JP2008110037A - Game machine - Google Patents

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Publication number
JP2008110037A
JP2008110037A JP2006294580A JP2006294580A JP2008110037A JP 2008110037 A JP2008110037 A JP 2008110037A JP 2006294580 A JP2006294580 A JP 2006294580A JP 2006294580 A JP2006294580 A JP 2006294580A JP 2008110037 A JP2008110037 A JP 2008110037A
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Japan
Prior art keywords
display
area
game
partition
special symbol
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Pending
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JP2006294580A
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Japanese (ja)
Inventor
Kazuo Okada
和生 岡田
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Aruze Corp
アルゼ株式会社
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Application filed by Aruze Corp, アルゼ株式会社 filed Critical Aruze Corp
Priority to JP2006294580A priority Critical patent/JP2008110037A/en
Publication of JP2008110037A publication Critical patent/JP2008110037A/en
Pending legal-status Critical Current

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Abstract

<P>PROBLEM TO BE SOLVED: To enable presentation having impact by moving a movable member disposed on the front side of a display means in a game machine according to the game state. <P>SOLUTION: This game machine includes: a partition movably provided to partition a display area of a display means into a plurality of parts; and a moving means for moving the partition to a predetermined position, wherein the partition is moved by the moving means to form partitioned areas in front of the display means, and an image displayed on the display area can be split-displayed through the partitioned areas. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

  The present invention relates to a gaming machine typified by a pachinko machine, and more particularly to a gaming machine that can display an effect using a display means.

  Conventionally, as a typical gaming machine, a game ball is launched into a game area of a game board by a player operating a launch handle, and the game ball is rotated while repeatedly colliding with a large number of game nails implanted in the game area. There is a pachinko gaming machine in which a winning ball is obtained by winning a gaming ball in a winning opening provided in a gaming area while moving down.

  In addition, recent pachinko gaming machines are generally provided with display means such as a liquid crystal display device that displays an effect image corresponding to the game state on the game board. On this display means, for example, Using animations and live-action images, etc., various presentations with story characteristics are displayed to make the game more exciting.

  However, since the display means is usually embedded in the game board and it is necessary to secure a certain area of the game area where the game ball rolls, the size of the display area of the display means is Naturally it will be restricted. Therefore, even if an effect display is performed using an image with a beautiful corner, the image becomes small and lacks impact.

Therefore, a large-sized liquid crystal having a gaming area in which a gaming area is formed on the front side, part or all of which is made of a light-transmitting member and having substantially the same surface responsibility as the gaming area behind the gaming board. A pachinko gaming machine with a display device has been proposed. (For example, see Patent Document 1).
JP 2006-230644 A

  However, the pachinko gaming machine described above is capable of powerful image display by means of a large display means disposed behind the game board, but in the end, it has been limited only to image display effects.

  Therefore, in the market, it is desired to provide a gaming machine capable of enjoying a new effect with a stronger impact in addition to a powerful image effect with a large display device.

  An object of the present invention is to provide a gaming machine that can solve the above-described problems.

(1) The gaming machine of the present invention made to solve the above-described conventional problems has a game area where a game ball can roll, and a part or all of the game machine is formed of a light-transmitting member. A display means having an effect image display area for displaying an effect image corresponding to the gaming state, and disposed behind the game board and visible through the game board; and the display means And an effect space formed between the game board and movable effect means disposed in the effect space, and the movable effect means divides the effect image display area of the display means into a plurality of areas. A partition body that is movably provided, and a moving means that can move the partition body to a predetermined position. The partition body is moved by the moving means so that a partition area is formed in front of the display means. An image formed and displayed in the effect image display area , Characterized in that the division can be displayed through the divided areas.
(2) The gaming machine of the present invention is characterized in that in (1), the probability that the gaming state changes can be notified according to the area ratio of the partition area formed by the partition body. ing.
(3) The gaming machine of the present invention is characterized in that in (1) or (2), the probability that the gaming state changes according to the number of the divided areas formed by the divided bodies can be notified. have.
(4) In the gaming machine of the present invention, in the above (1) to (3), a first partition area corresponding to an identification information display area that displays identification information suggesting a change in a gaming state by driving the partition body And a second partitioned area corresponding to the effect image display area and a third partitioned area to be a specific display area can be formed.

  According to the present invention, in addition to the effect display by the display means, an effect with impact can be achieved by the movement by the movable effect means behind the translucent game board. In particular, since the partition area can be formed by the partition body in front of the display means, the display image displayed on the display means can be displayed in an unprecedented manner by dividing the display image through the partition area. Interest can be improved.

  A gaming machine according to an embodiment of the present invention has a gaming area in which a game ball can be rolled, and part or all of the gaming board is formed of a light-transmitting member, and corresponds to the gaming state. A display means having an effect image display area for displaying an effect image, disposed behind the game board and visible through the game board, and formed between the display means and the game board. And a movable effect means disposed in the effect space, and the movable effect means is provided in a movable manner so as to divide the effect image display area of the display means into a plurality of parts. And a moving means that can move the partition body to a predetermined position. The partition body is moved by the moving means to form a partition area in front of the display means, and is displayed on the effect image display area. The divided image through the partition area Configured to allow.

  As a result, an unprecedented effect display in which a display image such as an effect image displayed on the display means is divided and displayed via the partition area is possible, and for example, the size of each area is determined according to the gaming state. Can be changed, and dynamic and diverse productions can be performed at appropriate timing.

  Any gaming machine may be used as long as it has a gaming board on which a gaming ball is rolled, and a display means having an effect image display area such as a liquid crystal panel disposed behind the gaming board. There are other general-purpose game machines.

  When the gaming machine according to the present embodiment is a pachinko machine, the gaming machine main body is formed with a gaming board, and the gaming board is surrounded by guide rails so that the launched gaming ball can roll. It has a game area. The game board is formed of a member such as a transparent resin material having translucency, such as an acrylic resin, all or part of the game board as a display means having an effect image display area disposed behind the transparent resin material. The liquid crystal display device is visible.

  The liquid crystal display device, which is a display means, is used for displaying an effect image related to a game, and has a display area that is provided behind the game board and enables display of an image related to the game. The display area has an effect image display area for displaying an effect image corresponding to the gaming state, displays a predetermined effect image, and displays various images such as a decoration image for decoration.

  The effect space is formed between the display means and the game board, and the movable effect means is disposed here. For example, a movable member built-in case containing a movable member is disposed in the effect space. can do.

  The movable effect means itself is mechanically movable to enable dynamic effect display, and by this operation, a variety of effect images are displayed in cooperation with the effect image displayed in the effect image display area. Production is possible.

  The movable effect means according to the present embodiment is movably disposed in front of the liquid crystal display device, and can be divided into a plurality of display areas and a moving means that can move the divided bodies to a predetermined position. And.

  The partition body can be configured to be displaceable on the display area in the horizontal direction or the vertical direction. For example, a linear body having a length that traverses and / or vertically crosses the display area of the display means, A plate-like body is preferable. Moreover, this division body can be comprised with the fiberglass material etc. which were protected with the plastic material, the glass material, the metal material, or the transparent member.

For example, the moving means may be configured to include a mechanism such as a servo motor for supporting the both ends of the partition body with rollers, gears, etc. and positioning the partition body at a predetermined position on the display area.
For example, the movement of the servo motor can be controlled by causing the control unit that manages the gaming machine to function as movement control means.

  In this way, a partition area is formed in front of the display means by moving the partition body, and an image displayed in the display area can be divided and displayed via the partition area. As a result, when the game machine's performance mode fulfills certain conditions such as jackpots and reach, the division body is driven to add a novel performance effect over the entire surface of the game board. Can increase the sex.

  The movement control means receives an operation signal from a partition operating unit such as a cross button or a joystick provided on the front of the gaming machine, or a control signal transmitted by the control unit determining the gaming state at that time. In this way, it can be made operable by the player.

  In addition, the gaming machine according to the present embodiment may be able to notify the probability that the gaming state changes according to the area ratio of the partitioned area formed by the partitioned body. The player can determine the probability that the gaming state will change, that is, the possibility of shifting to a specific gaming state such as jackpot or reach in a game as will be described later, by seeing the area ratio of such partitioned areas. At the same time, the effect of the three-dimensional movement of the compartment can be further enjoyed.

  Here, a change in the gaming state of the gaming machine according to the present embodiment will be briefly described. For example, in the gaming state, there is a so-called “normal gaming state” in which a special game lottery is executed by the control unit when a game ball launched into the gaming area wins a predetermined winning slot, and the lottery result is received. A plurality of pieces of identification information (for example, decorative symbols indicating numbers from 0 to 9) are variably displayed on the display means, and a predetermined effect image (for example, a character image) is also displayed as a moving image on the display means. indicate. Then, when the identification information is stopped and displayed in a predetermined combination (for example, “7-7-7” or the like), a transition is made to a special gaming state (so-called “hit”) in which a large amount of prize ball acquisition opportunities are obtained.

  As described above, the change in the game state in the present embodiment includes the change in the game state when shifting from the normal game state to the special game state, for example, the plurality of decorative symbols displayed on the display means. It is a concept that includes changes in the variation state and changes in the character image.

  Furthermore, the change in the variation state of the decorative symbols will be described more specifically. For example, a normal variation state in which a plurality of decorative symbols from a variation display to a stop display are displayed in series, and a plurality of decoration symbols in a variable display. After this, all the decorative symbols are not stopped and displayed almost simultaneously, but the other decorative symbols are stopped and displayed with the same symbol, leaving one decorative symbol, and the remaining one decorative symbol is changing for a while. Is a fluctuating state with so-called “reach”.

  In this “reach state”, if one decorative symbol that is changing is stopped and displayed with the same symbol as the other decorative symbols that are displayed in a stopped state, the game will shift to the aforementioned jackpot gaming state. Until the decorative symbol of the display stops, a special effect display according to the reach state is made on the display means. In this embodiment, as described above, even when the variation state is not a normal variation state, but is accompanied by a reach state, or when the effect image is not a normal effect display but a special effect display, the change of the game state is also performed. It is supposed to be considered.

  Therefore, according to the present embodiment, the decorative symbols are displayed in a variable manner. For example, when the reach is reached, there may be an effect that the area ratio of the partition region formed by the partition body is changed.

  In addition, the gaming machine according to the present embodiment can be notified of the probability that the gaming state changes according to the number of the partitioned areas formed by the partitioned bodies. This also allows the player to accurately determine the gaming state in the gaming machine and further enjoy the ongoing game.

  The gaming machine of the present embodiment has a first partition area corresponding to an identification information display area that displays identification information suggesting a change in gaming state by driving the partition body, and a first partition area corresponding to the effect image display area. It is also possible to form two partition areas and a third partition area to be a specific display area.

  That is, for example, the partition body is moved to form a first partition area corresponding to the identification information display area for displaying the identification information, and a second partition area corresponding to the effect image display area. The partition body is further moved so that the third partition region is formed in accordance with the change, and a special display is performed in the effect image display region corresponding to the third partition region. For example, a third partition area is formed at the center of the game board, etc., and a special display area set so as to correspond to the third partition area is executed with a predetermined probability to display a jackpot gaming state, It is possible to further increase the expectation of jackpot for the player. The notice display displayed in the special display area is a kind of effect display, but may be a character, a symbol, or a special effect image that is not used for normal effect display. Good.

  Hereinafter, preferred embodiments of a gaming machine according to the present invention will be described with reference to the drawings. In the following, the gaming machine is a pachinko gaming machine.

[Composition of gaming machine]
An overview of the gaming machine will be described. FIG. 1 is a perspective view showing an overview of a pachinko gaming machine according to the present embodiment, FIG. 2 is an exploded perspective view showing an overview of the pachinko gaming machine, FIG. 3 is a front view of the pachinko gaming machine, and FIG. It is an enlarged view.

  As shown in FIG. 1 to FIG. 4, the pachinko gaming machine 10 includes a main body frame 12 having an opening 12a formed on the front surface, various components disposed inside the opening 12a in the main body frame 12, and a main body frame. The door 11 is pivotally attached to the front of the door 12 so as to be openable and closable. As shown in FIG. 1, this door 11 is for closing the opening 12a from the front, and a game is normally performed in the closed state. Further, an upper plate 20, a lower plate 22, a firing handle 26, and the like are disposed on the front surface of the main body frame 12.

  Inside the opening 12a of the main body frame 12, a liquid crystal display device 32 as a display means for displaying an image, a game board 14 formed of a member having translucency, the game board 14 and the liquid crystal display device 32, A movable member built-in case 31 and the like disposed in the effect space formed between the two are disposed. This case 31 with a built-in movable member is for housing the movable member which forms the main part of the present invention.

  That is, a predetermined effect space is formed between the game board 14 and the liquid crystal display device 32 having substantially the same shape and the same area when viewed from the front, and the movable member built-in case 31 is disposed in this effect space. In addition, description is abbreviate | omitted in order to make an understanding easy about various components (not shown) other than the game board 14, the movable member built-in case 31, and the liquid crystal display device 32. FIG.

  The gaming board 14 according to the present embodiment is entirely formed of a plate-shaped resin (a member having a light transmitting property) having a light transmitting property. Examples of the translucent member include various materials such as acrylic resin, polycarbonate resin, and methacrylic resin. In addition, the game board 14 has a game area 15 on the front side thereof in which the launched game ball can roll. The game area 15 is an area surrounded by the guide rails 30 where the game ball can roll, and a plurality of game nails 13 are driven therein.

  The movable member built-in case 31 is formed in a rectangular box shape with a translucent material, and is disposed behind the game board 14 (back side) and in front of the liquid crystal display device 32 (front side). The That is, the movable member built-in case 31 is arranged in a state of being sandwiched between the game board 14 and the liquid crystal display device 32. And the division body as a movable member for making it move in accordance with the game state of the pachinko gaming machine 10 is built in the movable member built-in case 31. That is, the movable member built-in case 31, the movable member housed in the case 31, the servo motor that constitutes the moving means for moving the movable member, the movable member control circuit 260 for controlling the moving means, etc. The movable effect means is constituted by the above. Such movable rendering means is a main part of the present embodiment, and will be described in detail later.

  The liquid crystal display device 32, which is an example of display means, is provided behind the game board 14 with the movable member built-in case 31 interposed therebetween. In the present embodiment, the entire game board 14 is made of a light-transmitting material. However, a light-transmitting material may be used for a part of the game board 14, and in that case If so, the liquid crystal display device 32 is disposed behind the translucent member of the game board 14.

  The liquid crystal display device 32 has a display area 32a that enables display of an image relating to the game. This display area 32a is all or part of the movable member built-in case 31 and the game area 15, or the game area outer area 16. Is visible from the player side through all or a portion of the above. The game-related image displayed in the display area 32a refers to various images such as a production effect image and a decoration image for decoration. The display region 32a in the present embodiment is a region for displaying a production image. An effect image display area, which is a kind of identification information, and an area for displaying a decorative pattern, which will be described later, is sometimes called an identification information display area.

  Further, in the present embodiment, display means such as the liquid crystal display device 32 is provided behind the light-transmitting area on the game board 14, so that, for example, game members such as an obstacle nail planting area, an accessory, and a decorative member are provided. It is possible to increase the area and further increase the flexibility of layout.

  Decorative lamps 133a and 133b are arranged at predetermined positions on the door 11 outside the game board 14, and display a predetermined light emission mode according to the gaming state.

  The door 11 is provided with a protective plate 19 having translucency. The protective plate 19 is made of glass or the like, and is disposed so as to face the front surface of the game board 14 with the door 11 closed. Speakers 46L and 46R are disposed on the left and right above the protective plate 19.

  The firing handle 26 is provided so as to be rotatable with respect to the main body frame 12. A firing solenoid (not shown) as a driving device is provided on the back side of the firing handle 26. Further, a touch sensor (not shown) is provided on the peripheral edge of the firing handle 26. When the touch sensor is touched by the player, it is detected that the firing handle 26 is gripped by the player. When the launch handle 26 is gripped by the player and rotated in the clockwise direction, power is supplied to the launch solenoid in accordance with the rotation angle, and the game stored in the upper plate 20 is stored. The balls are sequentially fired to the game area 15 of the game board 14 with the firing strength corresponding to the rotation angle of the launch handle 26, and the pachinko game is advanced.

  Next, the configuration of the pachinko gaming machine 10 will be described in more detail with reference to the drawings. As shown in FIG. 3, the game area 15 of the game board 14 includes two guide rails 30 (30a and 30b), a game nail 13, an obstacle 57, a passing gate 54, a starting port 25, a big winning port 39, Winning ports 56a to 56d are provided.

  The two guide rails 30 provided on the left side of the game board 14 are composed of an outer rail 30a that partitions (defines) the game area 15 and an inner rail 30b that is disposed inside the outer rail 30a. . The launched game ball is guided by a guide rail 30 provided on the game board 14 and moves to the upper part of the game area 15, and a plurality of game nails 13, an obstacle 55 provided on the game area 15, Due to the collision with 57 etc., it flows down toward the lower side of the game area 15 while changing its traveling direction.

  At the lower part of the obstacle 57 provided in the approximate center of the game area 15, a start opening 25 that is one of the winning holes is provided, and the obstacle 57 and the game nail 13 installed in the game area 15 are connected. When a game ball that rolls while colliding wins the start opening 25, a special symbol game and a jackpot lottery which will be described later are started. That is, the start opening 25 is a winning opening that becomes a trigger for the special symbol game and the big hit lottery.

  In addition, an illumination unit 53 is disposed above the upper plate 20, and as shown in the enlarged view of FIG. 4, the display case 37 e disposed in the center of the illumination unit 53 includes 7 A special symbol display 33 composed of the segment LED 41 is accommodated. The 7-segment LED 41 is repeatedly turned on / off when a game ball wins the start opening 25. When the 7-segment LED 41 is turned on / off, 10 numeric symbols from “0” to “9” are variably displayed as special symbols. As described above, a game in which a special symbol is variably displayed and then stopped and displayed, and the game state varies depending on the result, is referred to as a “special symbol game”.

  Special symbol holding lamps 34a to 34d are provided on the left and right sides of the display case 37e. The special symbol holding lamps 34a to 34d are used to display the game ball at the start port 25 until the special symbol being displayed is stopped when the game ball wins the start port 25 while the special symbol is displayed. The number of times the execution of the variable symbol special display based on the winning is suspended (so-called “the number of reserved balls of the special symbol”) is displayed by lighting. When the special symbol that has been variably displayed is stopped and displayed, variability display of the special symbol that has been suspended is started. Specifically, the special symbol hold lamps 34a to 34d are lit in order from the left in correspondence with the number of times the execution of the special symbol variation display is suspended, and the special symbol variation display is temporarily stopped. When the change display of the reserved special symbol is started, the corresponding special symbol hold lamp is turned off. An upper limit is set for the number of times the execution of the special symbol variable display is suspended. For example, the special symbol variable display is suspended up to four times (number).

  Also, in the display area 32a of the liquid crystal display device 32, when a game ball wins the start opening 25 described above, the variation display of the decorative design for the effect is started at the start of the variation display of the special symbol. The Further, when the game ball wins the start opening 25 during the variation display regarding the special symbol, the effect based on the winning of the game ball at the start opening 25 until the decorative design for the effect during the variation display is stopped and displayed. Execution (start) of the variable display of decorative symbols for use is suspended. Thereafter, when the decorative design for effect that has been variably displayed is stopped and displayed, the variable display of the decorative symbol for effect that has been put on hold is started. In other words, the variation display of the decorative design for presentation performed in the display area 32a of the liquid crystal display device 32 and the variation display of the special symbol are performed at the same timing.

  The special symbol and the decorative symbol both function as identification information, and the special symbol game which is a unit game from the change display of the special symbol to the stop display, and the variation of the decorative symbol performed in synchronization with the special symbol. In the present embodiment, a “variable display game” is used together with a game that is a unit game from display to stop display. Therefore, in the pachinko gaming machine 10 according to the present embodiment, a variable display game is performed when a game ball wins the start opening 25.

  Further, when the game ball passes through the passing gate 54 (see FIG. 3) provided on the left side of the approximate center of the game area 15, in the normal symbol display 35 provided on the right side of the special symbol display 33, The two display lamps composed of symbols such as "x" are variably displayed as ordinary symbols by alternately turning on and off.

  Further, normal symbol holding lamps 50a to 50d are provided below the display case 37e. The normal symbol hold lamps 50a to 50d can execute the change display of the held normal symbol by turning on or off when the game ball passes through the passing gate 54 during the normal symbol change described above. The number of times (so-called “the number of reserved balls of ordinary symbols”) is displayed. That is, the normal symbol hold lamps 50a to 50d are turned on sequentially from the left in correspondence with the number of executions of the fluctuation display of the held normal symbols, and when the fluctuation is stopped and displayed, the next normal symbol held next is held. Is displayed, and the corresponding normal symbol holding lamp is turned off. Note that an upper limit is set for the number of times that the execution of the variable symbol display is suspended. For example, the upper limit is four times (pieces).

  When the normal symbol is stopped and displayed as a predetermined symbol, for example, “◯”, the blade members (so-called “normal electric accessories”) 23 provided on the left and right sides of the start port 25 are changed from the closed state to the open state. The game ball can easily enter the start opening 25. Further, when a predetermined time has elapsed after the blade member 23 is opened, the blade member 23 is closed to make it difficult for a game ball to enter the start port 25. As described above, a game in which the normal symbol is displayed in a variable manner and then stopped and the open / closed state of the blade member 23 differs depending on the result is referred to as a “normal symbol game”.

  On the left side of the illumination unit 53, a cross button 28 for moving the partition bodies 37 and 38 (see FIG. 15) arranged as movable members in this embodiment to a predetermined position by an external operation of the player. Is arranged. The cross button 28 can be operated so that the button operation in the vertical direction corresponds to the partition body 37 and the button operation in the left-right direction corresponds to the partition body 38, and a partition body selection button (not shown) is provided. Thus, it is possible to select and control a specific partition among the plurality of partitions.

  As shown in FIG. 3, a big prize opening 39 is provided below the start opening 25. The special winning opening 39 is provided with a shutter 40 that can be opened and closed on the front side (front). The shutter 40 is a jackpot lottery executed when a game ball is won at the start opening 25, and the jackpot lottery is won, and a special number symbol is stopped and displayed on the special symbol display 33 as a special symbol. When the state is shifted to the jackpot gaming state, which is a special gaming state, the game ball is driven so as to be in an open state in which a game ball can be easily received. As a result, the special winning opening 39 is in an open state where it is easy to accept a game ball.

  On the other hand, a special winning opening 39 provided on the back side (rear) of the shutter 40 includes a specific area (not shown) having a V / count sensor 101 (see FIG. 7) and a count sensor 102 (see FIG. 7). There are general areas (not shown) having a predetermined number (for example, 10) of game balls, or the shutter 40 is opened until a predetermined time (for example, 30 seconds) elapses. Driven. When a condition for winning a predetermined number of game balls in the grand prize opening 39 or elapse of a predetermined time is satisfied in the open state, the shutter 40 is driven so as to be in a closed state in which it is difficult to accept the game balls. . As a result, the special winning opening 39 is in a closed state in which it is difficult to accept a game ball.

  A game from an open state in which the big prize opening 39 is in a state in which it is easy to accept game balls to a closed state in which the big prize opening 39 is in a state in which it is difficult to accept game balls is called a round game. Therefore, the shutter 40 is opened during the round game and is closed between the round games. Since the round game is counted as the number of rounds such as “1” round, “2” round, etc., the first round game may be referred to as the first round and the second round as the second round.

  Subsequently, the shutter 40 driven from the open state to the closed state is driven to the open state again on condition that the game ball received in the special winning opening 39 in the open state has passed the V · count sensor 101. . In other words, it is possible to continue to the next round game on condition that the game ball received in the special winning opening 39 in the opened state of the shutter 40 has passed the V · count sensor 101. Note that the gaming state until the (final) round game that cannot continue from the first round game to the next round game is called a jackpot gaming state. That is, the jackpot gaming state is a gaming state advantageous for the player.

  In addition, when a game ball wins or passes through the specific area and the general area in the start opening 25, the general winning openings 56a to 56d, and the large winning opening 39, the number set in advance according to the type of each winning opening. The game balls are paid out to the upper plate 20 or the lower plate 22.

  Thus, in the pachinko gaming machine 10 according to the present embodiment, in the general gaming state, the jackpot lottery for determining whether or not to shift to the jackpot gaming state and the special symbol game are performed, and the special game based on the lottery result is performed. A combination of decorative symbols corresponding to the special symbol stopped and displayed on the symbol display 33 is stopped and displayed on the display region 32a of the liquid crystal display device 32, and an effect image associated with the lottery result is also displayed on the display region 32a of the liquid crystal display device 32. Will be displayed. If the lottery result is won, a specific special symbol is stopped and displayed, and a decorative symbol is stopped and displayed in a specific combination, and the game proceeds to the jackpot gaming state described above.

  Thus, in the game in the pachinko gaming machine 10 according to the present embodiment, when a game ball enters the start opening 25, a lottery is performed as to whether or not to shift to a game advantageous to the player, The special symbol display 33 performs variable display of the special symbol, and the liquid crystal display device 32 executes a variable display game in which the decorative symbol is variablely displayed as an effect. A predetermined effect display is performed in accordance with the variable display game. It is a game that is performed.

  Here, in the present embodiment, as an example of an accessory, an accessory of the big prize opening 39 is described, but the present invention is not limited to this, and any number of two or more combinations on the game board is possible. Things may be provided.

  In the present embodiment, during the execution of the jackpot gaming state, the number of rounds from the first round number to the last round game when the round game is continued (the maximum number of continuous rounds) is 15 rounds or 2 rounds. It is. Note that the maximum number of consecutive rounds during execution of the jackpot gaming state is not limited. For example, the maximum number of consecutive rounds is selected from “1” round to “15” round by lottery by a round number lottery means (main control circuit 60 including a main CPU 66 described later (see FIG. 5)). Any number of rounds may be used.

  FIG. 15 is an explanatory view showing the back part of the movable member built-in case 31 provided in a superposed state on the back part of the game board 14. The movable member built-in case 31 is formed in a rectangular box shape that is transparent and substantially rectangular as a whole, and a circular opening 31c corresponding to the game area 15 of the game board 14 is formed in the approximate center of the front surface 31b. On the rear side surface of the front surface, there are provided upper and lower rail portions 31a and 31a and left and right rail portions 31a 'and 31a' each having a rack formed on the surface. A small servo motor 38a and a pinion 38b are provided at both ends between the upper and lower rail portions 31a and 31a facing each other, and the pinion 38b meshes with the upper and lower rail portions 31a and 31a to be horizontal. Two partition bodies 38, 38 that are supported and formed in a substantially linear shape that can be translated in the left-right direction are disposed. Further, between the left and right rail portions 31a 'and 31a' facing each other, a small servo motor 37a and a pinion 37b are provided at both ends, respectively, and the left and right rail portions 31a 'and 31a' have a pinion 37b. Are engaged with each other, are horizontally supported, and are provided with two partition bodies 37, 37 formed in a substantially linear shape that can be translated in the vertical direction. The two partition members 37 that translate in the vertical direction and the two partition members 38 that translate in the left-right direction have different arrangement heights from the front surface 31b so as not to interfere with each other. Yes.

  The servo motors 37a and 38a, which are moving means for driving the partition bodies 37 and 38 (movable members), are controlled by a movable member control circuit 260 provided in the sub-control circuit 200 ( (See FIG. 5). The servo motors 37a and 38a are connected to a power source and a sub-control circuit 200 (to be described later) by lead wires not shown.

  In this way, each of the partitions 37 and 38 is translated vertically and horizontally by the game state being executed acquired by the control unit by the control unit and the operation of the cross button 28 by the player, etc. It is possible to set a rectangular area positioned at a predetermined position in the display area of the device 32 and surrounded between the adjacent partition bodies 37 and 38. For example, when two partition bodies 37 that move in the vertical direction and two partition bodies 38 that move in the horizontal direction are provided as in the present embodiment, the liquid crystal display device 32 that can be seen through the game board 14. The display area 32a can be divided into a maximum of nine small areas.

  The opening 31c formed in the center of the movable member built-in case 31 can clearly see the display area of the liquid crystal display device 32 disposed in the back through the opening 31c, and the opening 31c can be viewed in the vertical and horizontal directions. There is an effect that the movement of the traveling partition bodies 37 and 38 can be visually recognized in a three-dimensional manner through the translucent game board 14.

  In the present embodiment, the liquid crystal display device 32 including a liquid crystal display panel is employed as a display means for displaying an image. However, the present invention is not limited to this, and other modes may be used. For example, a CRT (Cathode Ray Tube) May be made of a cathode ray tube, dot LED, segment LED, EL (Electronic Luminescent), plasma, or the like. In the present embodiment, the special symbol display 33 and the normal symbol display 35 are provided separately from the liquid crystal display device 32. However, the present invention is not limited thereto, and the liquid crystal display device 32 is provided with the special symbol and the normal symbol. You may comprise so that a fluctuation | variation display may be carried out. Further, the liquid crystal display device 32 is adopted as the fluctuation display means, but the present invention is not limited to this, and other modes may be adopted. For example, a drum, a belt, a leaf, or the like may be adopted as the fluctuation display means.

[Electric configuration of gaming machine]
A control circuit of the pachinko gaming machine 10 in the present embodiment will be described with reference to FIG. FIG. 5 is a block diagram showing a control circuit of the pachinko gaming machine 10 in the present embodiment.

  The control circuit of the pachinko gaming machine 10 in the present embodiment is mainly composed of a main control circuit 60 as game control means and a sub-control circuit 200 as effect control means. The main control circuit 60 controls the game, and the sub control circuit 200 controls the production according to the progress of the game (for example, image display control, sound output control, decoration lamp control, movable member control, etc. ).

  As shown in FIG. 5, the main control circuit 60 includes a main CPU 66, a main ROM (read only memory) 68, and a main RAM (read / write memory) 70 as control means. The main control circuit 60 controls the progress of the game.

  The main CPU 66 is connected to a main ROM 68, a main RAM 70, and the like, and has a function of executing various processes according to a program stored in the main ROM 68. The main CPU 66 functions as a movable member control means for transmitting a command to the sub-control circuit 200 to drive the partition members 37 and 38 which are movable members. For example, a special game execution means, a lottery means, a function It functions as various means to be described later.

  In the main ROM 68, a program for controlling the operation of the pachinko gaming machine 10 by the main CPU 66 is stored. In addition, a jackpot lottery table (see FIG. 6) referred to when a jackpot determination is made by random number lottery. Etc. are stored.

  The main RAM 70 has a function of storing various flags and variable values as a temporary storage area of the main CPU 66.

  The main control circuit 60 also has a command for a reset clock pulse generating circuit 62 that generates a clock pulse of a predetermined frequency, an initial reset circuit 64 that generates a reset signal when the power is turned on, and a sub-control circuit 200 described later. IC for serial communication 72 is provided. The reset clock pulse generation circuit 62, the initial reset circuit 64, and the serial communication IC 72 are connected to the main CPU 66. The reset clock pulse generation circuit 62 generates a clock pulse every predetermined period (for example, 2 milliseconds) in order to execute a system timer interrupt process to be described later. The serial communication IC 72 corresponds to transmission means for transmitting various commands to the sub-control circuit 200 (various means included in the sub-control circuit 200).

  Also, various devices are connected to the main control circuit 60. For example, as shown in FIG. 5, the V / count sensor 102, the count sensor 104, the general winning ball sensors 106, 108, 110, 112, and the passage A ball sensor 114, a start winning ball sensor 116, a normal electric accessory solenoid 118, a big prize opening solenoid 120, a seesaw solenoid 122, and a backup clear switch 124 are connected.

  The V / count sensor 102 is provided in a specific area in the special winning opening 39. The V / count sensor 102 supplies a predetermined detection signal to the main control circuit 60 when a game ball passes through a specific area in the special winning opening 39.

  The count sensor 104 is provided in a general area different from the specific area in the special winning opening 39. The count sensor 104 supplies a predetermined detection signal to the main control circuit 60 when the game ball passes through the general area at the special winning opening 39.

  The general winning ball sensors 106, 108, 110, and 112 are provided in the general winning ports 56a to 56d, respectively. The general winning ball sensors 106, 108, 110, and 112 supply a predetermined detection signal to the main control circuit 60 when a game ball wins each of the general winning ports 56 a to 56 d.

  The passing ball sensor 114 is provided in the passing gate 54. The passing ball sensor 114 supplies a predetermined detection signal to the main control circuit 60 when a game ball passes through the passing gate 54.

  A start winning ball sensor 116 which is a game ball detecting means is provided at the start port 25. The start winning ball sensor 116 detects that a game ball has won the start opening 25 and supplies a predetermined detection signal to the main control circuit 60.

  The ordinary electric accessory solenoid 118 is connected to the blade member 23 via a link member (not shown), and makes the blade member 23 open or closed in accordance with a drive signal supplied from the main CPU 66. .

  The big prize opening solenoid 120 is connected to the shutter 40 shown in FIG. 3 and drives the shutter 40 in accordance with a drive signal supplied from the main CPU 66 to make the big prize opening 39 open or closed.

  The seesaw solenoid 122 has a plate shape and is connected to a seesaw (not shown) provided in the shutter 40. The seesaw solenoid 122 is displaced in accordance with a drive signal supplied from the main CPU 66 to tilt the seesaw. change. As a result of tilting the seesaw, the seesaw is switched so as to easily pass through the specific region or to pass through the general region.

  The backup clear switch 124 is built in the pachinko gaming machine 10 and has a function of clearing backup data in the event of a power failure or the like in accordance with the operation of the game hall manager.

  The main control circuit 60 is connected to a payout / launch control circuit 126. Connected to the payout / firing control circuit 126 are a payout device 128 that pays out game balls, a launch device 130 that fires game balls, and a card unit 150.

  The payout / launch control circuit 126 receives a prize ball control command supplied from the main control circuit 60 and a lending ball control signal supplied from the card unit 150, and transmits a predetermined signal to the payout device 128. Then, the payout device 128 pays out the game ball. Further, the payout / launch control circuit 126 performs a control of launching a game ball by supplying a launch signal to the launch device 130.

  In addition, the launching device 130 includes a device for launching a game ball such as the launching solenoid and the touch sensor described above. When the firing handle 26 is gripped by the player and is rotated in the clockwise direction, electric power is supplied to the firing solenoid according to the rotational angle, and the game ball stored in the upper plate 20 is fired. The game board 14 is sequentially fired by the solenoid.

  Further, a lamp control circuit 76 is connected to the main control circuit 60, and the lamp control circuit 76, in accordance with an instruction from the main CPU 66, special symbol holding lamps 34a to 34d, normal symbol holding lamps 50a to 50d, special symbols. The symbol display 33 (7 segment LED 41), the normal symbol display 35 (display lamp), and the like are controlled.

  On the other hand, the sub-control circuit 200 is connected to the serial communication IC 72. The sub-control circuit 200 performs display control in the liquid crystal display device 32, control related to sound generated from the speaker 46, control of the decoration lamps 133a and 133b, and the like according to various commands supplied from the main control circuit 60.

  In the present embodiment, the command is supplied from the main control circuit 60 to the sub control circuit 200 and the signal cannot be supplied from the sub control circuit 200 to the main control circuit 60. The present invention is not limited to this, and there is no problem even if it is configured such that a signal can be transmitted from the sub control circuit 200 to the main control circuit 60.

  The sub control circuit 200 is generated from a variable display control means, a sub CPU 206 as sound generation control means, a program ROM 208 as storage means, a work RAM 210, a display control circuit 250 for performing display control in the liquid crystal display device 32, and a speaker 46. A sound control circuit 230 for controlling the sound to be generated, a lamp control circuit 240 for controlling the lamps 133a and 133b such as decorative lamps, and a movable member control circuit 260 for controlling the moving operation of the partition members 37 and 38 which are movable members. Etc. The sub-control circuit 200 executes an effect according to the progress of the game in accordance with a command from the main control circuit 60.

  A program ROM 208, a work RAM 210, and the like are connected to the sub CPU 206. The sub CPU 206 has a function of executing various processes according to the program stored in the program ROM 208. In particular, the sub CPU 206 controls the sub control circuit 200 in accordance with various commands supplied from the main control circuit 60, as will be described later. The sub CPU 206 functions as various means described later.

  In the program ROM 208, the sub CPU 206 relates to a plurality of types of effect image data associated with the image display of the liquid crystal display device 32 executed in association with the variable display of the special symbol of the pachinko gaming machine 10, and related to the round game during the jackpot game A plurality of types of effect image data to be executed are stored, and in addition, various tables such as a reach time table that defines a display period of reach effects are also stored.

  The work RAM 210 has a function of storing various flags and variable values as a temporary storage area of the sub CPU 206. For example, various variables are positioned such as a timer variable for controlling the reach effect time, an effect display selection random number counter for selecting an effect pattern, and the like.

  The display control circuit 250 is executed in association with a plurality of types of effect patterns that are supplied from the sub CPU 206 and accompanied by the progress of effect display that is executed in relation to the variable display of special symbols, and in the round game during the jackpot game. Control is performed to cause the liquid crystal display device 32 to display images of effect image data such as a plurality of types of effect patterns.

  The sound control circuit 230 generates sound from the speaker 46 in response to a sound generation command supplied from the sub CPU 206.

  The lamp control circuit 240 performs light emission control of the decorative lamps 133a and 133b according to a program stored in the program ROM 208 supplied from the sub CPU 206.

  The movable member control circuit 260 is controlled by the sub CPU 206, and controls servo motors 37a, 38a (moving means) for driving the partitions 37, 38 (movable members) in accordance with a program stored in the program ROM 208. .

  In the present embodiment, in the control circuit of the pachinko gaming machine 10, the main control circuit 60 as the game control means and the sub control circuit 200 as the effect control means are configured separately, but the main control circuit 60 And the sub-control circuit 200 may be configured on the same substrate.

  In this embodiment, the main control circuit 60 uses the main ROM 68 and the sub control circuit 200 uses the program ROM 208 as storage means for storing programs, tables, and the like. However, the present invention is not limited to this. As long as it is a storage medium readable by a computer equipped with a computer, a program, a table, and the like are recorded on a storage medium such as a hard disk device, a CD-ROM and a DVD-ROM, and a ROM cartridge. May be. Further, these programs may not be recorded in advance, but may be downloaded after the power is turned on and recorded in the main RAM 70 in the main control circuit 60 and the work RAM 210 in the sub control circuit 200. . In this embodiment, the main RAM 70 is used as the temporary storage area of the main CPU 66 and the work RAM 210 is used as the temporary storage area of the sub CPU 206. However, the present invention is not limited to this, and any readable / writable storage medium may be used.

[Game machine operation]
Here, the gaming state of the pachinko gaming machine 10 in the present embodiment will be briefly described. In the present embodiment, the gaming state of the pachinko gaming machine 10 can be broadly classified into a general gaming state (consuming a game ball while performing a jackpot lottery, a so-called disadvantageous state for the player) and a jackpot gaming state (short for the player). It is divided into a so-called advantageous state for a player who can expect a large amount of game balls in time. The general game state is divided into a normal mode, a probability change mode, or a time reduction mode according to a change in the game state of the pachinko gaming machine 10 as will be described in detail later. Further, in the jackpot gaming state, the 15R probability variable jackpot gaming state, 2R probability variation jackpot gaming state, or 15R is selected according to a specific number symbol that is stopped and displayed on the special symbol display 33 selected in the special symbol control processing described later. Three types of jackpot gaming states, which are normal jackpot gaming states, are determined.

  In the probability variation mode or the short time mode in the general gaming state, the variation time from when the special symbol and the normal symbol start to the variable display until it is stopped is set to be shorter than that in the normal mode. When the result is "winning" (that is, when the display lamp is stopped and displayed as "O" in the normal symbol display 35 described above), the opening time of the blade member 23 attached to the start port 25 is in the normal mode. Is set longer. Therefore, it becomes easy to win a game ball at the start opening 25, so that the number of jackpot lottery per unit time is significantly increased as compared to the normal mode, and the payout of winning balls for winning at the start opening 25 also increases. There is little loss of game balls, which can be said to be advantageous for the player.

  In the time reduction mode, when the number of changes of the special symbol is digested a predetermined number of times (for example, 100 times), the general gaming state shifts from the time reduction mode to the normal mode (the most basic general gaming state in the pachinko gaming machine 10). To do. On the other hand, in the probability change mode, the probability change mode is maintained until the next jackpot gaming state is won. Furthermore, in the probability variation mode, as shown in the jackpot lottery table in FIG. 6, the winning probability of the jackpot lottery is set to be higher than the normal mode and the short-time mode.

  The three types of jackpot gaming states (15R probability variable jackpot gaming state, 2R probability variable jackpot gaming state or 15R normal jackpot gaming state) in the present embodiment are obtained by using the jackpot lottery table (see FIG. 6) in a special symbol control process described later. With reference, lotteries are drawn with different lottery probabilities depending on the general game state (normal mode, time reduction mode or probability variation mode). At this time, when the jackpot gaming state is won, the special symbol that is stopped and displayed on the special symbol display 33 is, for example, a special symbol of “7” is displayed in the case of the 15R probability variation jackpot gaming state, and the 2R probability variation jackpot game is displayed. In the state, for example, a special symbol “3” is displayed. Further, in the case of 15R normal jackpot gaming state, for example, a special symbol of “5” is displayed. Then, after the 15R probability variable jackpot gaming state or the 2R probability variable jackpot gaming state ends, the general gaming state is set to the probability variation mode, and after the 15R normal jackpot gaming state ends, the general gaming state is set to the time reduction mode. That is, in the 15R probability variation jackpot gaming state or the 2R probability variation jackpot gaming state, the general gaming state is set to the probability variation mode after the jackpot gaming state is finished, so that it can be said to be the most advantageous gaming state for the player.

  Hereinafter, the processing executed in the pachinko gaming machine 10 in accordance with the change in the gaming state described above is shown in FIGS.

[Main processing]
First, as shown in FIG. 7, the main CPU 66 of the main control circuit 60 executes initial setting processing such as RAM access permission, backup restoration processing, and work area initialization (step S11). Then, as will be described in detail later with reference to FIG. 9, a special symbol control process related to the progress of the special symbol game, the special symbol displayed on the liquid crystal display device 32 and the special symbol display 33, and the decorative symbol is executed (step S12). . Then, as will be described in detail later with reference to FIG. 11, the normal symbol control process relating to the progress of the normal symbol game and the normal symbol displayed on the normal symbol display 35 is executed (step S13). Thus, in the main process, after the initial setting process in step S11 is completed, the processes in step S12 and step S13 are repeatedly executed.
[System timer interrupt processing]
Further, the main CPU 66 may interrupt the main process and execute the system timer interrupt process even when the main process is being executed. The following system timer interrupt process is executed in response to a clock pulse generated from the reset clock pulse generation circuit 62 every predetermined period (for example, 2 milliseconds). This system timer interrupt process will be described with reference to FIG.

  First, as shown in FIG. 8, the main CPU 66 executes a random number update process for updating each lottery value such as a jackpot lottery random value (step S21). Then, the main CPU 66 executes an input detection process for detecting a winning of a game ball to the start opening 25 or the like (step S22). In this processing, the main CPU 66 stores in the predetermined area of the main RAM 70 data for paying out the game balls (winning the game balls) on the condition that the game balls have won the various winning ports. A waiting time timer for synchronizing the main control circuit 60 and the sub control circuit 200, a big prize opening timer for measuring the opening time of the big prize opening 39 that is opened when a big hit occurs, and the like. The timer update process is executed (step S23). Then, when this process ends, the process proceeds to step S24.

  In step S24, an output process is executed. In this process, the main CPU 66 supplies a signal for drive control based on various output requests stored in a predetermined area of the main RAM 70 to a solenoid, a motor, and the like. That is, in each process described later, the main CPU 66 is for various driving game members (that is, game members that are arranged in the game area 15 of the pachinko gaming machine 10 and change its form according to the game state). When the signal output request is stored in a predetermined area of the main RAM 70, a signal corresponding to the request is output. For example, the ordinary electric accessory solenoid 118 for opening or closing the blade member 23 attached to the start opening 25, and the big prize opening solenoid 121 for opening or closing the shutter 40 attached to the big prize opening 39. When there is a request for driving each solenoid, such as the above, a control signal is output to drive various driving game members. And when this process is complete | finished, a process is moved to step S25.

  In step S25, command output processing is executed. In this process, the main CPU 66 sets various commands in a predetermined area of the main RAM 70 and supplies them to the sub-control circuit 200. Specifically, these various commands include a demo display command, a derived symbol designation command indicating the type of special symbol derived and displayed, a movable member drive command, and the like. For example, when the sub-control circuit 200 receives this movable member drive command, the movable member control circuit 260 performs control to drive the servo motors 37a and 38a of the partition bodies 37 and 38 constituting the movable effect means. If this process ends, the process moves to a step S26.

In step S26, the main CPU 66 executes a payout process such as transmitting a prize ball control command for causing the payout device 128 to perform a prize ball to the payout / firing control circuit 126. Specifically, the main CPU 66 supplies to the payout / launch control circuit 126 a prize ball control command for paying out a predetermined number of prize balls as a result of the game balls winning in various winning holes. When this process is finished, this subroutine is finished, the address is returned to the address before the occurrence of the interrupt, and the main process is executed.
[Special symbol control processing]
The special symbol control process executed in step S12 in FIG. 7 will be described with reference to FIG.

  First, in the process of step S31, the main CPU 66 loads a special symbol control flag. In this process, the main CPU 66 reads the special symbol control flag and moves the process to step S32.

  In step S32, the main CPU 66 determines whether or not the special symbol control flag is (00). If the special symbol control flag is not (00), the main CPU 66 proceeds to step S34. If the special symbol control flag is (00), the process proceeds to step S33 to perform a special symbol storage check process. In this special symbol memory check process, the details will be described later, but the number of special symbols held is checked, and if there is a reserve, lottery of “big hit”, special symbol variation start, special symbol variation timer is set, etc. Then, (01) which is the processing request for the next step is set in the special symbol control flag, and the processing is terminated.

  In step S34, the main CPU 66 determines whether or not the special symbol control flag is (01). If the special symbol control flag is not (01), the main CPU 66 shifts the processing to step S40. When the special symbol control flag is (01), special symbol variation time monitoring processing is performed. That is, in step S35, it is determined whether or not the special symbol variation timer is timed up (that is, "0"). If the time is not up, the process is terminated. If the time is up, the main CPU 66 performs a special symbol stop process in step S36 and updates the special symbol holding number stored in the main RAM 70 so as to decrease by "1". Further, the main CPU 66 determines whether or not the general gaming state is the time reduction mode, and if it is in the time reduction mode, the main CPU 66 renews the time reduction stored in the main RAM 70 so as to decrease by “1”, and the time reduction is “ When it becomes 0 "(that is, the end of the time reduction mode), the general gaming state is set to the normal mode and the time reduction mode is ended.

  Next, the main CPU 66 determines whether or not the special symbol is a big hit in step S37. If not, the main CPU 66 clears the special symbol control flag in step S39 (that is, the value (00) for requesting the special symbol storage check process). Set) to finish the process. If the special symbol is a big hit, a special winning opening release waiting process in step S38 is performed. In the special winning opening release waiting process, the main CPU 66 sets a value (02) indicating waiting for the special winning opening to the special symbol control flag, and sets a waiting time (for example, 1 second) in the special winning opening release waiting timer. End the process.

  In step S40, the main CPU 66 determines whether or not the special symbol control flag is (02). If the special symbol control flag is not (02), the process proceeds to step S43. When the special symbol control flag is (02), a special winning opening release process is performed. In the special prize opening process, first, the main CPU 66 determines in step S41 whether the special prize opening waiting timer is timed up (that is, “0”). If the time is not up, the process is terminated. If the time is up, a special winning opening opening process is performed in step S42. In this special winning opening opening process, the main CPU 66 first sets the opening of the special winning opening 39 (stores the opening instruction of the special winning opening solenoid 120 by the shutter 40 in a predetermined area of the main RAM 70), and then the big hit Depending on the type, the opening time of the big prize opening 39 is set in the big prize opening timer (for example, 30 seconds if the big hit is 15R probability variation big hit or 15R normal big hit, and 1 second if the 2R probability big hit is 2). Then, the special symbol control flag is set to a value (03) indicating the special winning opening release monitoring process, and the process ends.

  In step S43, the main CPU 66 determines whether or not the special symbol control flag is (03). If the special symbol control flag is not (03), the main CPU 66 proceeds to step S50. When the special symbol control flag is (03), a special winning opening opening monitoring process is performed. In the special winning opening release monitoring process, first, the main CPU 66 determines whether the special winning opening release timer has timed out (that is, “0”) in step S44, or whether a predetermined number of game balls have won the special winning opening 39. Judge whether or not. Then, when the time of the grand prize opening timer expires, and at the same time, if the prescribed number of game balls have not won the grand prize opening 39, the processing is terminated. Then, when the time of the winning opening opening timer expires or when a prescribed number of game balls in the large winning opening 39 satisfy one of the conditions for winning, the process proceeds to step S45.

  In step S45, the main CPU 66 executes a special winning opening closing process (stores a closing instruction of the special winning opening solenoid 120 by the shutter 40 in a predetermined area of the main RAM 70), and moves the process to step S46.

  In step S46, the main CPU 66 counts the number of times that the special winning opening is opened (the so-called number of rounds), and whether or not the specified number of times (15 times for the 15R normal jackpot or 15R probability variation jackpot, 2 times for the 2R probability variation jackpot) has been reached. In step S49, the special symbol control flag is set to a value (04) for requesting the jackpot end process, and the process ends. On the other hand, if the number of times of opening of the big prize opening has not reached the prescribed number, the main CPU 66 determines whether or not the game ball that won the big prize opening 39 has passed a predetermined specific area in step S47. When the game ball that has won the big prize opening 39 does not pass through the predetermined specific area (when the V / count sensor 102 does not detect the passage of the game ball), the special symbol control flag is terminated in step S49. A value (04) for requesting processing is set, and the processing ends. On the other hand, the main CPU 66 moves the process to step S48 when the game ball that has won the special winning opening 39 has passed a predetermined specific area (that is, the V / count sensor 102 has detected the passage of the game ball).

  In step S48, the main CPU 66 performs a special winning opening opening waiting process. In the special winning opening release waiting process, the special symbol control flag is set again with a value (02) for requesting the opening of the special winning opening 39, and the waiting time (for example, 1 second) is set in the special winning opening release waiting timer. Exit.

In step S50, the main CPU 66 performs jackpot end processing. In the jackpot end processing, when the jackpot symbol is 15R probability variation jackpot or 2R probability variation jackpot, the general gaming state is set to the probability variation mode, and when the jackpot symbol is 15R regular jackpot, the general gaming state is set to the time reduction mode, and further in the time reduction mode. The upper limit (for example, 100 times) of the variation number of the special symbol is stored in a predetermined area of the main RAM 70. Finally, the main CPU 66 clears the special symbol control flag (that is, sets a value (00) for requesting the special symbol storage check process), and ends the special symbol control process.
[Special symbol memory check processing]
The special symbol memory check process executed in step S33 in FIG. 9 will be described with reference to FIG.

  First, in step S61, the main CPU 66 determines whether or not the number of special symbol reservations is “0”. If the number of special symbol reservations is “0”, the main CPU 66 proceeds to step S62 to perform special processing. If the number of symbols held is not “0” (that is, if there is a special symbol change request), the process proceeds to step S63.

  In step S62, a demonstration display process is executed. In this process, the main CPU 66 stores data for supplying a demo display command to the sub-control circuit 200 in a predetermined area of the main RAM 70 in order to perform a demo display. As a result, the sub-control circuit 200 can recognize that the customer waiting state (predetermined waiting state) has been reached. When this process ends, the special symbol storage check process ends.

  In step S63, the main CPU 66 sets a value (01) for requesting special symbol variation time management to the special symbol control flag, and moves the process to step S64.

  In step S64, a jackpot lottery process is executed. In this process, the main CPU 66 reads the general gaming state, and selects one jackpot lottery table from a plurality of jackpot lottery tables (see FIG. 6) having different jackpot values based on the read general gaming state. Then, with reference to the jackpot lottery random number value extracted when the game ball wins the starting opening 25 and the selected jackpot lottery table, the jackpot is lottery (15R probability variable jackpot, 2R probability variable jackpot, 15R normal jackpot or “ "Determine one of" out of the box "). Here, as shown in the jackpot lottery table of FIG. 6, in the jackpot lottery table in the normal mode or the short time mode and the jackpot lottery table in the probability variation mode, the jackpot lottery value is 7/400 (15R normal in the normal mode and the short mode). It is set to jackpot, 15R probability variation jackpot and 2R probability variation jackpot all jackpot lottery value), but in probability variation mode 70/400 (15R regular jackpot, 15R probability variation jackpot and 2R probability variation jackpot all jackpot lottery value) Total). That is, by selecting the jackpot lottery table based on different game states (normal mode, probability change mode, time reduction mode) in the general game state, the probability of shifting to the jackpot game state is different. As described above, when the general gaming state is the probability variation mode, the probability of shifting to the jackpot gaming state is improved as compared to the normal mode and the short-time mode, which can be said to be an advantageous state for the player. In this jackpot lottery process, a command (see step S25 in FIG. 8) for operating the partitions 37 and 38 is set in a predetermined area of the main RAM 70. If this process ends, the process moves to a step S65.

  In step S65, the main CPU 66 determines whether or not it is a big hit. In this process, the main CPU 66 moves the process to step S66 if the lottery result in the jackpot lottery process in step S64 described above is a big win, and moves the process to step S67 if not the big win.

  In step S66, a special symbol determination process that is a jackpot symbol is executed. In this process, the main CPU 66 determines a special symbol to be displayed corresponding to the jackpot type determined in step S64. For example, the special symbol “7” is determined for the 15R probability variable jackpot, the special symbol “3” for the 2R probability variable jackpot, or the special symbol “5” for the 15R normal jackpot. "As such, special symbols are determined for each jackpot. Then, the determined special symbol is stored in a predetermined area of the main RAM 70. As a result, the special symbol corresponding to the jackpot is derived and displayed on the special symbol display 33. If this process ends, the process moves to a step S68.

  In step S67, a missing symbol determination process is executed. In this process, the main CPU 66 determines a special symbol (for example, a number other than “7”, “3”, “5”) corresponding to the off symbol and stores it in a predetermined area of the main RAM 70. As a result, the special symbol corresponding to the deviation is derived and displayed on the special symbol display 33. If this process ends, the process moves to a step S68.

In step S68, a gaming state determination process is performed. In this gaming state determination process, the main CPU 66 determines whether or not the current general gaming state is the probability change mode or the time reduction mode. If the probability change mode or the time reduction mode is selected, the main CPU 66 proceeds to step S70. On the other hand, if it is determined that the current general gaming state is not the probability variation mode or the time reduction mode (that is, the normal mode), the special symbol variation time (for example, 10 seconds) in the normal mode is set in the special symbol variation timer in step S69. And stored in a predetermined area of the main RAM 70. Then, the process proceeds to step S71.
In step S70, the main CPU 66 sets a special symbol variation time in the probability variation mode or the short time mode (a time shorter than the special symbol variation time in the normal mode, for example, 5 seconds) in the special symbol variation timer. Store in the area. Then, the process proceeds to step S71.

  In step S71, the main CPU 66 stores a request for starting the variable display to the special symbol display 33 (see FIG. 4) in a predetermined area of the main RAM 70, and moves the process to step S72. By this processing, the special symbol display 33 displays the variation of the special symbol in accordance with the variation time set in the special symbol variation timer in the steps S69 and S70, and after the predetermined time has elapsed (the special symbol variation). After the timer expires, the special symbol of “big hit” or “losing” determined in the above step S66 and step S67 is stopped and displayed.

  In step S72, the decoration pattern displayed in the display area 32a of the liquid crystal display device 32 and the effect time determination process are performed. In this processing, the main CPU 66 determines whether or not the liquid crystal display device is based on the “big hit” or “out of place” data stored in step S66 or step S67 and the special symbol variation time stored in step S69 or step S70. The decorative symbols and effect times that are effect-displayed in the 32 display areas 32 a are determined and stored in a predetermined area of the main RAM 70. The decorative symbols and effect times stored here are supplied as derived symbol designation commands from the main CPU 66 of the main control circuit 60 to the sub CPU 206 of the sub control circuit 200 by the command output process in step S25 of FIG. Thereby, in the sub control circuit 200, the decorative symbol is derived and displayed on the display area 32a of the liquid crystal display device 32, and the variation time of the decorative symbol is also determined. That is, the variation time of the special symbol derived and displayed on the special symbol display device 33 and the variation time of the decorative symbol derived and displayed on the liquid crystal display device 32 are synchronized.

[Normal symbol control processing]
The subroutine executed in step S13 in FIG. 7 will be described with reference to FIG.

  First, the main CPU 66 loads a normal symbol control flag in step S101. In this process, the main CPU 66 reads the normal symbol control flag. If this process ends, the process moves to a step S102.

  In step S102, the main CPU 66 determines whether or not the normal symbol control flag is a value (00) indicating a normal symbol storage check request. If the normal symbol control flag is not (00), the process proceeds to step S104. . If the normal symbol control flag is (00), the normal symbol storage check process in step 103 is performed. This normal symbol storage check process will be described in detail with reference to FIG. 12, but the main CPU 66 checks the number of reserved normal symbols, and if there is a number of reserved symbols, the main CPU 66 determines whether the normal symbol is hit, starts changing the normal symbol, The normal symbol variation timer is set, etc., and (01) which is the processing request for the next step is set in the normal symbol control flag, and the processing is terminated.

  In step S104, the main CPU 66 determines whether or not the normal symbol control flag is (01). If the normal symbol control flag is not (01), the process proceeds to step S107. If the normal symbol control flag is (01), it is determined in step S105 whether the normal symbol variation timer has timed up (that is, "0"). If the time has not expired, the process ends. . On the other hand, when the normal symbol variation timer expires, the main CPU 66 performs a normal symbol stop process in step S106. In this normal symbol stop process, the main CPU 66 sets a request to stop the fluctuation to the normal symbol display 35 and stores it in a predetermined area of the main RAM 70. As a result, the normal symbol display 35 displays the determination result of “success” or “displacement” of the normal symbol determined in the normal symbol storage check process. When this process is completed, the number of normal symbol reservations stored in a predetermined area of the main RAM 70 is stored and updated so as to decrease by “1”. Then, (02) is set in the normal symbol control flag and the process is terminated.

  In step S107, the main CPU 66 determines whether or not the normal symbol control flag is (02). If the normal symbol control flag is not (02), the process proceeds to step S111. If the normal symbol control flag is (02), the process proceeds to step S108 to determine whether or not the normal symbol is a hit. If the main CPU 66 determines that the normal symbol is a winning symbol, the main CPU 66 shifts the processing to the normal electric character releasing process in step S109. On the other hand, when determining that the normal symbol is not a hit, the main CPU 66 sets a value (00) for requesting the normal symbol storage check to the normal symbol control flag and ends the processing in step S110.

  In the ordinary electric accessory release process in step S109, the main CPU 66 performs an opening process of the blade member 23 of the ordinary electric accessory (stores the release of the ordinary electric accessory in a predetermined area of the main RAM 70). Furthermore, the opening time of the blade member 23 of the normal electric accessory (for example, 3 seconds when the game state is the probability change mode or the short time mode, 0.2 seconds when the normal mode is normal) according to the game state of the game table is normal. The electric accessory release timer is set, the normal symbol control flag is set to (03), and the process ends.

  In step S111, the main CPU 66 determines whether or not the normal symbol control flag is (03). If the normal symbol control flag is not (03), the process proceeds to step S114. If the normal symbol control flag is (03), the process proceeds to step S112 to determine whether the normal electric accessory release timer has timed out (that is, "0"). Then, when the normal electric accessory release timer has not expired, the process is terminated. On the other hand, when it is determined that the normal electric accessory release timer has timed out, in the normal electric accessory closing process of step S113, the blade member 23, which is an ordinary electric accessory, is closed (normally in a predetermined area of the main RAM 70). Memorize the closing of the electric accessory). Then, (04) is set in the normal symbol control flag and the process is terminated.

  In step S114, the main CPU 66 clears the normal symbol control flag (that is, sets the value “00” for requesting the normal symbol storage check) and ends the process.

[Normal symbol memory check processing]
The subroutine executed in step S103 in FIG. 11 will be described with reference to FIG.

  First, in step S121, the main CPU 66 determines whether or not the normal symbol reserve number is “0”. If it is determined that the normal symbol reserve number is “0”, the normal symbol storage check is performed. The process ends. This normal symbol holding number is stored in a predetermined area of the main RAM 70, and when it is detected that a game ball has passed through the passing gate 54, the predetermined symbol (for example, “4”) is increased by “1” as an upper limit. When the variable display of the normal symbol in the normal symbol game ends, “1” is subtracted and the memory is updated. On the other hand, if the main CPU 66 determines that the number of held normal symbols is not “0”, in step S122, the main CPU 66 sets the normal symbol variation timer monitoring request value “01” in the normal symbol control flag, and then proceeds to step S123. Move processing.

  In step S123, a normal symbol hit determination process is executed. In this processing, the main CPU 66 determines the normal symbol per-determining random number extracted when the normal symbol starting region passes (by passing the game ball through the passing gate 54) and the normal symbol per-unit determination stored in the main ROM 68. Refers to the value. Then, as a result of the reference, when the random value for determination per ordinary symbol matches the determination value per ordinary symbol as a result of the reference, the main CPU 66 stores data indicating the winning symbol (for example, “◯” symbol) in a predetermined area of the main RAM 70. To remember. On the other hand, as a result of the reference, when the random value for determination per normal symbol does not match the determination value per normal symbol as a result of the reference, the main CPU 66 stores data indicating the off symbol (for example, “×” symbol) in a predetermined area of the main RAM 70. To remember. The winning symbol and the off symbol stored in this manner are supplied to the normal symbol display 35 as a derived normal symbol designation command. As a result, the normal symbol display 35 starts normal symbol variation display (for example, “O” and “×” symbols are alternately blinked). Thereafter, the process proceeds to step S124.

  In step S124, the main CPU 66 determines whether or not the general gaming state is the probability changing mode or the time saving mode. If the general gaming state is the probability changing mode or the time saving mode, in step S126, the main CPU 66 The normal symbol variation stop time (for example, 5 seconds) shorter than that in the normal mode is set in the normal symbol variation timer, and the processing is terminated. On the other hand, when the gaming state is not the probability variation mode or the time reduction mode (that is, the normal mode), in step S125, the main CPU 66 sets the normal symbol variation stop time (for example, 30 seconds) longer than the probability variation mode or the time reduction mode to the normal symbol variation timer. Set to ending.

[Sub control circuit main processing]
On the other hand, the sub-control circuit 200 executes the sub-control circuit main process. The sub control circuit main process will be described with reference to FIG. The sub-control circuit main process is a process that starts when the power is turned on.

  First, in step S201, the sub CPU 206 executes initial setting processing such as RAM access permission and work area initialization. That is, the sub CPU 206 performs a predetermined initial setting for normally playing the game based on the power being turned on. In the present embodiment, the sub CPU 206 that executes step S201 corresponds to an example of an initial setting unit. If this process ends, the process moves to a step S202.

  In step S202, the sub CPU 206 executes random number update processing. In this process, the sub CPU 206 updates various random number values positioned in a predetermined area of the work RAM 210. If this process ends, the process moves to a step S203.

  In step S203, the sub CPU 206 executes command analysis processing. In this process, the sub CPU 206 analyzes a command sent from the main CPU 66 of the main control circuit 60 and executes a process according to the analyzed command. If this process ends, the process moves to a step S204.

  In step S204, the sub CPU 206 executes display control processing. In this process, when the sub CPU 206 receives a derived symbol designation command from the main CPU 66 of the main control circuit 60 in the command analysis process, the sub CPU 206 performs image display control such as a decorative symbol according to the derived symbol designation command. This is performed in the display area 32 a of the liquid crystal display device 32.

  Then, the sub CPU 206 executes a sound control process (step S205) for controlling sound generated from the speaker 46 and a lamp control process (step S206) for controlling light emission of the various lamps 133a and 133b.

  After the execution of the ramp control process, the process shifts to a movable member control process (step S207), which will be described later, and the partitions 37 and 38, which are movable members, are driven with a movable pattern according to the gaming state. When the series of processes in steps S202 to S207 is thus completed, the process proceeds to step S202.

  As described above, in the sub control circuit main process, after the initial setting process in step S201 is completed, the processes from step S202 to step S206 are repeatedly executed.

[Moving member control processing]
A subroutine of the movable member control process executed in step S207 in FIG. 13 will be described with reference to FIG.

  First, in step S300, the main CPU 66 accesses a memory such as a main ROM 68 and a main RAM 70 memory in which game information at that time is stored, and the partition bodies 37 and 38 (movable members) are based on this data. It is determined whether or not it is operating. And when it determines with the division bodies 37 and 38 being operation | movement, it transfers to step S301, and when not operating, it transfers to step S303.

  In step S301 when the division bodies 37 and 38 are operating, it is determined whether or not the remaining operation time by the movable member operation monitoring timer has reached zero. Here, when the remaining time is zero, that is, when the time is up, the process moves to the movable member ending process in step S302 and the process is executed, and then the process returns to the main routine. If the remaining time is not zero, that is, the time is not up, the process returns directly to the main routine.

  If the partitions 37 and 38 (movable members) are not operating, the main CPU 66 determines whether or not there is a movable member operation request (command) in step S303. If it is determined that an operation request has not been made, the process returns to the main routine. If an operation request has been made, the process proceeds to the next step S304.

  In step S304, referring to a comparison table of the movable (moving operation) patterns of the divided bodies 37 and 38, which are preset movable members, and the game information data, the operation signal and the game information data at that time are dealt with. Processing for determining an operation pattern is performed.

  In step S305, the CPU 66 performs an output process of movable pattern data for operating the servo motors 37a and 38a, which are moving means of the partitions 37 and 38, according to the operation pattern determined in step S304 via the movable member control circuit 260. .

  In the last step S306, the movable member operation time corresponding to the movable pattern is set in the movable member operation monitoring timer, and the process returns to the main routine.

  Subsequently, an example of the movable pattern for operating the partition bodies 37 and 38 will be described more specifically with reference to FIGS.

  FIG. 16 shows an example of a movable pattern in which the sections 37 and 38 are moved so as to overlap the display area 32 a of the liquid crystal display device 32 by the player operating the cross button 28.

  FIG. 16A shows an example in which one of the partition bodies 37 that move in the up and down direction is arranged in the center of the display area 32a and divided into two in the vertical direction. In this embodiment, this partition body 37 is shown. The sub-control circuit 200 performs display control so that the upper divided area becomes the identification information display area of the decorative symbol as identification information.

  In FIG. 16B, the display area 32a is substantially divided into four so that one of the partition bodies 38 that move in the left-right direction is added to FIG. At this time, display control is performed in which the left and right areas on the upper side are used as the identification information display areas, respectively, and the decorative pattern is variably displayed in two places.

  FIG. 16 (c) shows an example in which two vertical partitions 38 are added to one central horizontal partition 37 to divide the whole into six parts. In this case, the upper left, middle, right Display control is performed so that a single decorative pattern is displayed in each of the areas.

  FIG. 16D shows an example in which two partition bodies 37 and 38 in the horizontal direction and the vertical direction are arranged in the display area 32a. In this case, display control is performed so that the central area becomes the identification information display area.

  As described above, in the pachinko gaming machine 10 according to the present embodiment, the player operates the cross button 28 to place the partitions 37 and 38 at desired positions in the display area 32a. The display area of the liquid crystal display device 32 can be set to a game environment suitable for oneself, such as changing the display mode of decorative symbols, and a pachinko game can be enjoyed.

  Next, in accordance with the progress of the game, the pachinko gaming machine 10 side controls the moving operation of the partition bodies 37 and 38, and the effect display by the liquid crystal display device 32 and the mechanical movement of the partition bodies 37 and 38 are combined. The effect display will be described. FIGS. 17 and 18 show examples of movable patterns for driving the partitions 37 and 37 in correspondence with the display contents of the variable display area 93 where the decorative symbols for effects in the display area 32a are displayed in a variable manner. This movable pattern corresponds to the first partition area 36a corresponding to the identification information display area for displaying the identification information suggesting a change in the gaming state by driving the partition bodies 37 and 38, and the effect image display area. The second partitioned area 36b and the third partitioned area 36c for forming the specific display area are formed.

  That is, first, as shown in FIG. 17A, during the variation display of the identification information in the variation display area 93, the partition bodies 37 and 38 are respectively arranged on the upper, lower, left and right end portions that do not stand out. Then, as the jackpot gaming state is confirmed by the pachinko game lottery and the identification information is displayed as “777” or the like, each of the two division bodies 37, as shown in FIG. 38 expands vertically and horizontally so as to equally divide the entire display area 32a.

  In this way, “big hit” is displayed in text in the third divided area 36c, which is the specific display area in the center surrounded by the divided bodies 37 and 38, and the effect of the big hit gaming state is excited. In addition, the first partition area corresponding to the identification information display area for displaying the identification information for suggesting a change in the gaming state on the partition area formed by the partition bodies 37 and 38 other than the specific display area. 36a and a second partition area 36b corresponding to the effect image display area are set, and as shown in the drawing, the decorative pattern is stopped and displayed as “777” in the first partition area 36a corresponding to the identification information display area. In the second partitioned area 36b corresponding to the other plurality of effect image display areas, a predetermined effect image is displayed although not shown.

  On the other hand, in the case where “decoration” is indicated such that the decorative symbol as identification information in the variable display area 93 as shown in FIG. Characters such as “sorry” are displayed in the third partition area 36c. Note that the third partition area 36c, which is a special display area, is set to display different from the normal effect display. In the present embodiment, characters such as “big hit” and “sorry” are displayed. Although displayed, the display content is not limited at all.

  FIGS. 19 and 20 show examples of movable patterns in which the probability that the gaming state changes can be notified according to the area ratio of the partition area formed by the partition bodies 37 and 38.

  That is, in the reach state in which “7 * 7” is displayed in the variable display area 93 as shown in FIG. 19A, of the nine partitioned areas partitioned by the two partitioned bodies 37 and 38, respectively. A specific character appears in the specific display area (third partition area 36c) arranged in the center. Thus, for example, as the division bodies 37 and 38 move with the passage of time, the area of the third division area 36c corresponding to the division bodies 37 and 38 is narrowed, and the presence space of the character is compressed. This is done (FIG. 19B).

  When the game further progresses and the area ratio of the third partition area 36c (specific display area) partitioned by the two partition bodies 37 and 38 increases as shown in FIG. When the character in the third partition area 36c is displayed in a lively manner so that the degree of expectation for the jackpot is increased, and when the jackpot lottery is actually won, in the variable display area 93, for example, 777 "is stopped and the jackpot gaming state is confirmed. In this way, by making it possible to report the probability of changing the gaming state (so-called “expected degree”) according to the area ratio of the partitioned area (here, the third partitioned area 36c, which is the specific display area), In addition to enhancing the interest of the player, it is possible to strongly appeal the establishment of the jackpot gaming state to the player.

  On the other hand, when the area of the specific display area is extremely reduced as shown in FIG. 20B and the character displayed therein is crushed, the degree of expectation for the jackpot is also small. As a result, in practice, the off-line gaming state such as “787” is often confirmed in the variable display area 93. In this way, by changing the area ratio of the partitioned area such as the third partitioned area 36c (specific display area), it is possible to notify the player of the probability (expected degree) that the gaming state changes.

  Here, the probability (expectation) that the gaming state changes by changing the area ratio of the partition area is notified, but not by changing the area ratio but by changing the number of partition areas in the same way. The probability (expectation) that the gaming state changes can also be notified. In addition, the probability (expected degree) that the gaming state changes can be notified by combining the change in the area ratio of the divided areas and the change in the number of divided areas.

  The following gaming machines are realized from the embodiments described above.

  An effect image display area that has a game area 15 in which a game ball can be rolled, part or all of which is formed of a light-transmitting member, and an effect image according to the game state (For example, a display area 32a), disposed behind the gaming board 14, and visible through the gaming board 14 (for example, a liquid crystal display device 32), the display means, An effect space formed between the game board 14 and movable effect means disposed in the effect space, and the movable effect means divides the effect image display area of the display means into a plurality of areas. Partitioning bodies 37 and 38 provided movably on the head, and moving means (for example, servo motors 37a and 38a) that can move the partitioning bodies 37 and 38 to a predetermined position. Move body 37,38 Thereby the divided area is formed in front of the display means, the image displayed on the effect image display area, division displayable with the gaming machine via the partitioned regions.

  A gaming machine capable of notifying a probability that a gaming state changes in accordance with an area ratio of the partition region formed by the partition bodies 37 and.

  A gaming machine capable of notifying a probability that a gaming state changes in accordance with the number of the partitioned areas formed by the partitioned bodies 37 and.

  A first partition area 36a corresponding to an identification information display area (for example, a variable display area 93) for displaying identification information (for example, a decorative symbol) suggesting a change in the gaming state by driving the partition bodies 37, 38; A gaming machine capable of forming a second partition area 36b corresponding to the effect image display area and a third partition area 36c to be a specific display area.

  As mentioned above, although this invention was demonstrated through embodiment of this invention, in the embodiment, only the specific example was illustrated, and this invention is not specifically limited. That is, the specific configuration of the display means such as the game board 14 and the liquid crystal display device 32, the partition bodies 37 and 38 constituting the movable effect means, and the moving means thereof can be changed as appropriate.

  The effects described in the embodiments of the present invention are only the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. is not.

1 is a perspective view showing an overview of a pachinko gaming machine according to an embodiment of the present invention. It is a disassembled perspective view which shows the general view in the same pachinko gaming machine. It is a front view which shows the general view in the same pachinko gaming machine. It is a front view which shows the electrical decoration unit comprised in the same pachinko gaming machine. It is a block diagram which shows the main control circuit and sub-control circuit comprised in the same pachinko gaming machine. It is various determination tables referred in the same pachinko gaming machine. It is a flowchart which shows the main process performed in the same pachinko machine. It is a flowchart which shows the system timer interruption process performed in the same pachinko gaming machine. It is a flowchart which shows the special symbol control process performed in the same pachinko gaming machine. It is a flowchart which shows the special symbol memory | storage check process performed in the same pachinko gaming machine. It is a flowchart which shows the normal symbol control process performed in the same pachinko gaming machine. It is a flowchart which shows the normal symbol memory | storage check process performed in the same pachinko gaming machine. It is a flowchart which shows the sub control circuit main process performed in the same pachinko gaming machine. It is a flowchart which shows the movable member control process performed in the same pachinko game machine. It is explanatory drawing of the movable member built-in case of the pachinko gaming machine. It is explanatory drawing of the movable pattern of the division body by cross button operation. It is explanatory drawing of the movable pattern which drives a division body corresponding to the display content of a fluctuation | variation display area. It is explanatory drawing of the movable pattern which drives a division body corresponding to the display content of a fluctuation | variation display area. It is explanatory drawing of the movable pattern which enabled alerting | reporting of the probability that a game state will change. It is explanatory drawing of the movable pattern which enabled alerting | reporting of the probability that a game state will change.

Explanation of symbols

10 Pachinko machines (game machines)
DESCRIPTION OF SYMBOLS 14 Game board 15 Game area 28 Cross button 31 Case with built-in movable member 31b Front surface 31c Opening part 32 Liquid crystal display device (display means)
37, 38 Partition 37a, 38a Servo motor 60 Main control circuit 200 Sub control circuit 260 Movable member control circuit

Claims (4)

  1. A game board having a game area in which a game ball can be rolled, and part or all of which is formed of a member having translucency;
    A display means having an effect image display area for displaying an effect image according to a game state, disposed behind the game board, and visible through the game board;
    A production space formed between the display means and the game board,
    Movable production means arranged in the production space;
    With
    The movable production means is
    A partition body provided movably so as to partition the effect image display area of the display means into a plurality of sections;
    A moving means capable of moving the partition body to a predetermined position;
    With
    The partition is moved by the moving means to form a partition area in front of the display means, and an image displayed in the effect image display area can be divided and displayed via the partition area. To play.
  2.   The gaming machine according to claim 1, wherein a probability that a gaming state is changed can be notified in accordance with an area ratio of the partition area formed by the partition body.
  3.   The gaming machine according to claim 1 or 2, wherein a probability that a gaming state is changed can be notified in accordance with the number of the divided areas formed by the divided bodies.
  4.   A first partition area corresponding to an identification information display area for displaying identification information suggesting a change in gaming state by driving the partition body, a second partition area corresponding to the effect image display area, and a specific display The game machine according to any one of claims 1 to 3, wherein a third partition area for forming an area can be formed.
JP2006294580A 2006-10-30 2006-10-30 Game machine Pending JP2008110037A (en)

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JP2011078681A (en) * 2009-10-09 2011-04-21 Daito Giken:Kk Game machine
JP2011087765A (en) * 2009-10-22 2011-05-06 Daiichi Shokai Co Ltd Game machine
JP2012045238A (en) * 2010-08-27 2012-03-08 Toyomaru Industry Co Ltd Game machine
JP2012143321A (en) * 2011-01-07 2012-08-02 Sanyo Product Co Ltd Game machine
JP2013022428A (en) * 2011-07-26 2013-02-04 Heiwa Corp Game machine
JP2013111144A (en) * 2011-11-28 2013-06-10 Sophia Co Ltd Game machine
JP2013215229A (en) * 2012-04-04 2013-10-24 Sophia Co Ltd Game machine
JP2013215228A (en) * 2012-04-04 2013-10-24 Sophia Co Ltd Game machine
JP2014100350A (en) * 2012-11-20 2014-06-05 Newgin Co Ltd Game machine
JP2015221317A (en) * 2015-08-07 2015-12-10 株式会社三洋物産 Game machine
JP2016026565A (en) * 2015-08-07 2016-02-18 株式会社ソフイア Game machine
JP2016187600A (en) * 2016-07-05 2016-11-04 株式会社ニューギン Game machine
JP2017006803A (en) * 2016-10-21 2017-01-12 株式会社三洋物産 Game machine
JP2017006804A (en) * 2016-10-21 2017-01-12 株式会社三洋物産 Game machine
JP2017047053A (en) * 2015-09-04 2017-03-09 株式会社サンセイアールアンドディ Game machine

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JP2005034631A (en) * 2003-06-27 2005-02-10 Newgin Corp Auxiliary performance device of game machine

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Cited By (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011078681A (en) * 2009-10-09 2011-04-21 Daito Giken:Kk Game machine
JP2011087765A (en) * 2009-10-22 2011-05-06 Daiichi Shokai Co Ltd Game machine
JP2012045238A (en) * 2010-08-27 2012-03-08 Toyomaru Industry Co Ltd Game machine
JP2012143321A (en) * 2011-01-07 2012-08-02 Sanyo Product Co Ltd Game machine
JP2013022428A (en) * 2011-07-26 2013-02-04 Heiwa Corp Game machine
JP2013111144A (en) * 2011-11-28 2013-06-10 Sophia Co Ltd Game machine
JP2013215229A (en) * 2012-04-04 2013-10-24 Sophia Co Ltd Game machine
JP2013215228A (en) * 2012-04-04 2013-10-24 Sophia Co Ltd Game machine
JP2014100350A (en) * 2012-11-20 2014-06-05 Newgin Co Ltd Game machine
JP2015221317A (en) * 2015-08-07 2015-12-10 株式会社三洋物産 Game machine
JP2016026565A (en) * 2015-08-07 2016-02-18 株式会社ソフイア Game machine
JP2017047053A (en) * 2015-09-04 2017-03-09 株式会社サンセイアールアンドディ Game machine
JP2016187600A (en) * 2016-07-05 2016-11-04 株式会社ニューギン Game machine
JP2017006803A (en) * 2016-10-21 2017-01-12 株式会社三洋物産 Game machine
JP2017006804A (en) * 2016-10-21 2017-01-12 株式会社三洋物産 Game machine

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