正面図である。
【図5】可動部材の姿勢を変更する機構の例を示す図である。
【図6】(A)棚板,(B)停留部材,(C)底板の各構成例を示す図である。
【図7】棚板と底板との間で停留部材が移動可能な機構の例を示す図である。
【図8】制御基板等の接続例を模式的に示すブロック図である。
【図9】作動制御処理の手続きを示すフローチャートである。
【図10】始動口への入賞に伴う作動の一例を示すタイムチャートである。
【図11】予告ランプによる演出例を示す図である。
【図12】棚板の構成例を示す平面図である。
【図13】作動制御処理の手続きを示すフローチャートである。
【図14】室内が透視容易な状態の役物装置を示す正面図である。
【図15】室内が透視困難な状態の役物装置を示す正面図である。
【図16】始動口への入賞に伴う作動の一例を示すタイムチャートである。
【図17】室内制御処理の手続きを示すフローチャートである。
【符号の説明】
1 可変入賞口
2 入賞装置
3 可動体
4 通路
5 検出器
6(6a,6b) 複数の領域
7 状態切換手段
8 報知手段
9 遊技者
B 遊技球
12 役物装置(入賞装置)
14 可動部材(可動体)
18,50 大入賞口(可変入賞口)
20,48 可動翼片
22 スロープ(通路)
26,46 報知ランプ(報知手段)
27 ハーフミラー(半透視部材)
28 LED表示器(報知手段)
42 Vセンサ(検出器)
47 予告ランプ(報知手段)
49 照明ランプ(照明部材)
55 液晶板(液晶部材)
62 棚板(通路)
62a,64b 通過孔(領域)
62d,62e 突起部材(可動体)
120 メイン制御基板(状態切換手段)
122 CPU
124 ROM(記憶部)
126 RAM(記憶部)
134 モータ(駆動源)
136,138 ソレノイド(駆動源)
B2,B4,B6,B8 パチンコ球(遊技球)
[0001]
TECHNICAL FIELD OF THE INVENTION
The present invention relates to a gaming machine having a winning device provided with at least a variable winning opening, a movable body, a plurality of areas, and a detector.
[0002]
[Prior art]
In a conventional pachinko machine, when a pachinko ball wins a starting port during a game, a large winning port provided in a winning device is opened and closed. Many of the winning devices include, for example, a V zone in which a jackpot game can be performed, a normal area only for paying out prize balls, and the like. The big hit game consisting of 15 rounds or the like ends each round when the large winning opening is opened and closed, for example, 18 times from the start, or when ten pachinko balls win the big winning opening. Then, if the pachinko ball enters the V zone during this period, it is possible to shift to the next round and continue the jackpot game (for example, see Patent Document 1).
[0003]
[Patent Document 1]
JP-A-2003-62217 (page 2, FIG. 1)
[0004]
[Problems to be solved by the invention]
The prize winning devices disclosed in Patent Document 1 described above brighten the interior of the room to make it easy to see the movement of the pachinko ball. The winning device often includes a movable member capable of changing the movement of the pachinko ball. Since the movable member moves regularly (or periodically) and the inside of the prize device is bright, the player can predict to some extent the movement of the pachinko ball entering the prize device. Conversely speaking, the movement of the pachinko ball is not surprising, and the enjoyment of the game is reduced by half.
The present invention has been made in view of such a point, and has a pleasure of predicting the movement of the game ball by making it difficult to understand the movement of the game ball (the pachinko ball in the example described above) in the room of the winning device. It is an object of the present invention to provide a gaming machine that can be operated.
[0005]
[Means for solving the problem 1]
Means 1 for solving the problem, as schematically shown in FIG. 1, can change a variable winning opening 1 in which a game ball B can win, and a movement of a game ball B entered from the variable winning opening 1. The movable body 3 and a plurality of areas 6 through which the game ball B entered from the variable winning opening 1 can pass (in the example of FIG. 1, two areas 6a and 6b are shown, but three or more areas may be used). And a detector 5 for detecting a game ball B passing through a specific area (for example, the area 6b).
There is provided state switching means 7 capable of switching between a state in which the movement of the game ball B entering the winning device 2 from the variable winning opening 1 is easy to see and a state in which it is difficult to see.
[0006]
According to the means 1, the movement of the game ball B entering the prize device 2 is made easier or less visible by the state switching means 7. For example, a state where the room of the winning device 2 is bright (the first state shown on the left side of the drawing in the example of FIG. 1), a state where the polarization state of the liquid crystal member changes and the room can be seen, a state where the room can be seen without obstacles, and the like. The movement of the game ball B is easy to see. On the other hand, the interior of the winning device 2 is in a dark state (in the example of FIG. 1, this is the second state shown on the right side of the drawing, and the interior is dark due to a cross hatch), or the polarization state of the liquid crystal member is changed and the interior is visible. In a difficult state, a state in which the room is difficult to see due to an obstacle, and the like, the movement of the game ball B is also difficult to see. If it becomes difficult to see the movement of the game ball B in the room of the winning device 2 in this way, the player 9 and the like will predict the movement. In the enjoyment of the game, if the movement of the game ball B becomes unexpected, the game becomes more interesting. Therefore, the player 9 plays a game with a pleasure of predicting the movement of the game ball B.
[0007]
[Means for solving the problem 2]
The means 2 for solving the problem includes a variable winning opening 1 in which the game ball B can win, a movable body 3 capable of changing the movement of the game ball B entered from the variable winning opening 1, and the variable winning opening 1 A plurality of areas 6 (areas 6a and 6b in the example of FIG. 1) through which a game ball B entered from above can pass, and a detector 5 for detecting the game ball B passing through a specific area (for example, the area 6b) are provided. Gaming machine having a winning device 2
There is provided state switching means 7 capable of switching between a state in which the movement of the game ball B entering the winning device 2 from the variable winning opening 1 is easy to predict and a state in which the movement is difficult.
[0008]
According to the means 2, the movement of the game ball B which has entered the prize device 2 can be easily predicted or difficult to predict by the state switching means 7. For example, in a state where the inside of the room of the winning device 2 can be viewed or a state where the movable body 3 moves regularly (or periodically), the movement of the game ball B can be easily predicted. On the other hand, a state in which it is difficult to visually check the interior of the winning device 2 due to the presence of an obstacle (for example, a non-transparent member or a semi-transparent member) or a state in which the movable body 3 moves irregularly (or aperiodically) is a game. It becomes difficult to predict the movement of the sphere B. In the example of FIG. 1, the movement of the game ball B entered from the variable winning opening 1 hits the movable body 3 or bounces down the passage 4 depending on the posture and the manner of movement of the movable body 3 moving as indicated by the arrow Da. As a result, the traffic route changes in various ways (for example, a locus along the arrow Db). If it becomes difficult to predict the movement of the game ball B in the room of the winning device 2 as described above, the unexpectedness of the movement increases the interest. Therefore, the player 9 plays a game with a pleasure of predicting the movement of the game ball B.
[0009]
[Means for solving the problem 3]
The means 3 for solving the problem is the gaming machine described in the means 1 or 2, and the state switching means 7 switches from one state to the other state when a predetermined switching condition is satisfied. .
[0010]
The terms described in Means 3 are interpreted as follows. The same applies to the claims and the detailed description of the invention.
(1) The "switching condition" can be arbitrarily set according to the type of gaming machine, gaming state, date and time, and the like. For example, that a specific result has been obtained by a lottery, that a predetermined number of prizes have been won in a specific winning opening, that a movable body has moved a predetermined number of times, that a specific game (such as a jackpot game) is being performed, For example, a predetermined time has elapsed since the specific game was started.
(2) “One state” is one of a state in which the movement of the game ball is easily visible, a state in which the movement of the game ball is hard to see, a state in which the movement of the game ball is easy to predict, and a state in which the movement of the game ball is difficult to predict. Either is applicable. The other state corresponds to a state different from the one state.
[0011]
According to the means 3, in order for the state switching means 7 to switch from one state to the other state, it is necessary to satisfy a switching condition. If the other state is a preferable state for the player 9 or the like, a game is attempted to satisfy the switching condition. Therefore, it is possible to improve the player's willingness to play the game.
[0012]
[Means for solving the problem 4]
Means 4 for solving the problem is the gaming machine described in any one of means 1 to 3, and notifies one or both of the states when a predetermined notification condition is satisfied. It has a notification unit 8.
[0013]
The term "notifying means" described in the means 4 is not limited to means for visually notifying by displaying on a display unit (display, light emitting body, etc.), but also for hearing (sound, music, sound effect, etc.) by sound. And a means for providing tactile notification through a member attached to the gaming machine such as a handle or a chair (for example, the handle or chair is vibrated by a vibrator, or a fan is blown). The same applies to the claims and the detailed description of the invention.
[0014]
According to the means 4, if the notification condition is satisfied, the notification means 8 notifies one state or both states. The player 9 recognizing this notification can know in advance what state will be in the future, so that it becomes easy to make a game strategy. Therefore, it is possible to improve the player's willingness to play the game.
[0015]
[Means for solving the problem 5]
The means 5 for solving the problem is the gaming machine described in any one of the means 1 to 4, wherein the state switching means 7 switches between light and dark in the room of the winning device 2.
[0016]
According to the means 5, the state switching means 7 brightens or darkens the interior of the winning device 2 by using a lighting member (a lamp, an LED or the like), a display, or the like. When the room becomes bright, the movement of the game ball B becomes easy to see, and conversely, when the room becomes dark, the movement of the game ball B becomes hard to see. Therefore, the invention can be realized with a simple configuration, and the realization cost can be kept low.
[0017]
Means for Solving the Problems 6
The means 6 for solving the problem is the gaming machine described in any one of the means 1 to 5, wherein the state switching means 7 changes the polarization state (or alignment state, phase state) of the liquid crystal member. Thus, it is configured to switch between visible and invisible.
[0018]
According to the means 6, when the polarization or the orientation of the liquid crystal member is changed by changing the driving voltage or the like, the interior of the winning device 2 can be easily seen according to the polarization state (or the alignment state or the phase state). , It becomes hard to see. Since the ordinary liquid crystal member is thin, it does not disturb the indoor space. In addition, since the liquid crystal member can display characters, designs, and the like, it can be used as a medium for transmitting information to the player 9 and the like.
[0019]
Means for Solving the Problems 7
The means 7 for solving the problem is the gaming machine described in any one of the means 1 to 5, wherein the state switching means 7 moves a non-transparent member (for example, an opaque member or a translucent member), It is configured to switch between a state in which the room of the winning device 2 is easily visible and a state in which the room is hardly visible.
[0020]
According to the means 7, the interior of the winning device 2 becomes easy to see or hard to see depending on the posture of the non-transparent member. The non-transparent member can be realized by using a member such as an opaque plate or a translucent plate. The non-transparent member is moved by the drive torque from the drive source, but the way of movement (for example, opening and closing, sliding, swinging, etc.) is arbitrary. Therefore, the invention can be realized with a simple configuration, and the realization cost can be kept low.
[0021]
Means for Solving the Problems 8
The means 8 for solving the problem is the gaming machine described in any one of the means 5 to 7, and the winning device 2 has a semi-transparent member (half mirror or the like).
[0022]
According to the means 8, when the winning device 2 is provided with a semi-transparent member, the interior of the winning device 2 is more difficult to see than when there is no semi-transparent member. When a half mirror or the like is used as the semi-transparent member, the movement of the game ball B can be recognized by brightening the room. Therefore, the invention can be realized with a simple configuration.
[0023]
[Means for Solving the Problems 9]
The means 9 for solving the problem is the gaming machine described in any one of the means 1 to 8, and the state switching means 7 is configured to move the movable body 3 irregularly (randomly).
[0024]
According to the means 9, since the movable body 3 moves irregularly, the possibility that the movement of the game ball B entering the winning device 2 also moves irregularly increases. If the movement of the game ball B in the room of the winning device 2 becomes irregular in this way, it becomes difficult for the player 9 and the like to predict the movement. In the enjoyment of the game, if the movement of the game ball B becomes unexpected, the game becomes more interesting. Therefore, the player 9 plays a game with a pleasure of predicting the movement of the game ball B.
[0025]
Means for Solving the Problems 10
A means 10 for solving the problem is the gaming machine described in any one of the means 1 to 9, wherein the state switching means moves the movable body 3 by lottery.
[0026]
According to the means 10, since the movable body 3 is moved based on the result of the lottery, the movement of the game ball B entering the winning device 2 also changes according to the result of the lottery. If the movement of the game ball B in the room of the winning device 2 changes in this manner, it becomes difficult for the player 9 and the like to predict the movement. If the movement of the game ball B becomes unexpected when the game is enjoyed, it becomes more interesting and the ratio of the movement can be kept within a certain range. Therefore, the player 9 plays a game not only with the movement of the game ball B but also with the fun of predicting the lottery result.
[0027]
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[Embodiment 1]
The first embodiment is an example in which the present invention is applied to a pachinko machine, which is one of gaming machines, and switches between a state in which the movement of a game ball is easy to see and a state in which it is difficult to see. The first embodiment will be described with reference to FIGS.
It should be noted that other members and devices constituting the pachinko machine (for example, a handle for firing, an upper plate, a lower plate, a frame, a speaker, lamps for decoration, an information display for a card, a return switch, etc.) are well known. Since it is a technique, illustration and description are omitted. Unless otherwise specified, the side where the player 9 is located is referred to as “front”, and the island facility side is referred to as “rear”, and the directions up, down, left, and right refer to the directions toward the drawing.
[0028]
First, FIG. 2 is a front view showing an appearance of a game board 10 provided in a pachinko machine. As will be described later, the game board 10 has a movable member 14, movable wing pieces 20, 48, etc., an accessory device 12, a pachinko ball start port 38, 40, 30, and a gate and a general prize. Mouth, windmill, obstacle nail, etc. are arranged appropriately. The starting port 38 is disposed below the accessory device 12 and includes a starting port sensor 36 for detecting winning of a pachinko ball. Similarly, the starting ports 40, 30 are also arranged below the accessory device 12, and are provided with starting port sensors 34, 32, respectively, for detecting winning of a pachinko ball. A half mirror 27 is provided on the front side of the accessory device 12 in the room, and is indicated by hatching for easy understanding. The half mirror 27 corresponds to a semi-transparent member. Some of the other winning ports, obstacle nails and the like are not shown.
[0029]
FIG. 3 shows the accessory device 12 in FIG. 2 in an enlarged manner. The accessory device 12 has a plurality of (three in this example, three on each of the right and left sides) decorative lamps 54 provided in a portion formed in the shape of a lantern and capable of lighting / flashing, and wins the special winning openings 18 and 50. Winning number lamps 16 and 52 for displaying the number of pachinko balls B2 formed, a movable member 14 configured to be able to change the posture along a predetermined direction (in this example, up and down direction) and imitating a lantern, a special winning opening A movable wing piece 20 for opening and closing the opening 18, a movable wing piece 48 for opening and closing the special winning opening 50, an illumination lamp 49 for illuminating the room of the accessory device 12, and a wavy shape having a peak near the center are formed. From the vicinity of the left end of the slope 22, a path 58 for guiding the pachinko ball B2 so as to fall from near the left end of the slope 22, and also substantially "T" from the vicinity of the right end of the slope 22 Detour A path 60 for guiding the pachinko ball B2 through the path, a bottom plate 64 through which the pachinko ball B2 guided through these paths 58 and 60 can pass, and a pachinko ball B2 passing through the bottom plate 64 can be parked in a predetermined direction (this example). (In the vertical direction), the stop member 66 moves, the stop member 66 moves, the shelf board 62 that releases the stopped pachinko ball B2, the symbol change performed using the symbol group, and the symbol change is transmitted to the player 9. An LED display 28 for displaying information and the like is provided. On the front side of the passage 58, a decorative member 56 configured to allow a predetermined movement (rotation, swing, etc.) and imitating a fan is provided, and a drum is provided on the front side of the bottom plate 64, the stop member 66, and the like. A decorative member 68 formed by imitation is provided. Among these elements, the accessory device 12 corresponds to the winning device 2, the movable member 14 and the stationary member 66 each correspond to the movable body 3, and the special winning openings 18, 50 correspond to the variable winning opening 1, respectively. , The slope 22 corresponds to the passage 4.
[0030]
The movable wing pieces 20 and 48 are provided with notification lamps 26 and 46 for notifying the opening and closing timing of the special winning openings 18 and 50, respectively. In the vicinity of the movable wing piece 48, there is provided a notice lamp 47 for giving notice of opening of the special winning openings 18, 50. The notice lamp 47 has a plurality of light emitters (five LEDs in this example). The passages 58 and 60 are provided with winning sensors 24 and 44 (so-called first count switches) for detecting the pachinko balls B2 that have won the special winning openings 18 and 50, respectively. The LED display 28 realizes a display of symbol variation, information, and the like by arranging a plurality of LEDs in a grid and performing lighting control of each LED. Below the decorative member 68, there is provided a V sensor 42 for detecting a pachinko ball B2 passing through a passage hole of the shelf plate 62 or the bottom plate 64 as described later. The V sensor 42 corresponds to the detector 5.
[0031]
FIG. 4 shows a mechanism for changing the attitude of the movable member 14. The attitude of the movable member 14 is changed by a solenoid 74 as a drive source. A link member 72 is connected between the connecting piece 14a provided on the movable member 14 and the rod 74a of the solenoid 74. The link member 72 is rotatable (rotatable) about the fulcrum 70. FIG. 4A shows a state where the solenoid 74 is de-energized and the rod 74a is retracted, and FIG. 4B shows a state where the solenoid 74 is excited and the rod 74a is protruded. In the state shown in FIG. 4A, the pachinko ball B2 can freely pass on the slope 22 without hitting the movable member 14, so that the posture of the movable member 14 is the passing position. On the other hand, in the state of FIG. 4B, the pachinko ball B2 hits the movable member 14 and cannot pass, so that the posture of the movable member 14 is the shielding position.
[0032]
FIG. 5 is a perspective view showing the structure of the shelf plate 62, the retaining member 66, and the bottom plate 64. The shelf board 62 shown in FIG. 5A is gently inclined forward (see FIG. 6), and has two projections 62b provided on the upper surface and a projection 62c projected forward at the center. And The projection 62c has a passage hole 62a through which a pachinko ball can pass. The stop member 66 shown in FIG. 5 (B) includes three stop portions 66a, 66b, 66c each of which can hold a pachinko ball, a lever 66d protruding forward, and a small hole 66f penetrating both left and right ends. And a pedestal 66e. When the rod-shaped member indicated by the two-dot chain line is penetrated through the small hole 66f to be in a free state, the stopping member 66 is formed at a center of gravity position that slightly tilts backward (hereinafter, simply referred to as “backward tilting posture”). . It is to be noted that a rigid member is naturally used as the rod member. The bottom plate 64 shown in FIG. 5 (C) is inclined so as to gently descend toward the rear side, and includes a convex portion 64a protruding upward at a substantially central front side, and a wall portion 64c for preventing falling from the front side. Prepare. The projection 64a has a passage hole 64b through which a pachinko ball can pass. As shown by the two-dot chain line, the left end of the bottom plate 64 communicates with the passage 58, and the right end also communicates with the passage 60. Similarly, the posture in which the retaining member 66 can retain the pachinko ball B2 is indicated by a two-dot chain line. As will be described in detail later, the pachinko ball B2 rolling from the passage 60 to the bottom plate 64 has a high probability of being stopped at the stopping member 66 (particularly the stopping portion 66b), and the pachinko ball B4 rolling from the passage 58 on the bottom plate 64 is stopped at the stopping member 66. The probability of being done is low.
[0033]
FIG. 6 shows an example in which the stopping member 66 moves between the shelf plate 62 and the bottom plate 64. As shown in FIG. 6A, the position where the retaining member 66 holds the pachinko ball B <b> 2 (hereinafter, simply referred to as “bottom plate position”) is slightly lower than the upper surface of the bottom plate 64. The state in which the stopping member 66 is moving upward along the arrow D10 is as shown in FIG. 6B, and the lever 66d does not hit the bottom plate 64 formed in a step shape. At this time, since the stopping member 66 is in the rearwardly inclined posture, for example, the pachinko ball B2 stopped at the stopping portion 66b can be stably conveyed. When the stopping member 66 reaches the shelf board 62, the lever 66d hits the lower surface of the shelf board 62. When the stop member 66 is further moved upward, the stop member 66 gradually assumes a forwardly inclined posture centered on the rod-shaped member penetrating the small hole 66f of the pedestal portion 66e, and as shown in FIG. , The pachinko ball B2 is released to the shelf board 62. The position of the stop member 66 at this time is simply referred to as “shelf plate position”. The released pachinko sphere B2 is guided by being sandwiched between the two protrusions 62b, and thus easily passes through the passage hole 62a. The pachinko ball B2 that has passed through the passage hole 62a further falls as shown by the arrow D12, passes through the passage hole 64b of the bottom plate 64, and is detected by the V sensor 42. Therefore, these passage holes 62a and 64b correspond to the V zone (that is, the specific region 6b), and the other passage holes correspond to the region 6a. On the other hand, when the stopping member 66 moves downward, the state changes as shown in FIG. 6 (C) → FIG. 6 (B) → FIG.
[0034]
The brightness of the room by the illumination lamp 49 (lighting state and light-off state), the posture of the movable member 14 (shielding position and traffic position; see FIG. 4), and the posture of the stop member 66 (bottom plate position and shelf plate position; FIG. 6) Can be freely combined. FIG. 3 shows a state in which the illumination lamp 49 is turned on to brighten the room, the movable member 14 is in the closed position, and the stationary member 66 is in the bottom plate position. On the other hand, FIG. 7 shows a state in which the illumination lamp 49 is turned off to darken the interior of the room (represented by a cross hatch), the movable member 14 is in the passing position, and the stop member 66 is in the shelf position. .
As shown in FIG. 2 by a hatched hatch, the half mirror 27 is provided on the front side of the interior of the accessory device 12, so that when the illumination lamp 49 is turned on, the interior becomes easier to see (see FIG. 3). When the lights are turned off, the interior becomes difficult to see (see FIG. 7).
[0035]
Next, examples of various types of boards connected to realize a game using a pachinko machine will be described with reference to FIG. Note that the term “connect” means to electrically connect unless otherwise specified.
[0036]
The main control board 120 mainly composed of a CPU (processor) 122 includes a ROM 124 storing a game control program, required data, and the like, and a RAM 126 storing temporary data such as random numbers and detection signals. The CPU 122 executes the game control program to realize a pachinko game. The game control program includes a program for realizing a procedure such as an operation control process described later. For example, although an EPROM is used for the ROM 124 and a DRAM is used for the RAM 126, other types of memory (for example, EEPROM, SRAM, flash memory, etc.) may be used arbitrarily. Other components constituting the main control board 120, for example, an input / output processing circuit for controlling input / output of data and the like are the same as those of the well-known configuration, so that illustration and description are omitted.
[0037]
First, the drive sensor 102 monitors the drive state of the motor 100 and a payout device that pays out pachinko balls. The counting sensor 104 counts the number of pachinko balls actually paid out. The main control board 120 receives a signal from the drive sensor 102, the counting sensor 104, or the like, and drives and controls the payout motor 100. The main control board 120 fires upon receiving a signal from the touch sensor or the payout control board 110. Control board 106 for driving and controlling a motor for use, an interface board 112 for connecting to a card unit and a payout control board 110 and controlling data transmission / reception, display on an information display, and the like ("I / F board" in FIG. 8). ), A sound control board 114 for controlling sounds (sound, music, sound effects, etc.) sounded from the speaker 108, a symbol control board 116 for controlling symbol variation and information displayed on the LED display 28, a light-emitting element ( For example, a lamp control board 118 for controlling the display of the winning number lamps 16 and 52, the notification lamps 26 and 46, the illumination lamp 49, and the like is connected. That. Each board is configured around a CPU similarly to the main control board 120.
[0038]
The main control board 120 includes, in addition to the above-described starting ports 30, 38, and 40, an external terminal board 130 that can transmit signals (including, for example, game information such as a jackpot, a symbol decision, and a certainty change) to an external device. Connect directly. The external device corresponds to an island computer provided in an island facility, a hall computer provided in a hall, or the like.
Further, the main control board 120 is connected to various devices provided in the accessory device 12 via a relay terminal plate 132 for signal relay. The various devices include a motor 134 for moving the stationary member 66 in a predetermined direction (for example, the direction of the arrow D12), the winning sensors 24, 44, the V sensor 42, and the movable member 14 in a predetermined direction (for example, the direction of the arrow D14). The solenoid 74 changes the posture by moving, and the solenoids 138 and 136 move the movable wing pieces 20 and 48 to open and close the special winning openings 18 and 50, respectively.
Note that the drive sensor 102, the counting sensor 104, the winning sensors 24, 44, the starting port sensors 32, 34, 36, the V sensor 42, etc. include contact sensors (for example, reed switches, micro switches, pressure sensors, etc.), Alternatively, a non-contact type sensor (for example, a proximity sensor, an optical sensor, an infrared sensor, or the like) is used.
[0039]
In the example shown in FIG. 8, the voice control board 114, the symbol control board 116, and the lamp control board 118 are configured to be directly controlled from the main control board 120, respectively. The control unit 114 and the lamp control board 118 may be configured as a sub-control board that integrates the functions of the voice control board 114, the symbol control board 116, and the lamp control board 118. In this way, the LED display 28, the speaker 108, the winning number lamps 16, 52, and the like can be controlled by one sub-control board, so that the manufacturing cost of the pachinko machine can be reduced in accordance with the decrease in the number of boards. it can.
[0040]
The procedure executed by the main control board 120 to realize the present invention in the pachinko machine configured as described above will be described with reference to FIG. Here, in FIG. 9, depending on which of the starting ports 30, 38, 40 the pachinko ball wins, the brightness of the room of the accessory device 12, the opening and closing of the large winning ports 18, 50, and the movable state. A procedure of an operation control process for changing the posture and the like of the member 14 is shown in a flowchart. In this procedure, steps S12, S22 and S32 correspond to the state switching means 7. In the figure, the left starting port corresponds to the starting port 38, the middle starting port corresponds to the starting port 40, and the right starting port corresponds to the starting port 30 (see FIG. 2). Similarly, the left special winning opening corresponds to the special winning opening 50, and the right special winning opening corresponds to the special winning opening 18 (see FIG. 3).
[0041]
In the operation control process of FIG. 9, when the pachinko ball first wins the starting port 38 (left starting port) (YES in step S10), the illumination lamp 49 is turned on to brighten the room of the accessory device 12, and then [step S12], the right and left big winning ports 18 and 50 are opened and closed once (or non-simultaneously) once (step S14). The period during which the special winning openings 18, 50 are opened can be set arbitrarily, for example, 0.5 seconds. Then, the movable member 14 is moved to the closed position by the operation control of the solenoid 74 [Step S16], and the stopping member 66 is reciprocated randomly between the bottom plate position and the shelf plate position by the drive control of the motor 134 [ Step S18]. The operation start timing of each of the movable member 14 and the stationary member 66 can be arbitrarily set. Note that when randomly moving each member (for example, the movable member 14 and the stationary member 66), a period in which the members are temporarily stopped may be included.
[0042]
The state at this time is as shown in FIG. 3, and the pachinko ball B2 entered from the special winning opening 18 moves along the arrow D4. However, since the movable member 14 is in the blocking position, the pachinko ball B2 moves along the arrow D6 in the opposite direction, passes through the passage 60 along the arrow D8, and is detected by the winning sensor 24. Since the passage 60 is a downhill, the kinetic energy is increased and the passage 60 rolls on the bottom plate 64. Therefore, the pachinko ball B2 shown in FIG. 5C rolls vigorously on the bottom plate 64 and has a low probability of falling from the right bottom plate 64 having a large area. Although the stationary member 66 moves randomly, the probability that the stationary member 66 is retained by the stationary member 66 (particularly, the stationary portion 66b) increases, and particularly if the roller rolls along the wall 64c, the winning probability further increases.
[0043]
On the other hand, since the pachinko ball B2 entered from the special winning opening 50 is blocked from passing by the movable member 14, it passes through the passage 58 (normally, falls). The pachinko ball is detected by the winning sensor 44 during the passage of the passage 58, and hits the bottom surface of the passage 58 to significantly reduce the kinetic energy and then rolls on the bottom plate 64. Therefore, since the pachinko ball B4 shown in FIG. 5C slowly rolls on the bottom plate 64, the probability of falling from the bottom plate 64 increases as shown by the arrow, and the probability that the pachinko ball B4 stays on the stopping member 66 (particularly the stopping portion 66b). Becomes lower.
[0044]
When the illumination lamp 49 is turned on in step S12, the posture of the movable member 14, the movement mode of the stationary member 66, and the like may be notified through the effect device. The effect device corresponding to the notifying means 8 is, for example, the notifying lamps 26 and 46 for performing an effect by lighting or blinking, or "Aim at the right! LED display 28 that performs an effect by displaying a message such as "" or "random up and down" or a character design, a speaker 108 that performs an effect by sound (especially voice), an effect that vibrates a steering wheel, a chair on which the player 9 sits, and the like. And the like. It is easy for the player 9 to understand if the emission colors, blinking patterns, and the like of the notification lamps 26 and 46 are changed according to the posture and the exercise form.
[0045]
Returning to FIG. 9, when the pachinko ball wins the starting port 30 (right starting port) (YES in step S30), the illumination lamp 49 is turned on to brighten the room of the accessory device 12, [step S32]. The left and right big winning openings 18 and 50 are opened and closed once as in step S14 described above (step S34). Then, the movable member 14 is caused to be in the traveling position [Step S34], and the stopping member 66 is reciprocated at random in the same manner as in Step S18 described above [Step S38]. The notification in step S32 is realized in the same manner as in step S12 described above.
[0046]
The state at this time is as shown in FIG. 7, but the room is bright as shown in FIG. The pachinko ball B4 entered from the special winning opening 50 moves along the arrow D16. Usually there is kinetic energy from falling. The pachinko ball B4 having such a momentum moves along the arrow D20 beyond the top of the slope 22. As a result, the pachinko ball B4 vigorously rolls on the bottom plate 64 as shown in FIG. Therefore, the probability of being stopped at the stopping member 66 (particularly the stopping portion 66b) is increased.
On the other hand, the pachinko ball B4 having no momentum returns in the opposite direction without going over the top of the slope 22. Then, the pachinko ball B4 passes through the passage 58 along the arrow D22, and is detected by the prize sensor 44 in the middle of the passage, and then hits the bottom surface of the passage 58 to significantly reduce kinetic energy and roll on the bottom plate 64. Therefore, the probability of being stopped at the stopping member 66 (particularly the stopping portion 66b) is reduced.
The point that the probability that the pachinko ball B4 is parked on the retaining member 66 differs depending on whether or not there is momentum is the same for the pachinko ball that has entered through the special winning opening 18. Therefore, when entering the special winning opening 18, the momentum is lost, and when entering from the special winning opening 50, when the momentum is applied, the probability of being stopped at the stop member 66 increases, and the game becomes more interesting.
[0047]
Returning to FIG. 9 again, when the pachinko ball wins the starting port 40 (middle starting port) (YES in step S20), the illumination lamp 49 is turned off to darken the room of the accessory device 12, [step S22]. Then, the left and right large winning openings 18, 50 are opened and closed twice (step S24). Then, the movable member 14 is caused to reciprocate at random between the shielding position and the passing position [Step S34], and the stopping member 66 is reciprocated according to a predetermined movement pattern as in Step S18 described above [Step S38]. An example of the predetermined exercise pattern will be described later (see FIG. 10). The notification in step S22 is realized in the same manner as in step S12 described above.
[0048]
The state at this time is as shown in FIG. 7, but the movable member 14 randomly moves in the vertical direction, and the stationary member 66 moves in the vertical direction according to a predetermined movement pattern. That is, although the pachinko ball B4 that has won from the special winning openings 18 and 50 passes through the slope 22, it is easy to see, but since the room is dark, the movement of the shelf board 62, the bottom board 64, the stop member 66, and the like is difficult to see. For this reason, the player 9 or the like plays a game while predicting the movement of the pachinko ball B4, or follows the movement of the pachinko ball B4 while watching the room while squinting.
[0049]
After executing steps S18, S28, and S38, or when no winning opening has been won (NO in step S30), it is determined whether or not the pachinko ball that has won the large winning opening has entered the V zone. [Step S19]. Specifically, if there is a detection signal from the V sensor 42, it is determined that the signal is input (YES), and if there is no detection signal, it is determined that the signal is not input (NO).
If the pachinko ball has entered the V zone (YES in step S19), a jackpot game is implemented to give the player 9 an opportunity to obtain many prize balls [step S29], and the operation control process ends. The jackpot game consists of, for example, 16 rounds, each round opening and closing the special winning opening 18 times from the start, whether a pachinko ball enters the V zone, or whether 10 pachinko balls enter the special winning opening or the like. Of these, the game ends when any of the conditions is satisfied the earliest, and if the pachinko ball cannot be put in the V zone by the end of each round, the jackpot game is ended at that point, etc. is there. On the other hand, when the pachinko ball has not entered the V zone (NO in step S19), the operation control process is terminated.
[0050]
Next, an example of the operation accompanying the start-up winning by executing the operation control process shown in FIG. 9 will be described with reference to a time chart shown in FIG. 10 (time t progresses from left to right in the drawing). FIG. 10 shows, in order from the top, time-series changes of the starting port sensor 36, the illumination lamp 49, the notice lamp 47, the special winning opening 18, the movable member 14, and the stop member 66. FIG. 10 (A) shows a temporal change when the pachinko ball wins the left starting port or the right starting port, and FIG. 10 (B) shows a temporal change when the pachinko ball wins the middle starting port. Represent.
[0051]
In the time chart of the example shown in FIG. 10A, the starting port sensor 36 that detects the pachinko ball that has won the starting port 38 (left starting port) or the starting port 30 (right starting port) detects a pulse at time t10. Signal is being output. Upon receiving this detection signal, the illumination lamp 49 is turned on until time t20 (steps S12 and S32 in FIG. 9), and the special winning openings 18, 50 are opened from time t12 to time t14 (steps S14 and S34 in FIG. 9). . When the start port 38 is won, the movable member 14 is positioned at the shielding position as shown by a solid line (step S16 in FIG. 9), and when the start port 30 is won, the movable member 14 is shown as a two-dot chain line. At the traffic position (step S36 in FIG. 9). Then, the stopping member 66 is randomly moved, for example, in a pattern indicated by a solid line or a two-dot chain line (steps S18 and S38 in FIG. 9). If the movement of the stationary member 66 is randomized in this manner, the probability that the pachinko ball will win the V zone also changes. If the posture of the retaining member 66 changes as shown by the solid line, the probability that the pachinko ball enters the V zone increases as the residence time at the bottom plate position increases.
In the time chart, the lighting period Ta for lighting the illumination lamp 49 and the opening period Tb for opening the special winning openings 18 and 50 can be arbitrarily set, for example, 10 seconds and 1 second. Similarly, a shielding period Tc (from time t12 to time t16) in which the movable member 14 is positioned at the shielding position, and an operating period Td (from time t14 to time t18) in which the stopping member 66 is randomly moved between the bottom plate position and the shelf plate position. ) Can also be set arbitrarily, for example, 2 seconds and 3 seconds.
[0052]
In addition to the lighting of the illumination lamp 49, a notice (notification) can be made (steps S12 and S32 in FIG. 9). In the example shown in FIG. 10 (A), as shown in FIG. 11, between the time t10 at which the illumination lamp 49 starts to be turned on and the time t12 at which the starting ports 30 and 38 start to be opened, the lighting parts are sequentially arranged in the vertical direction as shown in FIG. The notice lamp 47 is turned on in a display pattern that reciprocates. Since this display pattern suggests the form of movement of the stationary member 66, the player 9 and the like can grasp that the stationary member 66 moves in a predetermined movement pattern. On the other hand, if the plurality of light emitters constituting the notice lamp 47 are turned on randomly, the player 9 and the like can grasp that the stationary member 66 moves randomly.
In the present embodiment, the mode in which the movement pattern of the stationary member 66 is announced by the display effect of the announcement lamp 47 is applied. However, the mode in which the posture and the movement of the movable member 14 are announced, and the opening pattern of the special winning opening 18, 50 are announced. The present invention can be applied to other forms.
[0053]
In the time chart of the example shown in FIG. 10B, the starting port sensor 34 that detects the pachinko ball that has won the starting port 40 (middle starting port) outputs a pulse-like detection signal at time t30. In response to the detection signal, the illumination lamp 49 is turned off, and the effect is given by the notice lamp 47 until time t32 before opening the special winning openings 18 and 50 to give a notice (step S22 in FIG. 9). The notice period Te for performing the notice can be arbitrarily set, and corresponds to, for example, 4 seconds. The notice by the notice lamp 47 is finished (or in parallel with the notice), or the special winning openings 18 and 50 are opened and closed twice from the time t34 to the time t36 (step S24 in FIG. 9). The opening period Tf (from time t34 to time t36) for opening the special winning openings 18, 50 can be set arbitrarily, and for example, corresponds to 0.5 seconds as described above.
[0054]
Further, the movable member 14 is moved at random (Step S26 in FIG. 9), and the stationary member 66 is moved according to a predetermined movement pattern (Step S28 in FIG. 9). The operation period Tg for moving the movable member 14 (from time t34 to time t38) and the operation period Th for moving the stationary member 66 (from time t34 to time t39) can also be arbitrarily set, for example, in 4 seconds and 5 seconds. is there. Although the stationary member 66 is moved according to the movement pattern shown in FIG. 10B, the stationary member 66 may be moved according to another pattern. Therefore, it is necessary to fire the pachinko ball by predicting the brightness of the room of the accessory device 12, the opening and closing of the special winning openings 18, 50, and the movement of the movable member 14 and the stationary member 66. In other words, the player 9 plays a game with the pleasure of predicting the movement of the pachinko, and the unexpectedness of the movement of the pachinko ball increases the fun.
[0055]
According to the first embodiment, the following effects can be obtained.
(A1) When a pachinko ball (for example, a pachinko ball B2 shown in FIG. 3 or a pachinko ball B4 shown in FIG. 7) enters the accessory device 12 from the special winning opening 18, 50, the lighting lamp 49 is turned on / off. The state switching means 7 is switched between a state in which the movement of the pachinko ball in the room of the accessory device 12 is easy to see and a state in which the movement of the pachinko ball is difficult to see {see steps S12, S22, S32 in FIG. 9, FIGS. . In particular, if the movement of the pachinko ball in the room becomes difficult to see, the player 9 or the like predicts the movement. Therefore, the player 9 plays a game with the pleasure of predicting the movement of the pachinko ball, and the unexpectedness of the movement of the pachinko ball increases the fun.
[0056]
(A2) When the pachinko ball enters the accessory device 12 from the special winning opening 18, 50, the movement of the movable member 14, the stop member 66, and the like is randomized, so that the movement of the pachinko ball in the room of the accessory device 12 is increased. Switching between an easily predictable state and a hardly predictable state {state switching means 7; see steps S16, S18, S26, S28, S36, S38 in FIG. 9, FIG. 10}. If the movable member 14 or the stationary member 66 moves irregularly (or aperiodically), it becomes difficult to predict the movement of the pachinko ball. Therefore, the player 9 plays a game with the pleasure of predicting the movement of the pachinko ball, and the unexpectedness of the movement of the pachinko ball increases the fun.
[0057]
(A3) Switching from one state to the other state triggered by satisfying a predetermined switching condition. That is, when the pachinko ball wins the starting ports 30 and 38, the room of the accessory device 12 is switched to a brighter and easily visible state (see steps S10, S12, S30 and S32 in FIG. 9). When the player wins the prize 38, the interior of the accessory device 12 is darkened so that it is hard to see (see steps S20 and S22 in FIG. 9). When the room is darkened and the movement of the pachinko balls is switched to a state in which it is difficult to see the pachinko balls, the player 9 plays games with a fun of predicting the movement of the pachinko balls, and it is interesting if the movement of the pachinko balls becomes unexpected. Increase. On the other hand, when the room becomes bright and the state of the pachinko ball is switched to a state in which it is easy to see, the player can play the game aiming to put the pachinko ball into the V zone, so that it is possible to improve the player's willingness to play the game. it can.
[0058]
(A4) One or both states are notified when the predetermined notification condition is satisfied {notifying means 8; see steps S10, S12, S20, S22, S30, and S32 in FIG. 9}. The notification conditions in the above-described example are such that when the pachinko ball wins the starting ports 30 and 38, notification is performed as needed (for example, when a lottery is won), and notification is always performed when the pachinko ball wins the starting port 40. The player 9 that recognizes the notification in this way can know in advance what state will be in the future, so that it becomes easier to make a game strategy. Therefore, the player's willingness to play can be improved.
[0059]
(A5) The lighting lamp 49 (corresponding to a lighting member) is turned on / off to switch between light and dark in the room of the accessory device 12 {see FIGS. 3 and 7}. The lighter the room, the easier it is to see the movement of the pachinko balls, and the darker the room, the harder it is to see the movements of the pachinko balls. Therefore, the invention can be realized with a simple configuration, and the realization cost can be kept low.
[0060]
(A6) The accessory device 12 is provided with a half mirror 27 as a semi-transparent member {see FIG. 2; a hatched portion}. The interior of the accessory device 12 is more difficult to see than in the state without the half mirror 27. If the illumination lamp 49 is turned on to brighten the room, the movement of the pachinko ball can be recognized even with the half mirror 27. Therefore, the invention can be realized with a simple configuration.
[0061]
(A7) The movable member 14, the stationary member 66, and the like are moved irregularly (randomly) (see steps S18, S26, and S38 in FIG. 9). Since the movable member 14, the stationary member 66, and the like move irregularly, the possibility that the movement of the pachinko ball that has entered the accessory device 12 also moves irregularly increases. If the movement of the pachinko ball in the room of the accessory device 12 becomes irregular in this way, it becomes difficult for the player 9 and the like to predict the movement. In the enjoyment of the game, if the movement of the pachinko balls becomes surprising, the fun will increase. Therefore, the player 9 plays a game with a pleasure of predicting the movement of the pachinko ball.
In this example, the movable member 14, the stationary member 66, and the like are moved at random. However, when the movable member 14 and the stationary member 66 are applied to a second embodiment described later, the protrusion members 62d and 62e can be moved at random. Also in this case, the effects (a2) and (a7) described above can be obtained.
[0062]
[Embodiment 2]
The second embodiment is an example in which the present invention is applied to a pachinko machine similarly to the first embodiment, and switches between a state in which the movement of a game ball is easy to predict and a state in which the movement is difficult. The second embodiment will be described with reference to FIGS. The configuration and the like of the pachinko machine are the same as those of the first embodiment, and only points different from the first embodiment will be described in the second embodiment in order to simplify the illustration and the description. Therefore, the same components as those used in the first embodiment are denoted by the same reference numerals, and description thereof is omitted.
[0063]
The difference from the first embodiment is as follows. First, the protrusions provided on the shelf board 62 are configured to be movable. That is, as shown in FIG. 12, instead of the projection 62b in the first embodiment (see FIG. 6), the shelf members 62d and 62e are provided on the shelf board 62. One or both of the projection members 62d and 62e correspond to the movable body 3. Although not shown, it further includes a drive source such as a solenoid or a motor whose drive can be controlled from the main control board 120, and a link mechanism for transmitting power. The projection members 62d and 62e can be moved in the directions of arrows D30 and D32 based on the power transmitted from the driving source through the link mechanism. The protruding members 62d and 62e indicated by solid lines are in a parallel posture, and the protruding members 62d and 62e indicated by a two-dot chain line are in an intersecting posture (in the illustrated example, they are in an inverted C shape). If the crossing angle in the crossing posture can be controlled, the winning probability in the V zone can be changed.
[0064]
Secondly, instead of the half mirror 27, a liquid crystal plate 55 is provided on the room front side of the accessory device 12. The liquid crystal plate 55 can control the polarization state from the main control substrate 120, and FIG. 13 shows a state (visible state) in which the room of the accessory device 12 is easily seen by changing the polarization and the orientation. FIG. 14 shows a state in which the interior of the accessory device 12 is difficult to see (invisible state). According to the liquid crystal plate 55 of this example, it is difficult to see not only the bottom plate 64, the shelf plate 62, the stopping member 66, but also the movable member 14.
Note that the accessory device 12 shown in the examples of FIGS. 13 and 14 may be provided with an illumination lamp 49 as in the first embodiment in order to brighten the room.
[0065]
FIG. 15 shows a procedure of an operation control process executed in place of FIG. First, when the pachinko ball wins the starting port 38 (left starting port) (YES in step S10), the polarization and orientation of the liquid crystal plate 55 are controlled to be in a visible state [step S11], and the large winning port 18 to be opened and closed from now on. Is notified through the effect by the effect device (step S13). The effect example by the effect device is the same as steps S12 and S32 in FIG. For example, the notification lamp 26 turns on or blinks, and the LED display 28 indicates “hit the right large winning opening! And the like, a character design, and the like, and the contents of the message are output from the speaker 108 by voice.
[0066]
Subsequently, only the special winning opening 18 is opened and closed once (step S15), and the current posture of the projection members 62d and 62e provided on the shelf board 62 is switched to another posture (step S17). The period during which the special winning opening 18 is opened in step S15 can be arbitrarily set, for example, 1 second. If the current posture of the projection members 62d and 62e is the parallel posture, the posture is switched to the cross posture, and if the current posture is the cross posture, the posture is switched to the parallel posture. When the protruding members 62d and 62e are switched to the intersecting posture, even if the pachinko ball is parked in any of the stationary portions 66a, 66b and 66c of the stationary member 66, it becomes easy to enter the V zone, so that the winning probability is increased. Can be
[0067]
The state when the special winning opening 18 is opened is as shown in FIG. 13. The pachinko ball B6 entering along the arrow D4 from the special winning opening 18 moves along the arrow D6 if there is no momentum and moves along the passage 60. Pass. In this case, the probability of stopping at the stopping member 66 increases. On the other hand, the momentum pachinko ball B6 passes over the top of the slope 22 and consequently passes through the passage 58. In this case, the probability of stopping at the stopping member 66 decreases.
[0068]
Returning to FIG. 15, when the pachinko ball wins the starting port 30 (right starting port) (YES in step S30), the liquid crystal plate 55 is made visible as in step S11 (step S31), and the special winning port 50 (left). Only the special winning opening) is opened and closed once (step S33). Further, a lottery using a random number or the like is performed [Step S35], and the postures of the projection members 62d and 62e provided on the shelf board 62 are switched according to the lottery result [Step S37]. For example, if the random number value acquired in step S35 is even, the projection members 62d and 62e are switched to the parallel posture, and if the random number value is odd, the projection members 62d and 62e are switched to the cross posture.
[0069]
The state when the large winning opening 50 is opened is as shown in FIG. 14, and the pachinko ball B8 entering along the arrow D16 from the large winning opening 18 passes over the top of the slope 22 if there is momentum, and as a result, Pass through the passage 60. In this case, the probability of stopping at the stopping member 66 increases. On the other hand, if there is no momentum, it moves along the arrow D22 and passes through the passage 58. In this case, the probability of stopping at the stopping member 66 decreases.
[0070]
Returning to FIG. 15 again, when the pachinko ball wins the starting port 40 (middle starting port) (YES in step S20), the polarization, orientation, and the like of the liquid crystal plate 55 are controlled to be invisible (step S21). The winning prize opening to be performed (one or both of the winning prize opening 18, 50) is determined by a lottery using a random number or the like, and the determined winning prize opening is notified through the notification device [step S23]. Then, the special winning opening determined in step S22 is intermittently opened and closed twice [step S25], and the postures of the projection members 62d and 62e are changed at random [step S27].
[0071]
In step S25, the open / close state of one or both of the special winning openings 18, 50 may be made different depending on whether the pachinko ball wins the starting opening 40. When opening and closing both the special winning openings 18 and 50, there are a form in which both are opened and closed almost simultaneously, and a form in which one is opened and closed once and then the other is opened and closed once. Regarding the protruding members 62d and 62e, the periods of the parallel posture and the cross posture can be arbitrarily set, for example, 0.5 seconds each.
[0072]
Since the liquid crystal plate 55 is in an invisible state as shown in FIG. 14, the room of the accessory device 12 (particularly, the movement of the pachinko ball B8) is difficult to see. In addition, since the protrusion members 62d and 62e move at random, it is predicted how the pachinko ball B8 moves on the shelf board 62. The behavior of the pachinko ball greatly changes depending on which winning opening is opened or the posture of the projection members 62d and 62e. Therefore, in order to increase the probability of winning a pachinko ball in the V zone, the player 9 needs to adjust the firing according to the open / close state of the special winning opening and the posture of the projection members 62d and 62e. Therefore, the player 9 plays a game with the pleasure of predicting the movement of the pachinko ball, and the unexpectedness of the movement of the pachinko ball increases the fun.
[0073]
Next, an example of the operation accompanying the start-up winning by executing the operation control process shown in FIG. 13 will be described with reference to a time chart shown in FIG. 16 (time t progresses from left to right in the drawing). 16 (A) and 16 (B) show, in order from the top, time-series changes applied to the starting port sensor 36, the notification lamp 26, the special winning opening 18, the movable member 14, and the stop member 66.
[0074]
In the time chart of the example shown in FIG. 16A, the starting port sensor 36 that has detected a pachinko ball that has won the starting port 38 (left starting port) outputs a pulsed detection signal at time t40. In response to the detection signal, an effect of lighting / flashing the notification lamp 26 is performed until time t42 when the special winning opening 18 is opened, and the notification is performed (step S13 in FIG. 15). The notification period Ti for performing the notification can be arbitrarily set, and corresponds to, for example, 2 seconds. The notification by the notification lamp 26 is finished (or in parallel with the notification), or the special winning opening 18 is opened until time t44 (step S15 in FIG. 15), and the projection members 62d and 62e are set to the crossing posture (FIG. 15). Step S17). The intersecting posture period Tj (from time t42 to time t46) in which the protruding members 62d and 62e are in the intersecting posture can be arbitrarily set, and corresponds to, for example, 10 seconds.
[0075]
Note that, when the pachinko ball that has won the starting port 30 (right starting port) is detected by the starting port sensor 32, the postures of the protrusion members 62d and 62e are indicated by two-dot chain lines. That is, the protrusion members 62d and 62e are maintained in the parallel posture. If the postures of the projection members 62d and 62e are changed in accordance with the starting opening for winning as described above, the probability that the pachinko ball wins the V zone can be changed. In this example, when the pachinko ball wins the starting port 38, the probability that the stopping member 66 stays at the bottom plate position is longer than when the pachinko ball wins the starting port 30 because of a longer time in the bottom plate position.
[0076]
In the time chart of the example shown in FIG. 16B, the starting port sensor 34 that detects a pachinko ball that has won the starting port 40 (middle starting port) outputs a pulse-like detection signal at time t50. In response to the detection signal, an effect of turning on or blinking one of the notification lamps 26 and 46 is performed until time t52 when the special winning opening is opened, and the notification is performed (step S23 in FIG. 15). The notification period Tk for performing the notification can be set arbitrarily, and corresponds to, for example, 5 seconds. The notification by the notification lamps 26 and 46 may be terminated (or in parallel with the notification), or the special winning openings 18 and 50 may be opened and closed two or three or more times until time t54 (step S25 in FIG. 15). Then, the postures of the projection members 62d and 62e are changed at random (step S27 in FIG. 15). The operation period Tm for moving the projection members 62d and 62e (from time t52 to time t56) can also be arbitrarily set, for example, 12 seconds. In this example, the pachinko ball must be won according to the opening and closing of the special winning openings 18 and 50 and the movement and posture of the projection members 62d and 62e. Moreover, since the liquid crystal plate 55 is in an invisible state as shown in FIG. 14, it is necessary to play while predicting how the pachinko ball B8 moves, which makes the player 9 more interesting.
[0077]
In the above-described example, the liquid crystal plate 55 realizes a visible state in which the room of the accessory device 12 is easily visible and an invisible state in which the room is hardly visible. Instead of this mode, it may be realized by using another member capable of switching between the visible state and the invisible state in the room. As other members, non-transparent members such as opaque plates and translucent plates are applicable. Further, the non-transparent member is moved using a drive source such as a solenoid or a motor that can be drive-controlled from the main control board 120, a link mechanism that transmits power, and the like. The method of moving the non-transparent member (for example, opening, closing, sliding, swinging, etc.) is arbitrary.
[0078]
According to the second embodiment, the following effects can be obtained.
(B1) Visible / invisible is switched by changing the polarization state (or alignment state, phase state) of the liquid crystal plate 55 (see FIGS. 13 and 14). The interior of the accessory device 12 becomes easy to see or hard to see depending on the polarization state (or alignment state, phase state) of the liquid crystal plate 55. Since the ordinary liquid crystal member is thin, it does not disturb the indoor space. Further, since the liquid crystal plate 55 can display characters, designs, and the like, it can be used as a medium for transmitting information to the player 9 and the like.
[0079]
(B2) The non-transparent member is moved to switch between a state in which the room of the accessory device 12 is easily visible and a state in which the room is hardly visible. Depending on the position of the non-transparent member, the interior of the accessory device 12 becomes easy to see or hard to see. The invention can be realized with a simple configuration of a non-transparent member and a driving mechanism, and the realization cost can be kept low.
[0080]
(B3) Based on the result of the lottery, the positions of the protrusion members 62d and 62e are switched {the movable body 3 is moved; see steps S35 and S37 in FIG. 15}. If the protrusion members 62d and 62e move, the movement of the pachinko ball that has entered the accessory device 12 also changes, making it difficult for the player 9 and the like to predict the movement. In the enjoyment of the game, if the movement of the pachinko balls becomes surprising, the fun will increase. By appropriately setting the lottery probability and the like, it is possible to keep the rate of the operation within a certain range. Therefore, the player 9 has a pleasure of predicting not only the movement of the pachinko ball but also the lottery result.
In the present example, the protrusion members 62d and 62e are moved based on the lottery result. However, when applied to the first embodiment, the movable member 14, the stop member 66, and the like can be moved based on the lottery result. Also in this case, the above-described effects can be obtained.
[0081]
(B4) Other requirements, configurations, operations, operation results, and the like are the same as those of the first embodiment, and therefore, the same effects as those of the first embodiment can be obtained. {Items (a1) to (a7) ) See}.
[0082]
[Embodiment 3]
The third embodiment is an example in which the present invention is applied to a pachinko machine in the same manner as the first and second embodiments described above, and in a certain case, the motion of the game ball is switched to a state in which it is easy to predict. The third embodiment will be described with reference to FIG. The configuration and the like of the pachinko machine are the same as those of the first and second embodiments. In the third embodiment, a technique realized in addition to the first and second embodiments will be described for simplicity of illustration and description.
[0083]
The indoor control process shown in FIG. 17 is executed in parallel with the operation control process of FIG. 9 shown in the first embodiment and the operation control process of FIG. 15 shown in the second embodiment. In the room control process, the special winning openings 18 and 50 are opened (YES in step S40), and when the winning sensors 24 and 44 detect the winning pachinko balls (YES in step S42), the room of the accessory device 12 is easily viewed. [Step S44].
[0084]
For example, when applied to the first embodiment, the illumination lamp 49 is turned on to brighten the room as shown in FIG. If the pachinko ball wins the starting port 40 (middle starting port) (YES in step S20 in FIG. 9) and the lighting lamp 49 is turned off to darken the room (step S22 in FIG. 9), the player 9 comes to guess how the pachinko ball moves. In this case, if the interior of the room is brightened by the lighting of the illumination lamp 49, it can be confirmed whether or not the guess was successful.
[0085]
Similarly, when applied to the second embodiment, the interior of the room is made visible as shown in FIG. 13 by changing the polarization state and the like of the liquid crystal plate 55. When the pachinko ball wins the starting port 40 (middle starting port) (YES in step S20 in FIG. 15), and the liquid crystal plate 55 is invisible (step S21 in FIG. 15), the player 9 determines how the pachinko ball is. It comes to guess at what moves. Even in this case, if the liquid crystal plate 55 becomes visible, it is possible to confirm whether or not the guess was successful.
[0086]
On the other hand, if the special winning openings 18 and 50 are not opened (NO in step S40), or if the winning sensors 24 and 44 do not detect a winning pachinko ball (NO in step S42), the current state is maintained. The indoor control process ends.
[0087]
[Other embodiments]
In the above-described pachinko machine (gaming machine), the structure, shape, size, material, arrangement, operating conditions, and the like of other portions are not limited to the above-described embodiment. For example, the following embodiments can be implemented.
(C1) In the first and second embodiments, the present invention is applied to a pachinko machine. Instead of this form, a game machine other than a pachinko machine (for example, an arrangement ball machine, a sparrow ball game machine, a video game machine, etc.), having an accessory device provided with a special winning opening and a V zone The present invention can be applied to the same manner. Even with the other gaming machines, it is difficult for the player 9 and the like to understand the movement of the pachinko ball, so that it is possible to have a fun of predicting the movement of the pachinko ball.
[0088]
(C2) In the first and second embodiments, the movement of the movable member 14, the stop member 66, the protrusion members 62d, 62e, and the like is determined depending on which starting port the pachinko ball wins. {See FIGS. 9 and 15. }. Instead of this mode, a lottery using a random number or the like is performed when a required condition is satisfied, and the movement of the movable member 14, the stop member 66, the protrusion members 62d and 62e, etc. is determined according to the lottery result. Is also good. The required conditions correspond to, for example, that the pachinko ball wins the starting port (or only a specific starting port) or that a specific design or the like is displayed on the LED display 28. In this way, the movement of the member changes each time the required condition is satisfied, so that the player can enjoy the game while predicting what kind of movement will be.
It is desirable that the above-mentioned lottery result be notified to the player 9 or the like in advance (for example, steps S13, S23, S33, etc. in FIG. 15). In this way, the player 9 that has recognized the notification content can predict the movement of the pachinko ball by narrowing down to some extent, and thus can easily formulate a game strategy.
[0089]
(C3) In the first embodiment, the interior of the accessory device 12 is turned on or off by the illumination lamp 49 (see steps S12, S22, and S32 in FIG. 9). Instead of this mode, a configuration may be adopted in which the brightness illuminating the room is adjusted (ie, dimming). For example, the brightness is adjusted between 100% and 0%, with the maximum light amount of the illumination lamp 49 being 100% and the light-off state being 0%. The movement of the pachinko ball becomes more or less visible depending on the brightness of the game arcade (inside the store) and the amount of light of the illumination lamp 49.
Furthermore, the brightness of the game hall may be sensed to adjust the brightness of the interior of the accessory device 12 (i.e., dimming). This makes it possible to brighten or darken the room of the accessory device 12 irrespective of the brightness of the game hall.
[0090]
(C4) In the second embodiment, the shelf 62 is provided with a movable member capable of changing the flowing direction of the pachinko ball (that is, the protrusion members 62d and 62e) (see FIG. 12). Instead of this configuration, it may be provided on the bottom plate 64, or may be provided on both the shelf plate 62 and the bottom plate 64. This makes the movement of the pachinko ball more complicated, making it difficult for the player 9 to predict the movement, but allows the player 9 to enjoy the game with the prediction.
[0091]
(C5) In the first embodiment, the half mirror 27 is provided on the room front side of the accessory device 12 (see FIG. 2). In the second embodiment, the liquid crystal plate 55 (or non-transparent) is provided on the room front side of the accessory device 12. (See FIGS. 13 and 14). In addition to simply providing these devices and members, a special metal film may be applied to the surface of the float glass in order to prevent external noise (for example, interference radio waves, etc.), or a special film may be attached in order to prevent breakage. This improves the durability.
[0092]
【The invention's effect】
According to the present invention, the configuration is such that the brightness of the room of the winning device is switched, or the configuration is such that the motion of the game ball is switched between a state in which it is easy to predict and a state in which it is difficult to predict. Therefore, it becomes difficult for a player or the like to understand the movement of the game ball, and it is possible to have a fun of predicting the movement of the game ball.
[Brief description of the drawings]
FIG. 1 is a diagram schematically showing an outline of the present invention.
FIG. 2 is a front view showing the appearance of the game board.
FIG. 3 is a front view illustrating an appearance of the accessory device in which a movable member is positioned at a shielding position.
FIG. 4 is a front view illustrating an appearance of the accessory device in which a movable member is in a posture of a passage position.
FIG. 5 is a diagram showing an example of a mechanism for changing the attitude of a movable member.
FIG. 6 is a diagram showing each configuration example of (A) a shelf plate, (B) a retaining member, and (C) a bottom plate.
FIG. 7 is a diagram illustrating an example of a mechanism in which a stopping member can move between a shelf plate and a bottom plate.
FIG. 8 is a block diagram schematically illustrating a connection example of a control board and the like.
FIG. 9 is a flowchart illustrating a procedure of an operation control process.
FIG. 10 is a time chart showing an example of an operation associated with winning a start opening.
FIG. 11 is a diagram showing an example of an effect produced by a notice lamp.
FIG. 12 is a plan view showing a configuration example of a shelf board.
FIG. 13 is a flowchart illustrating a procedure of an operation control process.
FIG. 14 is a front view showing the accessory device in a state where the interior of the room is easy to see through.
FIG. 15 is a front view showing the accessory device in a state where it is difficult to see through the room.
FIG. 16 is a time chart showing an example of an operation associated with winning a start opening.
FIG. 17 is a flowchart showing a procedure of an indoor control process.
[Explanation of symbols]
1 Variable winning openings
2 Winning device
3 movable body
4 passage
5 Detector
6 (6a, 6b) Multiple areas
7 State switching means
8 Notification means
9 Player
B game ball
12 Character equipment (winning equipment)
14 Movable member (movable body)
18,50 Winner (variable wins)
20,48 Movable wing piece
22 Slope (passage)
26, 46 Notification lamp (reporting means)
27 Half mirror (semi-transparent member)
28 LED display (notification means)
42 V sensor (detector)
47 Notice lamp (information means)
49 Lighting lamp (lighting member)
55 liquid crystal plate (liquid crystal member)
62 Shelf (passage)
62a, 64b Passing hole (area)
62d, 62e Projecting member (movable body)
120 Main control board (state switching means)
122 CPU
124 ROM (storage unit)
126 RAM (storage unit)
134 motor (drive source)
136,138 solenoid (drive source)
B2, B4, B6, B8 Pachinko balls (game balls)

Claims (1)

遊技球が入賞可能な可変入賞口と、前記可変入賞口から入った遊技球の動きを変化させ得る可動体と、前記可変入賞口から入った遊技球が通過可能な複数の領域と、特定の領域を通過する遊技球を検出する検出器とを備えた入賞装置を有する遊技機であって、
前記可変入賞口から前記入賞装置に入った遊技球の動きを切り換え可能な状態切換手段を有する遊技機。
A variable winning opening in which a game ball can be won, a movable body capable of changing the movement of a game ball entered from the variable winning opening, a plurality of areas through which a game ball entered from the variable winning opening can pass, A game machine having a prize winning device including a detector for detecting a game ball passing through an area,
A gaming machine having state switching means capable of switching the movement of a game ball entering the winning device from the variable winning opening.
JP2003082947A 2003-03-25 2003-03-25 Game machine Pending JP2004290231A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2003082947A JP2004290231A (en) 2003-03-25 2003-03-25 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2003082947A JP2004290231A (en) 2003-03-25 2003-03-25 Game machine

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Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007244500A (en) * 2006-03-14 2007-09-27 Samii Kk Game machine
JP2008154756A (en) * 2006-12-22 2008-07-10 Ace Denken Co Ltd Game machine
JP2008272157A (en) * 2007-04-27 2008-11-13 Daito Giken:Kk Game table
JP2015015981A (en) * 2013-07-08 2015-01-29 株式会社大都技研 Game machine
JP2018198769A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198782A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198763A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198766A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198777A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2020137952A (en) * 2019-03-01 2020-09-03 豊丸産業株式会社 Game machine

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0592068A (en) * 1991-09-30 1993-04-16 Sankyo Kk Variable prize-winning ball device for pinball game machine
JPH11290515A (en) * 1998-04-07 1999-10-26 Daiichi Shokai Co Ltd Pachinko machine
JP2002058818A (en) * 2000-08-22 2002-02-26 Maruhon Ind Co Ltd Winning device for game machine
JP2003033548A (en) * 2001-07-23 2003-02-04 Fuji Shoji:Kk Pachinko game machine
JP2003047710A (en) * 2001-05-29 2003-02-18 Daikoku Denki Co Ltd Pachinko game machine
JP2003052939A (en) * 2001-08-10 2003-02-25 Daiichi Shokai Co Ltd Game machine

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0592068A (en) * 1991-09-30 1993-04-16 Sankyo Kk Variable prize-winning ball device for pinball game machine
JPH11290515A (en) * 1998-04-07 1999-10-26 Daiichi Shokai Co Ltd Pachinko machine
JP2002058818A (en) * 2000-08-22 2002-02-26 Maruhon Ind Co Ltd Winning device for game machine
JP2003047710A (en) * 2001-05-29 2003-02-18 Daikoku Denki Co Ltd Pachinko game machine
JP2003033548A (en) * 2001-07-23 2003-02-04 Fuji Shoji:Kk Pachinko game machine
JP2003052939A (en) * 2001-08-10 2003-02-25 Daiichi Shokai Co Ltd Game machine

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007244500A (en) * 2006-03-14 2007-09-27 Samii Kk Game machine
JP2008154756A (en) * 2006-12-22 2008-07-10 Ace Denken Co Ltd Game machine
JP2008272157A (en) * 2007-04-27 2008-11-13 Daito Giken:Kk Game table
JP2015015981A (en) * 2013-07-08 2015-01-29 株式会社大都技研 Game machine
JP2018198769A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198782A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198763A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198766A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2018198777A (en) * 2017-05-26 2018-12-20 株式会社三洋物産 Game machine
JP2020137952A (en) * 2019-03-01 2020-09-03 豊丸産業株式会社 Game machine
JP7318906B2 (en) 2019-03-01 2023-08-01 豊丸産業株式会社 game machine

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