JP2008154776A - Pachinko game machine - Google Patents

Pachinko game machine Download PDF

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Publication number
JP2008154776A
JP2008154776A JP2006346762A JP2006346762A JP2008154776A JP 2008154776 A JP2008154776 A JP 2008154776A JP 2006346762 A JP2006346762 A JP 2006346762A JP 2006346762 A JP2006346762 A JP 2006346762A JP 2008154776 A JP2008154776 A JP 2008154776A
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character
dracula
stepping motor
franken
original
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JP2006346762A
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JP5252167B2 (en
JP2008154776A5 (en
Inventor
Takaaki Ichihara
Nobuyuki Kuritani
Hiroshi Tsuge
高明 市原
浩志 柘植
信行 栗谷
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Daiichi Shokai Co Ltd
株式会社大一商会
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Priority to JP2006346762A priority Critical patent/JP5252167B2/en
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Publication of JP2008154776A5 publication Critical patent/JP2008154776A5/ja
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Abstract

<P>PROBLEM TO BE SOLVED: To provide a Pachinko game machine capable of urging a player to have free ideas and enabling the player to find excitement and enjoyment by himself/herself. <P>SOLUTION: When a player sitting right in front of the Pachinko game machine 1 moves a hand or an arm within one variation period from the start of variable display of decorative symbols 80a-80c at a liquid crystal display device to the end, it is detected by a non-contact type range finding sensor and is reflected on the decorative symbol 80b displayed at the liquid crystal display device as if the change by the movement of the hand or arm of the player is given. Thus, for instance, in order to draw a big winning by the overaction of powerfully swinging down both hands or the like, the player can find the operation by himself/herself. Thus, the player is urged to have new ideas and the player himself/herself can find the excitement and enjoyment by himself/herself. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

  The present invention relates to a pachinko machine.

  Conventionally, for example, many pachinko machines that are gaming machines are provided with a liquid crystal display (variable display) on a gaming board (for example, Patent Document 1). On the display screen of this liquid crystal display, a plurality of designs are displayed variably, characters are displayed, background images are changed, and various effects are combined. When a player sees such an effect, his / her feelings are drawn into the display screen of the liquid crystal display with a sense of expectation that it may sometimes be a “hit”. When the same symbols are arranged on the display screen of the liquid crystal display and become a “big hit”, the player is immersed in a sense of superiority.

When the above-mentioned effect that may be a “big hit” is displayed on the display screen of the liquid crystal display, there are some players who cover the display screen of the liquid crystal display with their hands or handkerchiefs, and games that keep hitting the pachinko machine A player who hits a push button of a pachinko machine, a player who presses a keyhole that opens and closes the front frame of the pachinko machine with a finger, and a player who makes a loud voice saying `` Hit, win '' There is a gesture that draws "big hit". In this way, there are players who take various occult behaviors to attract “big hit”.
JP 2004-222922 A (FIG. 2)

  However, even if the player takes the occult action described above, the action is not reflected in the various effects developed on the liquid crystal display, so when he gets used to the effect, he takes the occult action to pull in the “big hit”. The idea was stagnant and I couldn't find any interest.

  The present invention has been made in view of such circumstances, and an object of the present invention is to provide a pachinko machine that encourages the player's free thinking and allows the player himself to find interest. .

  Effective solutions for achieving the above-described object will be described below. In addition, the effect | action etc. are demonstrated as needed. In addition, for easy understanding, a corresponding configuration in the embodiment of the invention is also shown as appropriate, but is not limited at all.

(Solution 1)
An outer frame formed in the shape of a vertically rectangular frame, a main body frame that is attached to the outer frame so as to be openable and closable, and can be attached to a game board, and is attached to the main body frame so as to be openable and closable, and the game board A front frame in which an opening window through which the gaming area formed in the screen can be seen is formed, a liquid crystal display that is mounted on the game board and displays a plurality of decorative symbols as images, and performs various controls relating to effects. A pachinko machine comprising an effect control board, wherein the game board is capable of detecting at least the movement of a player's hand or arm sitting on the opposite side of the pachinko machine through the opening window A plurality of range-finding sensors, and the effect control board includes a player's hand or arm within at least one variation period from when the plurality of decorative symbols start to be displayed on the liquid crystal display to stop. The plurality of distance measuring sensors for detecting the presence or absence of movement And a plurality of decorative symbols displayed on the liquid crystal display when the determination control unit determines that the player's hand or arm has moved. A pachinko machine comprising: a decorative symbol reflection control means for reflecting at least one decorative symbol as if a change caused by movement of a player's hand or arm is applied.

  This pachinko machine includes an outer frame, a main body frame, a front frame, a liquid crystal display, and an effect control board. The outer frame is formed in a vertically long rectangular frame shape, the main body frame is attached to the outer frame so as to be openable and closable, and a game board can be attached. The front frame is attached to the main body frame so as to be openable and closable, and an opening window is formed through which a game area formed on the game board can be seen through. The liquid crystal display is mounted on the game board and can display a plurality of decorative symbols as images, and the effect control board performs various controls relating to effects.

  The game board includes at least a non-contact distance measuring sensor, and can detect the movement of a player's hand or arm sitting on the opposite side of the pachinko machine through the opening window. Yes.

  The effect control board includes at least determination control means and decorative symbol reflection control means. The determination control means determines whether or not the player's hand or arm is moving within a variation period from the start to the stop of the plurality of decorative symbols on the liquid crystal display. The determination is based on the detection signal. The decorative symbol reflection control means is arranged such that when the determination control means determines that the player's hand or arm has moved, the player is assigned to at least one of the decorative symbols displayed on the liquid crystal display. It is reflected as if it had been changed by the movement of the hand or arm.

  In this way, if a player who sits directly on the face of the pachinko machine moves his / her hand or arm within one fluctuation period from the start of the display of a plurality of decorative symbols on the liquid crystal display to the stop, non-contact It is detected by the distance measuring sensor of the type, and is reflected as if a change due to the movement of the player's hand or arm is given to at least one of the decorative symbols displayed on the liquid crystal display. As a result, for example, the player can find out the action of himself / herself in order to win a big hit by overaction such as swinging down both hands. Therefore, it is possible to encourage the player's free thinking and to find out the player himself.

  In the present embodiment, for example, the outer frame 2 in FIG. 2 corresponds to the outer frame, the main body frame 3 in FIG. 2 corresponds to the main body frame, the game board 4 in FIG. 3 corresponds to the game board, and the game in FIG. The area 12 corresponds to the game area, the opening window 30 in FIG. 2 corresponds to the opening window, the front frame 5 in FIG. 2 corresponds to the front frame, and the decorative symbols 80a to 80c in FIG. 14, the liquid crystal display 116 in FIG. 14 corresponds to a liquid crystal display, the peripheral board 110 in FIG. 14 corresponds to an effect control board, the pachinko machine 1 in FIG. 1 corresponds to a pachinko machine, and FIG. The shown distance measuring sensors 119a and 119b correspond to distance measuring sensors.

  In the pachinko machine of the present invention, it is possible to encourage the player's free idea and the player himself can find interest.

Next, preferred embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a front view showing a pachinko machine, and FIG. 2 is a perspective view showing the pachinko machine in a state in which a main body frame and a front frame are opened.
[1. Configuration of pachinko machine]

  As shown in FIGS. 1 and 2, the pachinko machine 1 includes an outer frame 2, a main body frame 3, a game board 4, a front frame 5, and the like. The outer frame 2 is formed in a vertically rectangular frame shape by upper, lower, left and right frame members, and has a lower plate 6 that receives the lower surface of the main body frame 3 at the lower front side of the outer frame 2. A main body frame 3 is attached to the front side of the outer frame 2 by a hinge mechanism 7 so as to be opened and closed forward. The main body frame 3 is configured by integrally molding the front frame body 8, the game board mounting frame 9, and the mechanism mounting frame 10 with a synthetic resin material. The front frame 8 formed on the front side of the main body frame 3 is formed in a rectangular frame shape having a size corresponding to the outer shape excluding the support plate 6 on the front side of the outer frame 2.

  A game board 4 is attached to the game board mounting frame 9 integrally formed at the rear part of the front frame body 8 so as to be detachable and replaceable from the front. A guide rail 11 having an outer rail and an inner rail is provided on the board surface (front surface) of the game board 4, and a game area 12 is defined inside the guide rail 11. Non-contact type distance measuring sensors 119a and 119b for detecting movements of the player's hands and arms are fixed to the front left upper part and lower left part of the game board 4 so as to emit light toward the front right. . These emitted lights pass through an opening window 30 described later of the front frame 5, and when a player sitting on the opposite side of the pachinko machine 1 swings his arm, for example, in front of the opening window 30, the measurement is performed. Light emitted from the distance sensors 119a and 119b is reflected on the arm, and the reflected light passes through the aperture window 30 and is received by the distance measuring sensors 119a and 119b.

  A low-frequency speaker 14 is mounted via a speaker mounting plate 13 near one side of the front lower portion of the front frame 8 positioned below the game board mounting frame 9. A launch rail 15 that guides the game ball toward the launch path of the game board 4 is attached to the upper portion in the lower region of the front surface of the front frame 8 in an inclined manner. On the other hand, a lower front member 16 is attached to a lower portion in the lower area of the front surface of the front frame body 8. A lower pan 17 is provided substantially at the center of the front surface of the lower front member 16, and an operation handle 18 is provided closer to one side.

  A function of locking the main body frame 3 with respect to the outer frame 2 is provided on the rear surface of the main body frame 3 (front frame body 8) opposite to the side where the hinge mechanism 7 is provided. A locking device 19 having a function of locking the front frame 5 is attached. The locking device 19 includes a plurality of upper and lower body frame locking hooks 21 that are detachably engaged with a closing tool 20 provided on the outer frame 2 to lock the main body frame 3 in a closed state, and an open side of the front frame 5. There are provided a plurality of upper and lower door locking hooks 23 that are detachably engaged with a closing tool 22 provided on the rear surface and lock the front frame 5 in a closed state. Then, the key is inserted into the key hole of the cylinder lock 24 and rotated in one direction, so that the engagement between the main body frame locking hook 21 and the closing tool 20 of the outer frame 2 is released, and the main body frame 3 is released. When the key is locked and the key is rotated in the opposite direction, the engagement between the door locking hook 23 and the closing tool 22 of the front frame 5 is released, and the front frame 5 is unlocked. ing. The front end portion of the cylinder lock 24 is exposed to the front surface of the lower front member 16 through the front frame 8 and the lower front member 16 so that the unlocking operation can be performed by inserting a key from the front of the pachinko machine 1. Are arranged.

  A front frame 5 is attached to one side of the front surface of the main body frame 3 by a hinge mechanism 25 so as to be opened and closed forward. The front frame 5 includes a door body frame 26, a side decoration device 27, an upper plate 28, and an acoustic illumination device 29. The door main body frame 26 is formed of a pressed metal frame member, and is formed to have a size that covers a portion extending from the upper end of the front frame body 8 to the upper edge of the lower front member 16. A substantially circular opening window 30 through which the game area 12 of the game board 4 can be seen through from the front is formed at substantially the center of the door body frame 26. Further, a window frame 31 having a rectangular frame shape larger than the opening window 30 is provided on the rear side of the door main body frame 26, and a transparent plate 32 is attached to the window frame 31.

On the front side of the door main body frame 26, around the opening window 30, side decoration devices 27 are mounted on the left and right sides, an upper plate 28 is mounted on the lower portion, and an acoustic decoration device 29 is mounted on the upper portion. The side decoration device 27 is mainly configured by a side decoration body 33 in which a lamp substrate is disposed and formed of a synthetic resin material. A plurality of slit-like opening holes that are long in the horizontal direction are arranged in the side decoration body 33 in the vertical direction, and a lens 34 corresponding to a light source disposed on the lamp substrate is incorporated in the opening hole. The acoustic illumination device 29 includes a transparent cover body 35, a speaker 36, a speaker cover 37, a reflector body (not shown), and the like, and these constituent members are assembled together to form a unit.
[2. Components of the game board]

  Next, various components provided in the game area 12 partitioned on the game board 4 will be described. FIG. 3 is a front view showing the game board.

  In the central portion of the game area 12, as shown in FIG. The stage device 40 includes a special symbol display 41 that variably displays a special symbol by lighting of a plurality of light emitters (for example, four LEDs), and a plurality of types of three symbols including left, middle, and right symbols. The liquid crystal display 116 (only the reference numeral is shown in FIG. 14) that displays the decorative design in a variable manner and displays various effects in the display area 42, and the lighting of a plurality of light emitters (for example, four LEDs), the predetermined condition is met. A special figure memory lamp 54 that displays the number of memories (starting memory number) that has been established (the game ball has entered the starting winning opening 45 and the electric starting winning opening 46) but has not yet started changing the special symbol, The front display board 43 for attaching the symbol display 41, the liquid crystal display 116, and the special figure memory lamp 54 to the surface of the game board 4 (game area 12) is provided. Further, effect lamps 44 a and 44 b are attached to the upper right portion of the effect device 40. These effect lamps 44a and 44b perform lighting or gradation lighting (lighting whose brightness changes smoothly) in accordance with the effect display by the display area 42.

  Below the stage device 40, there are provided a start winning port 45 and an electric start winning port 46 having a pair of opening and closing blades 47 below the start winning port 45. The electric start winning opening 46 is provided with an opening / closing blade solenoid 63a serving as a drive source for opening / closing the opening / closing blade 47. When the display result of the normal symbol display 50 is "winning", the opening / closing blade 47 is in a predetermined time. (For example, it is controlled to be opened for 0.5 seconds in normal state (hereinafter referred to as s) or 3 s in probability variation state). It is to be noted that a game ball from above can enter the start winning opening 45, and the upper portion of the electric start winning opening 46 is blocked by the start winning opening 45, and when the open / close wing 47 is closed, the game ball enters. The ball is not ready. For this reason, when the opening / closing wing 47 is in the open state, the game ball can enter.

  The game balls that have entered the start winning opening 45 and the electric start winning opening 46 are detected by the start opening sensor 55, and based on this detection (predetermined conditions are met), the special symbol display 41 changes the special symbol. (Variation display of decorative symbols in the display area 42) is permitted. When a game ball enters the start winning opening 45 and the electric start winning opening 46, and the game ball is detected by the start opening sensor 55, the special symbol display result on the special symbol display 41 is hit (specific display). A jackpot determination random number for determining whether or not to be (mode) is extracted. Also, the jackpot determination random number extracted based on the fact that the game ball entered the start winning opening 45 or the electric start winning opening 46 during the special symbol change and detected by the start opening sensor 55 is a predetermined number ( For example, up to four) can be stored, and the stored number (starting stored number) is displayed by turning on the special-purpose memory lamp 54 composed of a plurality of light emitters (for example, four LEDs). The special figure memory lamp 54 is arranged on the right side of the game area 12.

  On the left side of the game area 12, a normal symbol display 50 is provided for variably displaying normal symbols by lighting and blinking of light emitters (for example, LEDs). A probability variation state lamp 51 that is turned on or off (in this embodiment, lighted in the probability variation state) is attached below the normal symbol display 50 depending on whether or not the gaming state is in the probability variation state. It has been. Below the normal symbol display 50, a left gate 58a having a left gate sensor 53a and a right gate 58b having a right gate sensor 53b are provided. When the game ball is detected by the left gate sensor 53a or the right gate sensor 53b based on the passing of the game ball through the left gate 58a or the right gate 58b, the normal symbol display 50 starts the fluctuation display of the normal symbol. That is, the normal symbol display on the normal symbol display 50 is permitted in accordance with the detection of the game ball by the left gate sensor 53a and the right gate sensor 53b. When a game ball is detected by the left gate sensor 53a and the right gate sensor 53b, a normal random number for determining whether or not to win the normal symbol display result on the normal symbol display 50 is extracted. . In addition, the normal random number per normal symbol extracted based on the fact that the game ball passes through the left gate 58a or the right gate 58b and is detected by the left gate sensor 53a or the right gate sensor 53b during the variation of the normal symbol is a predetermined value. It is possible to store up to the number (for example, four), and the stored number is displayed by turning on the general memory lamp 56 composed of a plurality of light emitters (for example, four LEDs). The general memory lamp 56 is arranged on the left side of the game area 12.

  Below the electric start winning opening 46, a big winning opening device 60 having an open / close plate 62 for opening and closing a horizontally long rectangular winning opening 61 is disposed. The special prize opening device 60 includes an opening / closing plate solenoid 63b serving as a drive source for opening and closing the special prize opening 61 (opening / closing plate 62), and a count sensor 64. At the bottom of the game area 12 below the big prize opening device 60, there is provided an out mouth 48 through which the game balls that have flown down the game area 12 and have not entered any prize opening or winning apparatus are taken in. ing. Four winning ports 66 a to 66 d are provided on the left and right sides of the starting winning port 45, the electric starting winning port 46 and the large winning port device 60. In addition, a decoration lamp 49 for lighting that is controlled to be turned on and off according to the gaming state is attached to the game area 12.

Note that distance measuring sensors 119a and 119b are fixed to the upper and lower portions on the left side of the game board 4. These distance measuring sensors 119a and 119b detect movements of a player's hand or arm sitting on the opposite side of the pachinko machine 1, as described above, and will be described in detail later. A vibration sensor 70 is fixed to the lower right rear surface of the game board 4. The vibration sensor 70 detects unauthorized vibration transmitted to the game board 4. “Unauthorized vibration” is caused, for example, when the player strikes the front frame 5 or the upper plate 17 shown in FIG. 2 or pulls the upper plate 17 forward. The act of transmitting such unauthorized vibration to the game board 4 attempts to cause the game ball launched into the game area 12 to enter the start winning opening 45 or the electric start winning opening 46.
[3. Game]

  Next, games realized by various winning devices provided on the game board 4 will be described. When the player operates the operation handle 18, a game ball is launched by a launching device (not shown) provided on the back side of the pachinko machine 1. The game ball is released along the guide rail 11 to the game area 12 and flows down while colliding with an obstacle nail or the like. When the game ball flows down, when the passing of the game ball is detected by the left gate sensor 53a or the right gate sensor 53b, the normal symbol is displayed on the normal symbol display 50 in a fluctuating manner (the illuminant is alternately lit in green and red). When the predetermined time elapses, the normal symbol is stopped. When the stopped normal symbol is “hit” (the light emitter is turned off in green), the opening / closing blade 47 of the electric start winning opening 46 is set for a predetermined time (for example, 0). .5s) Open. On the other hand, the open / close wing 47 is not opened when the stopped normal symbol is “losing” (the illuminator is turned off in red), but a game ball can be won at the start winning opening 45.

Subsequently, when a game ball wins in the start winning opening 45 or the electric start winning opening 46, the special symbol is variably displayed on the special symbol display 41. At this time, the decorative symbols are variably displayed in the display area 42 of the liquid crystal display 116. When the predetermined time elapses, the special symbol and the decorative symbol are stopped. When the stopped special symbol is in a specific display mode (a combination of lighting by a plurality of light emitters that are big hits: jackpot symbol), the stopped decorative symbol is also specified. It becomes a display mode (combination of the same decorative symbols: jackpot symbol), and it becomes a jackpot gaming state. In this big hit gaming state, the open / close plate 62 of the grand prize opening device 60 falls forward and the state where the big prize opening 61 is opened until a predetermined time (for example, 30 seconds) or a predetermined number (for example, 10) is won continues. Thereafter, the special winning opening 61 is closed by the standing of the opening / closing plate 62. Then, when a predetermined time (for example, 2 s) elapses, the opening / closing plate 62 falls again to the near side, and the special winning opening 61 is opened. This open / close cycle (hereinafter also referred to as round “R”) is repeated 15 times. Note that game balls that have not entered various winning devices or the like are collected by the out port 48.
[4. Production equipment]

  Next, the rendering device will be described. FIG. 4 is an exploded perspective view showing the game board as being disassembled into components. However, since only the components necessary for the explanation are taken up here, the illustration of some components is omitted as appropriate.

As shown in FIG. 4, the effect device according to the present embodiment includes two units divided forward and backward with the game board 4a interposed therebetween. Specifically, the front unit 140 is located on the front side of the game board 4a, and the front unit 140 is attached to the game board 4a from the front side. Conversely, the rear unit 142 is located on the back side of the game board 4a, and the rear unit 142 is attached to the game board 4a from the back side. It should be noted that distance measuring sensors 119a and 119b for detecting the movement of the player's hand, arm, etc. are fixed to the front upper left and lower left of the game board 4a so as to emit light toward the right front.
[4-1. Through hole]

In the game board 4a, a through hole 144 is formed by punching the plywood material in the thickness direction. The through hole 144 is greatly opened from the center of the game area 12 to a slightly higher range, and the opening shape substantially matches the outer shape of the front unit 140.
[4-2. Insertion connection]

  The front unit 140 is formed in such a shape that the second half portion (connecting insertion portion) facing the game board 4a is completely fitted into the through hole 144 when viewed in the front-rear direction. This part is attached to the game board 4a in a state of being fitted in the through hole 144. In the rear half of the front unit 140, the thickness of the front half in the front-rear direction is set to be almost the same as the thickness of the game board 4a. For this reason, when the front unit 140 is attached to the game board 4a, the subsequent half of the part is flush with the back surface of the game board 4a (so-called flush state).

  Further, the front unit 140 is formed with a boss 140a that protrudes rearward from the second half portion (insertion connecting portion). There are three bosses 140a in total, one at the upper position of the front unit 140 and two at the lower position (only one is shown in FIG. 4). When inserted from the front side of 4a, it protrudes further rearward from the back side of game board 4a.

On the other hand, with the front unit 140 attached to the game board 4a, the front half of the front unit 140 protrudes to the front side of the game board 4a. The thickness of the front half portion is set to be substantially the same as, for example, the guide rail 11 or the front decorative plate 43 (see FIG. 3). Therefore, when the front unit 140 is attached to the game board 4a, the front half of the front unit 140 projects forward from the board surface within the game area 12, thereby guiding or guiding the flow of the game ball.
[4-3. Mounting surface]

  On the other hand, the rear unit 142 on the back side is formed in a substantially flat shape with the front surface facing the back surface of the game board 4a, and is attached to the game board 4a with the flat front surface as an attachment surface 142a. When the rear unit 142 is attached to the game board 4a, the above-described attachment surface 142a is in close contact with the back surface of the game board 4a (however, a gap due to manufacturing error or distortion is allowed).

  Further, although the mounting surface 142a is not fitted into the above-described through hole 144, a part of the mounting surface 142a is in a positional relationship facing the through hole 144. That is, when the rear unit 142 is mounted to the game board 4a, the mounting surface 142a Partially protrudes inside the through hole 144 and is exposed to the front side of the game board 4a through the through hole 144. However, since this exposed part is covered with the front unit 140, it is not directly visible to the player.

Further, the rear unit 142 has three boss holes 142b corresponding to the bosses 140a of the front unit 140. When the front unit 140 and the rear unit 142 are attached to the game board 4a from the front and rear, The three bosses 140a reach the rear unit 142 through the through holes 144 and are respectively inserted into the corresponding boss holes 142b. In this state, the front unit 140 and the rear unit 142 are positioned relative to each other.
[4-4. Display unit]

Although not shown in FIG. 4, a display unit is further attached to the game board 4 from behind the rear unit 142. The display unit is configured as a unit in which the liquid crystal display 116 and the liquid crystal control board 113 are integrated, and plays a role of displaying a stunning image on the screen. When the game board 4 is completed, the screen of the display unit can be viewed from the front side through the through hole 144 described above.
[4-5. Direction area]

  FIG. 5 is a front view of the front unit and the rear unit, and shows the state in which the front unit and the rear unit are connected. As shown in FIG. 5, the front unit 140 plays a role of giving a player a certain visual effect and impact from the modeling and decoration applied to the outer surface thereof. In addition, such modeling and decoration of the front unit 140, coupled with the design of the decorative sheet (cell board) attached to the front surface of the game board 4a, clearly recognizes the model or game concept of the pachinko machine 1 to the player. Has the effect of making At the same time, in the present embodiment, the front unit 140 is attached at a substantially central position of the game area 12, thereby forming an effect area where an effect operation is performed. In this embodiment, in this effect area, for example, a light emission effect by turning on or blinking an LED, an image display effect by a liquid crystal display, an operation effect by a movable accessory, and the like are performed.

Further, a central portion of the front unit 140 and the rear unit 142 is opened in a rectangular shape so that the above-described display unit can be visually recognized, and a display area 42 is formed in the opening portion. In the display area 42, a dramatic image display is performed by the liquid crystal display 116.
[5. Front unit]

  The overall appearance of the front unit 140 is formed using a “monster house” as a motif. The “monster house” here is a building where the characters (comic characters imitating imaginary monsters) that appear in the story of creation, for example, are inhabited, and the appearance is Western brick It has become. When the front unit 140 is regarded as a “monster house”, the roof decoration portion 140b corresponding to the roof has a shape that widens to the left and right. In addition, the roof decoration portion 140b serves to distribute the game balls flowing down from above the game area 12 to the left and right (so-called armor cover).

  A comical character body (monster) 140c is disposed immediately below the left roof decoration portion 140b. The character body (monster) 140c corresponds to the character who becomes the master of the “monster house” in the above-described story, and is visually designed to imitate a human boy. In terms of design, the character body (monster) 140c looks like a wall that penetrates from the attic and looks into both face and both hands.

  Further, the center of the roof decoration portion 140b swells in a dome roof shape, and a window decoration portion 140d simulating a “roof window” is disposed immediately below the roof decoration portion 140b. The window decoration portion 140d can be easily recognized as a window by using transparent parts. Further, an LED 140l is mounted on an LED board (not shown) in the back of the window decoration portion 140d. Therefore, the window decoration portion 140d performs a light emission effect by turning on or blinking the LED 140l. The LED board is built in the front unit 140. In the present embodiment, the window decoration portion 140d and the LED 140l function as an effect lamp 44a (see FIG. 3).

  Another spherical guiding member 140e is attached to the front side of the window decoration portion 140d so as to obliquely close the “roof window”. The ball guiding member 140e is arranged so as to be braided together with the other decorative member 140f on the front side of the window decorative portion 140d. Each of the ball guiding member 140e and the decorative member 140f has a three-dimensional pattern with a wood grain on the front surface.

  The left and right side edges of the front unit 140 extend downward so as to surround both sides of the display area 42 described above, and the right edge of the front unit 140 is wider than the left edge. Further, the above-described roof decoration portion 140b extends so as to hang down from the upper part of the front unit 140 to the left and right side edges, and therefore the outer edges of the left and right side edges are outside the game area by the roof decoration portion 140b. 12 (not shown in FIG. 5).

  A wall decoration body 140g is attached to the right edge of the front unit 140 along the inside of the roof decoration portion 140b described above. Further, another wall decoration body 140h is attached to the right edge portion from the upper edge to the right edge of the display area 42, and a certain amount of space is provided between the wall decoration body 140h and the previous wall decoration body 140g. A gap is secured. These wall decorations 140g and 140h are each formed into a shape in which bricks are stacked, and the atmosphere as a “monster house” is created in a manner that is shaped by the wall decorations 140g and 140h.

On the other hand, a window decoration portion 141 is formed on the left edge of the front unit 140 so as to be located inside the roof decoration portion 140b. The window decoration portion 141 is a decoration as a “light window” leading to the interior of the “monster house”.
[5-1. Sphere guide passage]

  On the right edge of the front unit 140, a sphere guide passage 148 is formed in the space between the above-described wall decorations 140g and 140h. The ball guide passage 148 extends downward from the upper side of the display area 42 so as to bypass the right side, and is opened toward the game area 12 below. During the game with the pachinko machine 1, the game ball that has flowed down from above the front unit 140 is guided by the above-described ball guide member 140e and fed into the ball guide passage 148.

  A wall surface member 140 i is attached to the right edge of the front unit 140 at a position behind the ball guide passage 148 as viewed from the front side. The wall member 140i is light transmissive by adopting transparent parts (plate-like members), and an LED 140m is mounted on an LED substrate (not shown) at a position behind the wall member 140i. For this reason, in the ball guide passage 148, a light-emitting effect is performed by turning on or blinking the LED 140m in the same manner as the window decoration portion 140d described above. In the present embodiment, the wall surface member 140i and the LED 140m function as an effect lamp 44b (see FIG. 3).

  Although not shown in detail in FIG. 5, the wall surface member 140i has a light diffusion lens cut (for example, prism cut, diamond cut, etc.) on the back surface thereof. On the other hand, the front surface of the wall surface member 140i is processed into a shape having visual uniformity with the surface shape of the wall decorations 140g and 140h. Specifically, since the wall decorations 140g and 140h have a shape in which bricks are stacked, protrusions simulating each brick are also formed on the front surface of the wall surface member 140i.

The shape or function of the ball guide passage 148 will be described later.
[5-2. Ball stage]

  A ball receiving stage 140j is formed at the lower edge of the front unit 140. In this embodiment, not only the front unit 140 but also a ball receiving stage 142c is formed at the lower edge of the rear unit 142, and the ball receiving stage of both the front unit 140 and the rear unit 142 is combined. 140j and 142c are integrated. The ball receiving stages 140j and 142c are divided into upper, middle, and lower three stages. Of these, the upper and middle ball receiving stages 142c are formed in the rear unit 142, and the lower ball receiving stage 140j is formed in the front unit 140. ing. Among these, the upper ball receiving stage 142c is located at the innermost position, and from there, the position of the middle ball receiving stage 142c and the lower ball receiving stage 140j are sequentially lowered.

  In relation to the ball receiving stages 142c and 140j, the rear unit 142 is formed with a guide passage 142d. The guide passage 142d is lowered from the center position of the upper and middle ball receiving stages 142c, and the front side. It bends and extends. Further, the front unit 140 is formed with a discharge port 140k of the guide passage 142d at the center position of the lower edge portion thereof.

The functions of the ball receiving stages 142c and 140j and the guide passage 142d are almost the same as those known in the art. That is, the ball receiving stages 142c and 140j roll the game ball by swinging left and right on its upper surface, The destination is unpredictable. In this process, the game ball falls to the lower stage or is inserted into the guide passage 142d, so that the game is interesting due to the movement of the game ball in the meantime. When the game ball is inserted into the guide passage 142d, the game ball is discharged right below from the lower discharge port 140k, so that it becomes easy to win the start winning port 45 and the electric start winning port 46 (see FIG. 3).
[5-3. Release passage]

Although not shown in detail in FIG. 5, a warp passage is formed in the front unit 140 in relation to the ball receiving stages 142c and 140j. The warp passages are respectively formed on the left and right side edges of the front unit 140, and both play a role of guiding the game ball to the ball receiving stage 142c. In this embodiment, the form and arrangement of the warp passage are different on the left and right, and the specific form, arrangement, etc. will be described later.
[6. Rear unit]

  FIG. 6 is a front view showing the rear unit alone. As shown in FIG. 6, unlike the front unit 140, most of the rear unit 142 is hidden behind the game board 4a. However, since the portion of the ball receiving stage 142c and the portion surrounding the display area 42 are exposed on the front side and are in direct contact with the player's eyes, they are decorated similarly to the front unit 40. Has been.

  First, a decorative member 142e is disposed above the upper ball receiving stage 142c and in the back of the ball receiving stage 142c. The decorative member 142e extends to the left and right so as to define the lower edge of the display area 42. . In addition, the decorative member 142e is formed into a shape in which bricks are arranged in a horizontal row, so that the decoration and the visual unity of the front unit 140 are maintained. The decorative member 142e is divided into left and right portions with the above-described guide passage 142d.

  In addition, a decoration member 142f is also disposed on the left portion of the upper edge of the display area 42. The decorative member 142f is also formed in a shape in which bricks are arranged in a horizontal row when viewed from the front, but is further formed in a shape in which bricks are arranged in the depth direction.

With respect to the other periphery of the display area 42, the same decoration (decoration simulating the arrangement of bricks) is applied to the right position of the decoration member 142f, and the same decoration is applied to the right edge. On the other hand, the left edge of the display area 42 is slightly different from the others and is decorated like a wooden door. Such a decoration of the rear unit 142 is not so conspicuous because it is located just behind the front unit 140 when viewed from the front, but the player changes the direction and angle of the line of sight to change the display area 42. If the periphery is looked into, the decoration of the rear unit 142 is clearly visible. The decoration of the rear unit 142 will be described later.
[6-1. Operating mechanism]

  Next, an operation mechanism that is a central element in the rear unit 142 will be described.

  As shown by a broken line in FIG. 6, the rear unit 142 has built-in performance action bodies that can appear and disappear in the display area 42, that is, character bodies 150, 152, and 154. These character bodies 150, 152, and 154 are housed in the periphery of the display area 42 in a state where they are located at the back (inside the rear unit 142) from the above-described mounting surface 142a. It moves from the position toward the display area 42 and appears on the front side of the display screen.

The rear unit 142 is provided with three cover members 142g at positions corresponding to the mounting surface 142a described above. The cover member 142g is made of a transparent (or translucent) resin plate having a thin wall thickness (for example, about 2 mm), and the mounting surface 142a is formed from the front surface of these cover members 142g. In FIG. 6, the outer shapes of the character bodies 150, 152, and 154 are indicated by broken lines. However, since the cover member 142g has transparency, the character bodies 150, 152, and 154 (and their attached mechanisms) are actually used. It is visible through the front side.
[6-2. Directed action body]

  FIG. 7 is a front view showing a state where the cover member is removed from the rear unit. As shown in FIG. 7, the three character bodies 150, 152, and 154 are arranged so as to surround the display area 42, and one character body 150, 152, and one on the upper side, the right side, and the left side, respectively. 154 is located.

Each of the character bodies 150, 152, and 154 is designed in a different form. These character bodies 150, 152, and 154 all resemble some kind of “monster” appearing in a famous mysterious novel, but are visually designed to be deformed. The character body (Franken) 150 located on the right side of the display area 42 is imitating a “Frankenstein monster”, but it feels as if it is missing somewhere from its expression. The character body (Dracula) 152 located above the display area 42 is similar to the “Vampire Dracula”, but has an impression that it seems somewhat weak from the face. The character body 154 located on the left side of the display area 42 is similar to a “wolf man (man who transforms from a human figure into a wolf)”. Although not shown in detail in FIG. 7, the expression of the character body (wolf man) 154 is mascot-like caress.
[6-3. Standby storage unit]

  The rear unit 142 is formed with accommodating portions 156, 158, and 160 (standby accommodating portions) corresponding to the three character bodies 150, 152, and 154, respectively. The storage unit 156 is provided with a photo sensor 150n, the storage unit 158 is provided with photo sensors 152n and 153n, and the storage unit 160 is provided with a photo sensor 154n. The rear unit 142 has a structure that is entirely covered by the casing 162, and the three accommodating portions 156, 158, and 160 are in a state of being partitioned and formed inside the casing 162.

  The casing 162 has a substantially rectangular outer shape. The front surface of the casing 162 is largely open, but the back surface is closed by a back wall 162a. The outer edge of the casing 162 is surrounded by a side wall 162b, and the side wall 162b is formed so as to rise from the peripheral edge of the back wall 162a to the front side. And the accommodating part 156,158,160 mentioned above is formed inside the side wall 162b in the space before this back wall 162a.

In the accommodating portions 156, 158, and 160, the side ends adjacent to the display area 42 are the entrances and exits of the character bodies 150, 152, and 154. The character bodies 150, 152, and 154 can be displaced between a state (standby position) accommodated in the accommodation units 156, 158, and 160 and a state (appearance position) that appears on the front side of the display screen. At this time, the character bodies 150, 152, and 154 enter and exit through the aforementioned entrances. When the character bodies 150, 152, and 154 are accommodated in the accommodating portions 156, 158, and 160, respectively, and are in the standby positions (hereinafter referred to as “original positions”), they are detected by the photosensors 150n, 153n, and 154n described above. (Photosensors 150n, 153n, and 154n are arranged at the original positions of the character bodies 150, 152, and 154, respectively). Note that the photosensor 152n detects an original position of a shielding member 166 described later (the photosensor 152n is disposed at the original position of the shielding member 166).
[6-4. Shielding member]

  The rear unit 142 is attached to the back side of the game board 4a, and the front unit 140 is attached to the front side of the game unit 4a. When it is in the state, it is hidden behind the front unit 140 and the game board 4a and is not visible from the front.

  Furthermore, in the present embodiment, a shielding member (Franken) 164, a shielding member (Dracula) 166, a shielding member (Wolf) corresponding to each character body (Franken) 150, character body (Dracula) 152, character body (Wolf man) 154. Male) 168 is provided, and these shielding members 164, 166, and 168 serve to block the exposure of the inside of the accommodating portions 156, 158, and 160 through the display region 42 from the front side. Therefore, as indicated by the solid line in FIG. 7, in the state where the character bodies 150, 152, 154 are accommodated in the accommodating portion 156, the accommodating portions 156, 158 are respectively provided by the corresponding shielding members 164, 166, 168. , 160 are closed.

  On the other hand, as shown by a two-dot chain line in FIG. Can be opened. In this state, the character bodies 150, 152, and 154 can appear on the front side of the display area 42.

  At this time, with respect to the character bodies 150 and 152 on the right side and the upper side of the display area 42, the respective shielding members 164 and 166 are rotated along the front surface of the display screen around one end portion, thereby opening the doorway. . Further, with respect to the character body 154 on the left side of the display area 42, the entrance / exit is opened by the shielding member 168 pivoting toward the display screen about the vertical axis.

In addition, the shielding members 164, 166, and 168 are provided with a decoration that is consistent with the decoration on the outer surface of the front unit 140. For example, the shielding members 164 and 166 positioned on the right side and the upper side of the display area 42 are decorated in the same manner as the decorative member 142f, in the form of a brick arrangement. On the other hand, the shielding member 168 located on the left side of the display area 42 is decorated in a manner similar to a wooden door as described above.
[6-5. Operating range]

  In the present embodiment, the three character bodies 150, 152, and 154 perform the appearing and appearing operations in the display area 42. However, the respective operation ranges are designed not to interfere with each other, or in control. An operation that does not interfere is performed. For example, the character body (wolf man) 154 on the left side of the display area 42 moves linearly to the right from the left end of the display area 42, but the motion range A1 at this time is the other two character bodies. The design does not overlap with the operation range A2 of 150 and 152.

Regarding the character bodies 150 and 152 located on the right side and the upper side of the display area 42, there is a design overlap in the operation range in which the respective shielding members 164 and 166 rotate. However, these character bodies 150 and 152 are controlled so that their movement ranges (angles) B1 and B2 do not interfere with each other during actual movement.
[6-6. Example of operation mechanism configuration]

Next, the details of the operation mechanism that operates the character bodies 150, 152, and 154 and the shielding members 164, 166, and 168 will be described.
[6-6-1. Character body (Franken)]

  FIG. 8 is a detailed view of the character body (Franken) and the shielding member (Franken), specifically showing the operation mechanism. The operation mechanism including the character body (Franken) 150 and the shielding member (Franken) 164 is unitized in a state of being housed in a box-shaped mechanism box 150a as shown in FIG. The mechanism box 150a is housed in the rear unit 142 as a whole unit, and the housing portion 156 described above is formed inside the mechanism box 150a in this state.

  The character body (Franken) 150 is composed of a combination of three movable parts, and specifically includes a head part 150b, a left arm part 150c, and a right arm part 150d. These parts 150b, 150c, and 150d are pin-bonded to each other to form a link mechanism, and each corresponds to a section of the link mechanism. In addition, an elevating slider 150e is accommodated in the mechanism box 150a, and this elevating slider 150e also constitutes one action mechanism together with the character body (franken) 150. The elevating slider 150e is supported so as to be movable up and down in the mechanism box 150a.

  The head part 150b of the character body (Franken) 150 is supported by the mechanism box 150a via a fulcrum 150f at a portion corresponding to the chest of the “monster”. A lever 150g extends obliquely downward from this portion, and the head part 150b and the lift slider 150e are joined to each other via the lever 150g.

  The left arm part 150c and the right arm part 150d of the character body (Franken) 150 are connected to each other at a portion corresponding to the base of the arm. These left arm part 150c and right arm part 150d operate as a unit on the mechanism without relatively moving. However, the head part 150b is located between the right arm part 150d and the left arm part 150c when viewed in the front-rear direction, and these are housed in the mechanism box 150a so as to overlap in the front-rear direction. Accordingly, an appropriate clearance is secured between the head part 150b, the left arm part 150c, and the right arm part 150d. Accordingly, in this embodiment, the character body (Franken) 150 has a thickness as a whole (which is structurally different from a movable accessory having only one thin plate).

  Although not shown in FIG. 8, the head part 150b is pin-joined to the left arm part 150c and the right arm part 150d at a portion corresponding to the back of the “monster”. On the other hand, the right arm part 150d is pin-bonded to the shielding member 164 at a portion corresponding to the palm. Thereby, a continuous mechanism from the elevating slider 150e to the shielding member (Franken) 164 via the head part 150b and the right arm part 150d is configured. As a result, not only a two-dimensional visual effect by a single action like a movable member having only one thin plate, but also the character body (Franken) 150 as a whole is shown as being thick, A visual effect is obtained as if the body (Franken) 150 is displayed three-dimensionally and the image displayed in the display area 42 on the rear side of the character body (Franken) 150 is also given depth.

As shown in FIG. 8B, a stepping motor 150h is attached to the back side of the mechanism box 150a. The character body (franken) 150 and the shielding member 164 can operate using the stepping motor 150h as a drive source.
[6-6-2. Open hole]

In the mechanism box 150a, an open hole 150j is formed in the right side wall 150i as seen in FIG. The opening hole 150j opens the space inside the mechanism box 150a to the right side, and can ensure the visibility to the inside. Since the casing 162 of the rear unit 142 is also entirely formed of transparent resin, the inside of the mechanism box 152a can be seen through the opening hole 150j even when the mechanism box 152a is accommodated in the casing 162. ing.
[6-6-3. Example of operation]

  FIG. 9 shows an operation example of the character body (Franken) and the shielding member (Franken). As shown in FIG. 9, the lifting slider 150e described above is lifted and lowered by the power from the stepping motor 150h. The power from the stepping motor 150h is lifted and lowered by the pinion 150r attached to the output shaft. Power is transmitted to the elevating slider 150e by applying a rotational motion to the rack 150s formed on the slider 150e.

  The raising / lowering operation of the raising / lowering slider 150e is transmitted to the head part 150b via the lever 150g. When the elevating slider 150e is raised, the lever 150g is pulled up accordingly, and thereby the head part 150b rotates around the fulcrum 150f. By the rotation of the head part 150b at this time, a movement in which the character body (Franken) 150, which is just a “monster”, protrudes the head forward is realized. An engagement groove 150k is formed at the lower end of the lift slider 150e, and the lift slider 150e and the head part 150b are joined via the engagement groove 150k. Further, a character body (Franken) reference plate 150m is formed on the elevating slider 150e below the engaging groove 150k, and the character body (Franken) reference plate 150m is in the recess of the photosensor 150n. It becomes the original position (see FIG. 8A).

  When the head part 150b further rotates, the movement is transmitted to the left arm part 150c and the right arm part 150d, and the movement of the right arm part 150d is transmitted to the shielding member (Franken) 164 as a connecting node. As a result, when the shielding member (franken) 164 is obliquely displaced from the initial posture (hanging state), an operation as if the shielding member (franken) 164 was pushed up in the upper left direction is realized. At this time, the left arm part 150c and the right arm part 150d work as articulated joints having no fixed fulcrum, so the left arm part 150c and the right arm part 150d move in the upper left direction according to the movement of the shielding member (Franken) 164 and the head part 150b. Will be moved to.

As a result, when the action mechanism is viewed as a whole, the character body (Franken) 150, which is a “monster”, pushes the shielding member (Franken) 164 with both hands, and a stunning operation is realized as if the face is sticking out of it. Will be. In addition, since the shielding member 164 is decorated to resemble a brick wall, the “monster” has its monster power from the movement of the character body (Franken) 150 at this time, and the “monster house” A visual effect is obtained as if the brick wall was forcibly pushed up.
[6-6-4. Character body (Dracula)]

  FIG. 10 is a detailed view of the character body (Dracula) and the shielding member (Dracula), specifically showing the operation mechanism. The operation mechanism including the character body (Dracula) 152 and the shielding member (Dracula) 166 is also unitized in a state of being housed in a box-shaped mechanism box 152a as shown in FIG. Here, similarly, the mechanism box 152a is accommodated in the rear unit 142 as a whole unit, and the accommodating portion 158 described above is formed inside the mechanism box 152a in this state.

  The character body (Dracula) 152 is a single component, and a two-system link mechanism is provided in the mechanism box 152a. Of these, one system is for rotating (or swinging) the character body (Dracula) 152 and the shielding member (Dracula) 166 as a whole, and the other system is for shielding the character body (Dracula) 152. This is for sliding in the longitudinal direction of the member (Dracula) 166.

  Of the two types of link mechanisms, the first one system (second link mechanism) includes a main part 152b integrally formed with a shielding member (dracula) 166, as well as this main part 152b (swing member). In addition, a lever 152c for rotating (or swinging) the character body (Dracula) 152 is included. The main part 152b is supported by the mechanism box 152a via a fulcrum 152d, and can swing in the left-right direction around the fulcrum 152d.

  One lever 152c is swingably supported by the mechanism box 152a via a fulcrum 152e. The end of the lever 152c located on the lower side from the fulcrum 152e is joined to the main part 152b. A guide groove 152i is formed at the end of the lever 152c along the longitudinal direction thereof. On the other hand, the main part 152b is provided with an engagement pin (not shown) that protrudes rearward when viewed in the front-rear direction. The main part 152b is mechanically connected to the lever 152c by inserting the engaging pin into the guide groove 152i.

  A guide groove 152f is formed along the longitudinal direction on the opposite side, that is, on the end located on the upper side from the fulcrum 152e, and the tip of the crank 152g is inserted into the guide groove 152f. . The crank 152g is connected to the output shaft of the stepping motor 152h, and can be rotated or rotated by its power.

  The remaining one system (first link mechanism) includes a connecting rod 153a connected to the character body (Dracula) 152 and a lever 153b connected to the connecting rod 153a. The character body (Dracula) 152 is designed in a posture as if “Vampire Dracula” is flying in the sky. The connecting rod 153a described above is pinned backward in the flight direction of the character body (Dracula) 152. It is joined.

  On the other hand, the character body (Dracula) 152 is slidably supported with respect to the main part 152b of another system. For this reason, a guide groove 153c is formed along the longitudinal direction of the main part 152b. An engagement pin (not shown) is formed behind the character body (Dracula) 152 when viewed from the front side, and the engagement pin is in a state of being inserted into the guide groove 153c.

The lever 153b is also formed with a guide groove 153d along the longitudinal direction thereof, and the tip of the crank 153e is inserted into the guide groove 153d. The crank 153e is connected to the output shaft of the stepping motor 153f, and can be rotated or rotated by its power.
[6-6-5. Visibility]

  As for the character body (Dracula) 152, the entire mechanism box 152a is formed of transparent parts. For this reason, the two-system link mechanism also has an advantage that the state can be easily confirmed from various directions around it. [6-6-6. Example of operation]

  FIG. 11 shows an operation example of the character body (Dracula) and the shielding member (Dracula). As shown in FIG. 11, first, in one system of link mechanism (second link mechanism), the crank 152g is rotated in one direction (counterclockwise in FIG. 11) by the power of the stepping motor 152h. The lever 152c rotates in one direction (the clockwise direction in FIG. 11). As the lever 152c rotates, the main part 152b rotates in one direction (counterclockwise direction in FIG. 11), and therefore, one end portion of the character body (Dracula) 152 and the shielding member (Dracula) 166 (FIG. 11). Then, the right end part) rotates downward. Further, a reference plate 152m of a shielding member (dracula) 166 is formed on the lower right side of the main part 152b, and a state where the reference plate 152m of the shielding member (dracula) is housed in a recess of the photosensor 152n is the original position. (See FIG. 10A).

  With respect to the remaining one-system link mechanism (first link mechanism), the lever 153b moves in one direction (by turning the crank 153e in one direction (clockwise in FIG. 11) by the power of the stepping motor 153f). It rotates in the counterclockwise direction in FIG. When the lever 153b is rotated, the connecting rod 153a is pushed in one direction (left direction in FIG. 11). As a result, the character body (Dracula) 152 is moved along the main part 152b in the tip direction (in FIG. 11). Will slide to the lower left). Further, a reference plate 153m of the character body (Dracula) 152 is formed on the right side of the lever 153b connected to the connecting rod 153a. Is the original position (see FIG. 10A).

  As a result, when the movement mechanism is viewed as a whole, the character body (Dracula) 152 as “Vampire Dracula” appears together with the shielding member (Dracula) 166 so as to hang down from the back of the ceiling of the “Monster House”, and is suspended as it is. A production operation as if drifting is realized. Since the image of “Vampire Dracula = Bat” is generally established, the mode in which the character body (Dracula) 152 imitating “Vampire Dracula” appears from the ceiling as in this embodiment is It is easy for everyone to accept it.

As is apparent from the above description, of the two types of link mechanisms, the link mechanism (first link mechanism) for sliding the character body (Dracula) 152 is a mechanism element including the stepping motor 153f. It is understood that the whole is mounted on a separate link mechanism (second link mechanism). Further, in the present embodiment, the character body (dracula) 152 is located at the left end with the fulcrum 152d of the main part 152b as the center, and the stepping motor 153f is located at the right end on the opposite side. . For this reason, when the main part 152b swings, the character body (Dracula) 152 and the stepping motor 153f are balanced in balance, and the stable swing is realized. In particular, the mass of the stepping motor 153f also acts as a counterweight when the character body 152 attempts to return from the state in which the character body 152 is displaced downward to the inside of the housing portion 158, so that excessive torque is required to swing the main part 152b. There is an advantage of not.
[6-6-7. Character body (wolf man)]

  FIG. 12 is a detailed view of the character body (wolf man) and the shielding member (wolf man), specifically showing the operation mechanism. The motion mechanism including the character body (wolf man) 154 and the shielding member (wolf man) 168 is also unitized in a state of being housed in a box-shaped mechanism box 154a as shown in FIG. The mechanism box 154a is accommodated in the rear unit 142 as a whole unit, and the accommodation portion 160 described above is formed inside the mechanism box 154a in this state.

  The character body (wolf man) 154 is composed of a combination of two movable parts, and specifically includes a main body part 154b and a left arm part 154c. In the mechanism box 154a, a slide block 154d and a push / pull rod 154e are disposed as other mechanism elements. Of these, the slide block 154d extends vertically in the mechanism box 154a, and the upper and lower ends thereof are supported so as to be slidable in the lateral direction with respect to the mechanism box 154a. Correspondingly, two guide grooves 154f are formed in the mechanism box 154a, and these guide grooves 154f extend in the lateral direction while being kept parallel to each other.

  One of the push / pull rods 154e extends in the horizontal direction (rightward in FIG. 12) with the base end fixed to the slide block 154d, and the tip of the push / pull rod 154e reaches slightly outside the mechanism box 154a.

  The body part 54b of the character body (wolf man) 154 is fixed to one side end (right side end in FIG. 12) of the slide block 154d. Therefore, the movement of the character body (wolf man) 154 in the lateral direction is basically realized by the sliding motion of the slide block 154d. On the other hand, the left arm part 154c is in a state where the left arm part 154c is pin-bonded to the main body part 154b and moves relative to the main body part 154b.

  Further, the upper and lower ends of the shielding member (wolf man) 168 are rotatably supported by the mechanism box 154a. As already described, the shield member (wolf man) 168 is decorated with a wooden door, and its movement is the same as that when the door is opened and closed. Two engaging pieces 168a and 168b for engaging with the push-pull rod 154e described above are formed at the upper end of the shielding member (wolf man) 168. It is located above the decorative member 142f. The engagement pieces 168a and 168b extend in the horizontal direction from the rotation shaft of the shielding member (wolf man) 168. When the mechanism box 154a is viewed from directly above, the two engagement pieces 168a and 168b are just V-shaped. It is arranged to open.

On the other hand, engagement protrusions 154g and 154h are formed at the tip end portion (right end portion in FIG. 12) of the push / pull rod 154e corresponding to the engagement pieces 168a and 168b described above. As shown in FIG. 12, in a state where the character body (wolf man) 154 is housed in the housing portion 160, the two engagement protrusions 154g and 154h are positioned between the two engagement pieces 168a and 168b. Is in a state. In this state, the engaging protrusion 154h located on the inner side of the accommodating portion 160 (leftward in FIG. 12) abuts on the engaging piece 168b of the shielding member (wolf man) 168, and thereby the shielding member (wolf man) 168 Holds posture. At this time, the shielding member (wolf man) 168 is in a state in which the entrance / exit of the housing portion 160 is closed, thereby hiding the presence of the character body (wolf man) 154 located in the housing portion 160.
[6-6-8. Open hole]

In the mechanism box 154a, an open hole 154j is formed in the left side wall 154i as viewed in FIG. The opening hole 154j can open the space inside the mechanism box 154a to the left side and ensure the visibility to the inside.
[6-6-9. Example of operation]

  FIG. 13 shows an operation example of a character body (wolf man) and a shielding member (wolf man). As shown in FIG. 13, the slide block 154d described above is slid by the power from the stepping motor 155. The power from the stepping motor 155 slides through the crank 155a and the lever 155b. Communicated to block 154d. Therefore, the lower end portion of the lever 155b is pin-joined to the mechanism box 154a, while the upper end portion of the lever 155b is slider-joined to the slide block 154d. A guide groove 155c extending in the vertical direction is formed in the slide block 154d, and a pin 155d that fits into the guide groove 155c is formed at the upper end portion of the corresponding lever 155b. The lever 155b is also formed with a guide groove 155e along its longitudinal direction, and the leading end of the crank 155a is inserted into the guide groove 155e. In addition, a character body (wolf man) reference plate 154m is formed on the slide block 154d above the guide groove 155c, and the character body (wolf man) reference plate 154m is in the recess of the photosensor 154n. Is the original position (see FIG. 12A).

  For this reason, when the crank 155a is rotated in one direction (clockwise in FIG. 13A) by the power of the stepping motor 155, the lever 155e is thereby moved in one direction (clockwise in FIG. 13A). Rotate. When the lever 155e is rotated, the slide block 154d is pushed in one direction (rightward in FIG. 13A), so that the character body (wolf man) 154 is moved outwardly from the housing portion 160 (FIG. 13A). ) Slide right).

  In conjunction with such sliding of the slide block 154d, the push / pull rod 154e also slides in one direction (rightward in FIG. 13A). Then, since the engagement protrusion 154g located at the head in the sliding direction pushes the engagement piece 168a of the shielding member (wolf man) 168, the shielding member (wolf man) 168 is rotated around the axis.

  The main body part 154b of the character body (wolf man) 154 simply slides in one direction (rightward in FIG. 13A) in accordance with the slide operation of the slide block 154d, but the left arm part 154c slides. The movement that rotates with the movement is added.

  For this reason, for example, as shown in FIG. 13B, a lever 155f is attached to the back of the left arm part 154c, and this lever 155f extends from the tip of the left arm part 154c to the rear of the main body part 154b. The slider is joined to the mechanism box 154a. A guide groove 155g is further formed in the mechanism box 154a, and a slide pin 155h that fits into the guide groove 155g is provided at one end of the lever 155f. The guide groove 155g extends horizontally in the mechanism box 154a from one side end (left side end in FIG. 13A) toward the other side end, and is bent obliquely upward in the middle. For this reason, the character block (wolf man) 154 and the shielding member (wolf man) 168 are accommodated in the accommodating portion 160 (FIG. 12), from which the slide block 154d is unidirectional (in FIG. 13 (a)). When the slide movement of the slide block 154d reaches the final stage, the slide pin 155h is moved to the guide groove 155g. It is gradually displaced upward as it is guided by the bent portion. As a result, the movement of rotating the tip of the lever 155f, that is, the tip of the left arm part 154c, is lowered.

Looking at the above movement as a whole of the motion mechanism, the character body (wolf man) 154 that is a “monster” vigorously pushes out the shielding member (wolf man) 168 that is a “wooden door” and suddenly jumps out of the room. A stage-like production operation is realized. Conversely, when the character body (Dracula) 152 is retracted into the room, the shielding member (wolf man) 168 that is the “wooden door” is closed accordingly, and a natural presentation operation is realized as if the room was shielded. The
[7. Main board and peripheral board]

Next, the main substrate 100 and the peripheral substrate 110 provided on the back side of the pachinko machine 1 will be described. FIG. 14 is a block diagram showing the main board and the peripheral board, FIG. 15 is a block diagram of the lamp driving board, FIG. 16 is a schematic configuration diagram and characteristics of the distance measuring sensor, and FIG. 17 is a receiving board. FIG.
[7-1. Main board]

As shown in FIG. 14, the main board 100 includes a main control board 101 and a payout control board 102.
[7-2. Main control board]

As shown in FIG. 14, the main control board 101 is configured around a CPU 101a. A ROM 101b for storing various processing programs and various commands and a RAM 101c for temporarily storing data are connected to a bus (not shown). A RAM clear switch 101d for erasing (clearing) various information stored in the RAM 101c is provided. Detection signals from the left gate sensor 53a, the right gate sensor 53b, the start port sensor 55, and the count sensor 64 are input to the main control board 101. On the other hand, the main control board 101 drives the open / close blade solenoid 63a, the open / close plate solenoid 63b, the special symbol display 41, the normal symbol display 50, the special symbol storage lamp 54, and the general diagram storage lamp 56 based on the detection signal. A signal is being output. Various commands are transmitted and received between the main control board 101 and the payout control board 102 by serial transfer. Various commands are transmitted from the main control board 101 by parallel transfer between the main control board 101 and the sub-integrated board 111. The main control board 101 is mounted on the lower back side of the game board 4 (below the effect device 40) in a state of being superimposed on a sub-integrated board described later. The main control board 101 is supplied with power from a power supply board (not shown). On this power supply board, an electric double layer capacitor (hereinafter simply referred to as “capacitor”) is mounted as a backup power supply that supplies power to the main control board 101 for a predetermined time even when the power is shut off. Although detailed description will be given later, the main control board 101 can store various types of information in the RAM 101c in the power-off process even when the power is shut off by the power supplied from the capacitor.
[7-3. Dispensing control board]

As shown in FIG. 14, the payout control board 103 has a CPU 102a, ROM 102b, and RAM 102c connected to a bus (not shown). The payout control board 102 controls the payout apparatus 102 based on various commands transmitted from the main control board 101. For example, when the payout control board 102 receives a command for driving the payout apparatus 103 (discharge motor) transmitted from the main control board 101, the payout control board 102 outputs a drive signal to the payout apparatus 103 (discharge motor) based on the command. As a result, the payout device 103 pays out a game ball or a rental ball. The payout control board 103 is mounted on the back surface of the pachinko machine 1 and below the game board 4. The payout control board 103 is supplied with power from a power supply board (not shown) in the same manner as the main control board 101. The power supply board is equipped with a capacitor for supplying power to the payout control board 103 for a predetermined time even when the power is shut off. With the power supplied by this capacitor, the payout control board 103 can store various payout information relating to payout even when the power is shut off. The payout information is erased (cleared) from the RAM 102 when the RAM clear switch 101d of the main control board 101 is operated.
[7-4. Peripheral board]

As shown in FIG. 14, the peripheral board 110 includes a sub-integrated board 111, a lamp driving board 112, a liquid crystal control board 113, a waveform control board 114, and a receiving board 120.
[7-5. Sub-integrated board]

  As shown in FIG. 14, the sub-integrated board 111 has a CPU 111a, a ROM 111b, and a RAM 111c connected to a bus (not shown). As shown in FIG. 15, the CPU 111a of the sub-integrated board 111 has an arithmetic processing unit 111aac that performs arithmetic processing, an output port 111aop that performs parallel output as parallel communication with the outside, and parallel input as parallel communication with the outside. The input port 111 aip to be performed and the serial units 111 aso and 111 aso ′ for performing serial transfer as serial communication with the outside are connected in circuit. The output port 111aop transmits a control signal to an effect lamp driving unit 112g and serial / parallel conversion units 112h and 112i, which will be described later, by parallel transfer, and the serial unit 111aso transmits stepping motors 150h and 153f to the serial / parallel conversion units 112h and 112i, which will be described later. , 152h and 155 are transmitted by serial transfer. Further, the serial unit 111aso 'transmits drive data for driving the effect lamps 44a and 44b and the decoration lamp 49 to the effect lamp driving unit 112g described later by serial transfer. The input port 111aip includes photo sensors 150n, 153n, 152n, and 154n that detect the original positions of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man), respectively. Detection signals SEN1 to SEN4 are input, and detection signals SENU and SENL from the distance measuring sensor 119 are input via the reception circuit 120a of the reception board 120. Further, although not shown, a detection signal from the vibration sensor 70 is also input to the input port 111aip. The sub-integrated board 111 is mounted on a box mounting base (not shown) provided on the lower back side of the game board 4 (below the rendering device 40). As described above, the main control board 101 is superimposed on the sub-integrated board 111. It is installed in the state.

The CPU 111a of the sub-integrated board 111 has a plurality of output ports (not shown), and various commands by parallel transfer are transmitted to the liquid crystal control board 113 and the waveform control board 114, and a drive signal to the side decoration body 33 is also output. Has been. In addition, since various commands transmitted from the sub-integrated board 111 are electrical signals, the sub-integrated board 111 converts the voltage of the electrical signal to a predetermined voltage in order to suppress the influence of noise (for example, from 5V to 12V). The level converter unit 111e, the detection signals SEN1 to SEN4 from the photosensors 150n, 153n, 152n, and 154n input to the sub integrated substrate 111 via the lamp driving substrate 112 and the reception circuit 120a of the reception substrate 120. There is provided a level converter unit 111f that performs step-down conversion (for example, 12V to 5V) of the voltages of the detection signals SENU and SENL input from the distance measuring sensors 119a and 119b input to the integrated substrate 111 to a predetermined voltage.
[7-6. Lamp drive board]

  As shown in FIG. 15, the lamp drive board 112 transmits an effect lamp drive unit 112g that transmits a drive signal to the decoration lamp 49 and the effect lamps 44a and 44b by parallel transfer based on various commands transmitted from the sub-integrated board 111. And serial / parallel converters 112h and 112i for converting various commands transmitted from the sub-integrated board 111 into parallel data, and drive circuit units 112j and 112k for receiving the parallel data converted by the serial / parallel converter 112h as drive signals. And drive circuit units 112m and 112n for receiving parallel data converted by the serial / parallel conversion unit 112i as a drive signal.

Note that the lamp driving board 112 includes a level converter 112e that performs step-down conversion (for example, 12V to 5V) of electrical signal voltages as various commands transmitted from the sub-integrated board 111, and a level converter 112e. A Schmitt trigger unit 112f that shapes the waveform of the electric signal stepped down to a predetermined voltage, and the voltage of the detection signals SEN1 to SEN4 from the photosensors 150n, 153n, 152n, and 154n are boosted and converted to a predetermined voltage in order to suppress the influence of noise. And a level converter unit 112d that is used for maintaining a predetermined voltage (for example, 12V).
[7-6-1. Serial-parallel converter]

As shown in FIG. 15, the serial / parallel conversion units 112h and 112i are provided with shift registers 112hs and 112is and storage registers 112ht and 112it, respectively, and various commands transmitted from the sub-integrated board 111 are shifted to the shift registers 112hs and 112is. Is transferred to the storage registers 112ht and 112it via the, and converted into parallel data.
[7-6-2. Drive circuit section]

As shown in FIG. 15, the drive circuit portions 112j, 112k, 112m, and 112n are stepping motor 150h that operates the character body (Franken) 150 and a stepping member that operates the shielding member (Dracula) 166. A drive signal for driving the motor 153f is output to each phase (φ1, φ2, φ3, φ4), and the drive circuit units 112m and 112n are connected to a stepping motor 152h for operating the character body (dracula) 152 and the character body (wolf). M) A drive signal for driving the stepping motor 155 for operating the 154 is output to each phase (φ1, φ2, φ3, φ4). Here, the stepping motor 150h is connected to the mechanism box 150a, and a reference plate 150m of a character body (Franken) is housed in the mechanism box 150a. The stepping motors 153f and 152h are connected to a mechanism box 152a, and a character body (Dracula) reference plate 153m and a shielding member (Dracula) 166 reference plate 152m are housed in the mechanism box 152a. The stepping motor 155 is connected to the mechanism box 154a, and a character body (wolf man) reference plate 154m is housed in the mechanism box 154a.
[7-7. LCD control board]

As shown in FIG. 14, the liquid crystal control board 113 has a CPU 113a, a ROM 113b, a RAM 113c, and a VDP (not shown) for video display processor (not shown) connected to a bus (not shown). The liquid crystal control board 113 performs display control of the liquid crystal display 116 based on the effect command transmitted from the sub integrated board 111.
[7-8. Waveform control board]

As shown in FIG. 14, the waveform control board 114 has a ROM 114b and a RAM 114c for storing voice and performance data connected to a bus (not shown). The waveform control board 114 controls the sound wave device 115 based on various commands transmitted from the sub-integrated board 111. For example, sound effects are output from the sound wave device 115 in accordance with various effects displayed on the display screen of the liquid crystal display 116.
[7-9. Receiver board]

Next, the schematic configuration and characteristics of the distance measuring sensors 119a and 119b will be described, and then the reception board 120 will be described.
[7-9-1. Ranging sensor configuration]

  As shown in FIG. 16A, the distance measuring sensors 119a and 119b include a PSD (abbreviation of Position Sensitive Detector), an LED (light emitting diode), and a distance measuring IC. This distance measuring IC is configured to include a signal processing circuit, an LED driving circuit, a regulator, an output circuit, and a transmission circuit. The regulator supplies a voltage supplied to the signal processing circuit and the PSD from the power source input from the source terminal Vcc. The oscillation circuit outputs a clock signal to the signal processing circuit and the LED driving circuit, the LED circuit emits the LED based on the clock signal from the oscillation circuit, and the signal processing circuit is based on the clock signal from the oscillation circuit. Signal processing for converting the light received by the PSD into an electrical signal is performed, and output to the outside from the output terminal Vo via the output circuit.

As described above, the distance measuring sensors 119a and 119b are fixed to the upper left and lower left sides of the front side of the game board 4 shown in FIG. 3, and the game board so as to detect the movement of the player's hands and arms. The LED is fixed so that it emits light toward the right front of 4. The light emitted from the LEDs of the distance measuring sensors 119a and 119b passes through the opening window 30 of the front frame 5 shown in FIG. 2, and a player sitting on the opposite side of the pachinko machine 1 opens the opening window 30. For example, when the arm is swung down in the vicinity of the front surface, the light emitted from the LEDs of the distance measuring sensors 119a and 119b is reflected on the arm, and the reflected light passes through the aperture window 30 to be the PSD of the distance measuring sensors 119a and 119b. It is designed to receive light.
[7-9-2. Ranging sensor characteristics]

As shown in FIG. 16B, the relationship between the distance L to the obstacle and the output voltage Vo, which is a characteristic of the distance measuring sensors 119a and 119b, is inversely proportional, as the distance L increases, the output voltage Vo decreases. Have the relationship. In the present embodiment, the set distance Lt is a position that is about 25 cm away from the front surface of the opening window 30 (near the front surface of the opening window 30). When the movement of the hand or arm of the player sitting directly on the opposite side of the pachinko machine 1 is detected at the set distance Lt, the voltage of the output voltage Vo becomes Vt.
[7-9-3. Receiver circuit on receiver board]

  The receiving circuit 120a of the receiving board 120 to which the output voltage Vo from the distance measuring sensors 119a and 119b is input includes comparators IC1A and IC1b and resistors R1 to R4. The output voltage Vo from the distance measuring sensor 119a is input to the + terminal of the comparator IC1A. The negative terminal of the comparator IC1A is electrically connected to a resistor R1 having one end electrically connected to + 5V and a resistor R2 having one end grounded to the ground. The comparator IC1A is set with a voltage to be compared according to the ratio of the resistance values of the resistors R1 and R2 (in this embodiment, the voltage Vt shown in FIG. 16B), and the comparison result is used as a detection signal SENU. 14 is output to the sub integrated substrate 111 shown in FIG.

  On the other hand, the output voltage Vo from the distance measuring sensor 119b is input to the + terminal of the comparator IC1B, similarly to the output voltage Vo from the distance measuring sensor 119a. The negative terminal of the comparator IC1B is electrically connected to a resistor R3 having one end electrically connected to + 5V and a resistor R4 having one end grounded to the ground. In the comparator IC1B, a voltage to be compared (the voltage Vt shown in FIG. 16B in this embodiment) is set by the ratio of the resistance values of the resistors R3 and R4, and the comparison result is set as a detection signal SENL. It is output to the integrated substrate 111.

  The sub-integrated board 111 is first detected by the distance measuring sensor 119a and then detected by the distance measuring sensor 119b when the player performs an operation of swinging, for example, an arm in front of the opening window 30 during the game. In this case, the sub-integrated board 111 starts timing with the detection signal SENU from the distance measurement sensor 119a as a trigger, and ends the timing with the detection signal SENL from the distance measurement sensor 119b as a trigger. Thus, by measuring the speed at which the player's arm is swung down, an effect command based on that speed is created. For example, when the speed at which the player's arm swings down is greater than a predetermined speed, an effect command indicating that fact is created.

  Then, the sub-integrated board 111 transmits the created effect command to the liquid crystal control board 113 shown in FIG. 14, and the liquid crystal control board 113 displays the image corresponding to the received effect command in the liquid crystal display shown in FIG. Displayed on the device 116. In this way, the player's action is reflected in the image displayed on the liquid crystal display 116. Thereby, the player can find out the action (for example, overaction such as swinging down both hands vigorously) to win a big hit. Therefore, it is possible to encourage the player's free thinking and to find out the player himself. Since such a player's movement becomes occult, other players gather around the player after seeing the occult movement, or “this movement tends to be a big hit”. It can become a hot topic among players and contribute to the effect of attracting customers to the hall.

  In addition, as a result of the timing of the sub-integrated board 111 triggered by the detection signal SENU from the distance measuring sensor 119a, when the speed at which the player's arm is swung down is greater than a predetermined speed, that is, the player has swung down his arm vigorously. In some cases, an effect command is transmitted to that effect and transmitted to the liquid crystal control board 113. As a result, the liquid crystal control board 113 displays an image on the liquid crystal display 116 when the player swings his arm down vigorously based on the received effect command. In this way, the player's action of swinging his arm vigorously is reflected in the image displayed on the liquid crystal display 116. Therefore, when the player simply swings his arm down, the player does not decide on the player's desired mode of play, or switches the mode of play where the player does not notice afterwards. In other words, when the player's feelings are transmitted, the feeling is reflected in the image displayed on the liquid crystal display 116.

  As described above, the vibration sensor 70 for detecting unauthorized vibration is fixed to the back surface of the game board 4 shown in FIG. 3. For example, a pachinko machine provided with a push button on the upper plate 17 of the pachinko machine 1. In the machine 1 ′, when the player repeatedly hits or pushes the push button repeatedly, the vibration sensor 70 detects it as an unauthorized vibration, and the player is warned to immediately stop the cheating by the hall clerk or the like. There is a fear. In the present embodiment, the operation is reflected in the image displayed on the liquid crystal display 116 without the player touching the pachinko machine 1. For this reason, the false report by the detection of the vibration sensor 70 by the operation of the push button is eliminated. Therefore, there is no need to give the player discomfort due to misinformation.

  The receiving circuit 120a of the receiving board 120 includes comparators IC1A and IC1B, and detection signals from the distance measuring sensors 119a and 119b are input. The comparators IC1A and IC1B are set with a voltage Vt to be compared according to the ratio of the resistance values of the resistors R1 to R4. As described above, in the present embodiment, the set distance Lt is about 25 cm away from the front surface of the opening window 30 (near the front surface of the opening window 30), and the output voltages of the distance measuring sensors 119a and 119b at this time Vo becomes the voltage Vt. For this reason, when the transparent plate 32 attached to the window frame 31 having a rectangular frame shape larger than the opening window 30 shown in FIG. 2 becomes dirty with, for example, cigarette dust or dust, the transparent plate 32 Since the distance to the distance measuring sensors 119a and 119b is shorter than the set distance Lt, the light emitted from the LEDs of the distance measuring sensors 119a and 119b is reflected by the dirt and received by the PSD of the distance measuring sensors 119a and 119b. The distance detection sensors 119a and 119b are always in a state of being detected. As a result, if the transparent plate 32 becomes dirty with cigarette dust or dust, it becomes difficult to detect the movement of the player's hand or arm.

Therefore, in this embodiment, although not shown, it is confirmed whether or not the distance measuring sensors 119a and 119b are always detected when the power is turned on or every predetermined period. Then, when the state detected by the distance measuring sensors 119a and 119b continues for a predetermined period or longer, the decoration LED 49 shown in FIG. 14 is turned on, or the sound wave device 115 emits a sound “The transparent plate is dirty”. Notification is given. As described above, the reception circuit 120a of the reception board 120 is provided with the comparators IC1A and IC1B, so that it is possible to prompt the hall clerk that the transparent plate is dirty.
[8. Fluctuation display pattern]

  Next, the variation display pattern table for determining the variation display pattern will be described. FIG. 18 is a table showing an example of a variable display pattern selected on the main control board. This variation display pattern is determined based on a variation display pattern random number that has been updated by the main control board 101. A detailed description of the random number for the variable display pattern will be described later.

  Here, the “command” described in FIG. 18 is a 2-byte configuration command transmitted from the main control board 101 to the sub-integrated board 111, and the special symbol display 41 starts the variable symbol display. Data for specifying the variation time and reach effect until the special symbol variation display (the decorative symbol variation display is started in the display area 42 until the decoration symbol variation display) is stopped. .

  The “normal fluctuation” of the fluctuation number 1 is a fluctuation display pattern without a reach mode. The “shortening variation” of the variation number 2 is that the value of the reserved ball number counter indicating the number of stored jackpot determination random numbers extracted based on the detection by the start port sensor 55 is the upper limit value, the probability variation state, the time shortening This is a variation display pattern that can be selected when any of the conditions such as the state is satisfied, and is a variation display pattern in which the variation time between the special symbol and the decorative symbol is shorter than the “normal variation”.

  The “normal reach” of the variation numbers 3 and 4 is a variation display pattern that does not perform reach effects such as a super reach effect and a super reach development effect after the reach aspect is formed.

  “Wolf man reach” of variation numbers 5 and 6, “Dracula reach” of variation numbers 11 and 12, and “Franken reach” of variation numbers 17 and 18 are images displayed for each character after the reach form is formed. A variable display pattern that performs super-reach production executed by control (for example, in “Wolf Man Reach”, the production is performed by image display control in which a wolf man in the form of a human being is good at cooking a decorative design) is there. Further, “wolf man reach development” of variation numbers 7 and 8, “dracula reach development” of variation numbers 13 and 14, and “franken reach development” of variation numbers 17 and 18 are executed by image display control of each character. After the super-reach production is performed, in the super-reach development production (for example, “Wolf man reach development”), the wolf man transformed from a human figure to a wolf, and a wolf man in the form of a wolf. However, it is a variable display pattern in which image display is controlled by continuing the effect of dynamically cooking decorative symbols with special dishes.

  “Wolf man reach-monster” with variation numbers 9 and 10, “Dracula reach-monster” with variation numbers 15 and 16, and “Franken reach-monster” with variation numbers 21 and 22 are images of each character. Unlike the super reach development effect corresponding to these characters after performing the super reach production executed by the display control, the variable display pattern is performed by continuing the super reach development production executed by the monster-kun image display control. It is.

  The “spotlight notice” of the variable numbers 23 to 31 is the execution of the super reach effect after performing the notice effect for notifying that the super reach development effect corresponding to each character is performed before the reach mode is formed. This is a variable display pattern for performing a super reach development effect according to a character whose image display is controlled by a notice effect. In addition, the “actual reach” of the variation numbers 32 and 33 drives the character bodies 150, 152, and 154 and the shielding members 164, 166, and 168 incorporated in the rear unit 142 described above after the reach form is formed. It is a variable display pattern for performing a reach effect by controlling.

The “full rotation reach” of the variation number 34 is a variation display pattern that can be executed when the jackpot determination random number coincides with the jackpot determination value in a game process described later. The “super-reach branch premier” with a variation number 35 is a variation display pattern that can be executed when the jackpot determination random number coincides with the jackpot determination value in a game process described later.
[9. Various control processes of main control board]

Next, various control processes performed by the main control board 101 in accordance with the progress of the game of the pachinko machine 1 will be described. First, various random numbers used for game control will be described, and power-on processing and timer interrupt processing will be described in order. FIG. 19 is a flowchart showing an example of a power-on process, FIG. 20 is a flowchart showing a continuation of the power-on process of FIG. 19, and FIG. 21 is a flowchart showing an example of a timer interrupt process.
[9-1. Various random numbers]

As a variety of random numbers used for game control, a big hit determination random number used to determine whether or not to generate a big hit gaming state, and a big hit determination initial value determination random number used to determine the initial value of the big hit determination random number And a random number for reach determination used for determining whether or not to generate reach when the big hit gaming state is not generated, and the variation used for determining the variation display pattern displayed on the special symbol display 41 shown in FIG. For determining the combination of the random number for display pattern, the random number for the big hit symbol used to determine the combination of the special symbol displayed on the special symbol display 41 when the big hit gaming state is generated, and the initial value of the random number for the big hit symbol Random numbers for determining the initial value for jackpot symbol used are prepared. Further, in addition to these random numbers, a normal symbol per-determining random number used for determining whether to open / close the opening / closing blade 47 of the electric start winning port 46 shown in FIG. A random number for determining an initial value for determining a normal symbol used for determining an initial value, a random number for a normal symbol variation display pattern used for determining a variation display pattern to be displayed on the ordinary symbol display 50 shown in FIG. Has been.
[9-2. Power-on processing]

  When power is turned on to the pachinko machine 1, the CPU 101a of the main control board 101 performs power-on processing as shown in FIGS. When the power-on process is started, the CPU 101a sets an interrupt mode (step S10). This interrupt mode sets the priority order of interrupts of the CPU 101a. In the present embodiment, timer interrupt processing, which will be described later, is set as the highest priority, and when this timer interrupt processing interrupt occurs, that processing is preferentially performed. Subsequent to step S10, input / output setting (I / O input / output setting) is performed (step S12). In this I / O input / output setting, the I / O setting of the CPU 101a is performed. For example, a terminal that outputs a drive signal to the open / close plate solenoid 63b as a drive source of the open / close plate 62 that performs the open / close operation of the special winning opening 61 shown in FIG. 3 is set as an output terminal (Output). On the other hand, a terminal to which a detection signal from a count sensor 64 that detects a game ball that has entered the special winning opening 61 is input is set as an input terminal (Input). Following step S12, the watchdog timer built in the CPU 101a is set to be valid (step S14). This watchdog timer is for monitoring the operation (system) of the CPU 101a. When the watchdog timer is not cleared within a certain period, the CPU 101a is reset (periodically diagnosing whether the system of the CPU 101a is out of control). ).

  Following step S14, wait timer processing 1 is performed (step S16). The voltage does not rise immediately from when the power is turned on until the voltage reaches the predetermined voltage. On the other hand, when there is a power failure or a momentary power failure (a phenomenon in which the supply of power is temporarily stopped), the voltage decreases. A power failure signal is input when the voltage is equal to or lower than the power failure notice voltage from when the power is turned on until the voltage rises to a predetermined voltage. Therefore, in the wait timer process 1, after the power is turned on, the process waits until the voltage becomes higher than the power failure notice voltage. In this embodiment, 200 milliseconds (ms) is set as the waiting time (wait timer). Subsequent to step S16, it is determined whether or not the RAM clear switch 101d is operated (step S18). This determination is made based on whether or not the RAM clear switch 101d of the main control board 101 is operated and an operation signal (detection signal) is input to the CPU 101a. When the detection signal is input, it is determined that the RAM clear switch 101d is operated. On the other hand, when the detection signal is not input, it is determined that the RAM clear switch 101d is not operated.

  When the RAM clear switch 101d is operated in step S18, a value 1 is set to the RAM clear notification flag RCL-FLG (step S20). On the other hand, when the RAM clear switch 101d is not operated in step S18, the RAM clear is cleared. A value 0 is set in the notification flag RCL-FLG (step S22). This RAM clear notification flag RCL-FLG is a flag indicating whether or not to delete game information relating to games such as probability fluctuations, unpaid prize balls, etc. stored in the RAM 101c of the main control board 101. A value of 1 is set when the game information is erased, and a value of 0 is set when the game information is not erased. The RAM clear notification flag RCL-FLG set in step S20 and step S22 is stored in the general-purpose storage element (general-purpose register) of the CPU 101a.

  Following step S20 or step S22, wait timer processing 2 is performed (step S24). The wait timer process 2 is a process of waiting until the system that performs display control of the liquid crystal display 116 by the liquid crystal control board 113 shown in FIG. 14 is started (booted). For example, the compressed opening image is read from the ROM 113b of the liquid crystal control board 113, and is developed and stored in the RAM 113c of the liquid crystal control board 113. In the present embodiment, 2 seconds (s) is set as the time until booting (boot timer). Subsequent to step S24, a setting for permitting access to the RAM 101c is performed (step S26). With this setting, the RAM 101c can be accessed, and for example, game information can be written (stored) or read. Subsequent to step S26, the stack pointer is set (step S28). The stack pointer indicates, for example, the address accumulated on the stack to temporarily store the contents of the memory element (register) being used, or temporarily returns the return address of this routine when returning to this routine after completing the subroutine. This indicates the address stacked on the stack for storage, and the stack pointer advances each time the stack is stacked. In step S28, an initial address is set in the stack pointer, and the contents of the register, the return address, etc. are stacked on the stack from this initial address. Then, the stack pointer returns to the initial address by reading from the last stacked stack to the first stacked stack.

  Following step S28, it is determined whether or not the RAM clear notification flag RCL-FLG is 0 (step S30). As described above, the RAM clear notification flag RCL-FLG is set to a value 1 when erasing game information and a value 0 when not erasing game information. When the RAM clear notification flag RCL-FLG is 0 in step S30, that is, when the game information is not deleted, a checksum is calculated (step S32). This checksum is calculated by regarding the game information stored in the RAM 101c as a numerical value and calculating the sum. Subsequent to step S32, it is determined whether or not the calculated checksum value matches a checksum value stored in power-off processing (power-off) described later (step S34). If they match, it is determined whether or not the backup flag BK-FLG is 1 (step S36). The backup flag BK-FLG is a flag indicating whether backup information such as game information, a checksum value, and a backup flag BK-FLG value is stored and held in the RAM 101c in a power-off process described later. The value is set to 1 when the process at the time of disconnection is performed, and is set to 0 when the process at the time of power-off is not performed.

  When the backup flag BK-FLG is 1 in step S36, that is, when the power-off process is performed, the work area of the RAM 101c is set as the time of power recovery (step S38). In this setting, the backup flag BK-FLG is set to a value of 0, the power recovery time information is read from the ROM 101b of the main control board 101, and this power recovery time information is set in the work area of the RAM 101c. Here, “at power recovery” includes not only a state in which the power is turned off but also a state in which the power is turned on, and also a state in which power is restored after a power failure or a momentary power failure. Subsequent to step S38, power-on command creation processing is performed (step S40). In the power-on command creation process, the game information is read from the backup information, and various commands corresponding to the game information are stored in a predetermined storage area of the RAM 101c. Note that various commands will be described later.

  On the other hand, when the RAM clear notification flag RCL-FLG is not 0 (value 1) in step S30, that is, when the game information is erased, or when the checksum values do not match in step S34, or step S36. When the backup flag BK-FLG is not 1 (value 0), that is, when the power-off process is not performed, the entire area of the RAM 101c is cleared (step S42), and the work area of the RAM 101c is set as an initial setting. (Step S44). For this setting, initial information is read from the ROM 101b, and this initial information is set in the work area of the RAM 101c. Subsequent to step S44, RAM clear notification and test command creation processing is performed (step S46). In this RAM clear notification and test command creation processing, the RAM clear notification command for notifying the sub-integrated board 111 shown in FIG. A test command for performing an inspection is created and stored as transmission information in a transmission information storage area. When the sub-integrated board 111 receives the RAM clear notification command, the RAM clear notification command is transmitted to the liquid crystal control board 113, and when the test command is received, the lamp driving board 112, the liquid crystal control board shown in FIG. 113 and a test command for performing various inspections of the waveform control board 114 are transmitted.

  Subsequent to step S40 or step S46, interrupt initialization is performed (step S48). This setting sets an interrupt cycle when timer interrupt processing described later is performed. In this embodiment, it is set to 4 ms. Subsequent to step S48, interrupt permission is set. (Step S50). With this setting, timer interrupt processing is repeatedly performed every interrupt cycle set in step S48, that is, every 4 ms.

  Subsequent to step S50, the value A is set in the watchdog timer clear register WCL (step S52). The watchdog timer is cleared by setting the value A, the value B, and the value C in this watchdog timer clear register WCL in order. Following step S52, it is determined whether a power failure signal is input (step S54). As described above, when the power of the pachinko machine 1 is shut off, or when a power failure or a momentary power failure occurs, a power failure signal is input as a power failure warning when the voltage is equal to or lower than the power failure warning voltage. The determination in step S54 is made based on this power failure signal. When no power failure signal is input in step S54, non-winning random number update processing is performed (step S56).

  In this non-winning random number update process, the above-described jackpot determination initial value determination random number, reach determination random number, variable display pattern random number, jackpot symbol initial value determination random number, and the like are updated. For example, the counter that updates the big hit determination random number increases (counts up) the range from the lower limit value to the upper limit value of the big hit determination random number by 1 each time a timer interrupt process described later is performed. This counter counts up from the big hit determination initial value determination random number to the upper limit when the big hit determination initial value determination random number is set (updated) by the non-winning random number update process, and then continues from the lower limit value to the big hit Counts up to a random number for determining the initial value for determination. Then, the big hit determination initial value determination random number is again updated by the non-winning random number update process. As described above, in the non-winning random number update process, random numbers that are not involved in the winning determination (big hit determination) are updated. Note that the above-described random numbers for normal symbol determination, random numbers for determining the initial value for normal symbol determination, random numbers for normal symbol variation display pattern, and the like described above are also updated by this non-winning random number update process. The random number for determining normal symbols is the same as the method for updating the random number for determining big hits, and the description thereof is omitted.

  Following step S56, the process returns to step S52 again to set the value A in the watchdog timer clear register WCL. In step S54, it is determined whether or not there is a power failure signal. The non-winning random number update process is performed, and Steps S52 to S56 are repeated. The processing from step S52 to step S56 is referred to as “main processing”.

  On the other hand, when a power failure signal is input in step S54, interrupt prohibition setting is performed (step S58). By this setting, timer interrupt processing described later is not performed, writing to the RAM 101c is prevented, and rewriting of game information is protected. Subsequent to step S58, a checksum is calculated and the calculated value is stored (step S60). The checksum is calculated by regarding the game information in the RAM work area, excluding the storage area for the checksum value and the backup flag BK-FLG value, as a numerical value. Subsequent to step S60, the value 1 is set to the backup flag BK-FLG. (Step S62) This completes the storage of the backup information. Subsequent to step S62, prohibition of access to the RAM 101c is set (step S64). With this setting, access to the RAM 101c is prohibited, and writing and reading cannot be performed, and the backup information stored in the RAM 101c is protected. Following step S64, the watchdog timer is cleared (step S66). As described above, this clearing is performed by setting the value A, the value B, and the value C in the watchdog timer clear register WCL in order. Following step S66, an infinite loop is entered. In this infinite loop, the value A, the value B, and the value C are not sequentially set in the watchdog timer clear register WCL, so that the watchdog timer is not cleared. For this reason, the CPU 101a is reset, and then the CPU 101a performs this power-on process again. The processing from step S58 to step S66 and the infinite loop are referred to as “power-off processing”.

  The pachinko machine 1 (CPU 101a) is reset when a power failure occurs or is momentarily interrupted, and performs a process at the time of power-on when the power is restored thereafter.

In step S34, it is inspected whether the backup information stored in the RAM 101c is normal, and in step S36, it is inspected whether the power-off process has been performed. As described above, by checking the backup information stored in the RAM 101c twice, it is inspected whether the backup information is stored by an illegal act.
[9-3. Timer interrupt processing]

  Next, timer interrupt processing will be described. This timer interrupt process is repeated every interrupt period (4 ms in this embodiment) set in the power-on process shown in FIGS.

  When the timer interrupt process is started, the CPU 101a of the main control board 101 sets the timer interrupt to be prohibited and switches (saves) the register as shown in FIG. 21 (step S70). Here, the general-purpose storage element (general-purpose register) used in the main process is switched to the auxiliary register, and this auxiliary register is used in the timer interrupt process. For this reason, the value of the general-purpose register used in the main process is not overwritten, and destruction of the contents is prevented.

  Subsequent to step S70, the value B is set in the watchdog timer clear register WCL (step S72). At this time, the value B is set in the watchdog timer clear register WCL following the value A set in step S52 of the power-on process (main process).

  Subsequent to step S72, switch input processing is performed (step S74). In this switch input process, the input state of the terminal set as the input terminal (Input) in the I / O input / output setting in step S12 of the power-on process is read and stored as input information in the input information storage area of the RAM 101c. . For example, as shown in FIG. 3, a detection signal from a count sensor 64 that detects a game ball that has entered the big winning opening 61, a start opening that detects a game ball that has entered the start winning opening 45 or the electric start winning opening 46, and the like. The detection signal from the sensor 55, the detection signal from the gate sensor 53a that detects the game ball that has passed through the left gate 58a, the detection signal from the gate sensor 53b that detects the game ball that has passed through the right gate 58b, and the like are read and input information Store in the storage area.

  Subsequent to step S74, timer subtraction processing is performed (step S76). In this timer subtraction process, for example, time management is performed so that the special symbol display 41 shown in FIG. 3 is turned on in accordance with the variable symbol pattern determined in the special symbol and special electric accessory control processing described later, Time management is performed so that the normal symbol display 50 shown in FIG. 3 is turned on according to the normal symbol variation display pattern determined in the symbol and normal electric accessory control process. Specifically, when the fluctuation time of the fluctuation display pattern or the normal symbol fluctuation display pattern is 5 seconds, the timer interruption period is set to 4 ms. Is done. When the subtraction result is 0, the fluctuation time of the fluctuation display pattern or the normal symbol fluctuation display pattern is accurately measured.

  Subsequent to step S76, a winning random number update process is performed (step S78). In the winning random number update process, the big hit determination random number and the big hit symbol random number described above are updated. In addition to these random numbers, the big hit determination initial value determination random number and the big hit symbol initial value determination that are updated in the non-winning random number update process in step S56 in the power-on process (main process) shown in FIG. Also update random numbers. The randomness for determining the initial value for determining the big hit and the random number for determining the initial value for the big hit symbol are updated in the main process and the timer interrupt process, respectively, thereby improving the randomness. On the other hand, since the big hit determination random number and the big hit symbol random number are random numbers related to the winning determination (big hit determination), each time the winning random number update process is performed, each counter is incremented. For example, the counter that updates the big hit determination random number counts up the range from the lower limit value to the upper limit value of the big hit determination random number every time the timer interrupt process is performed. This counter counts up from the big hit determination initial value determining random number to the upper limit value, and then counts up from the lower limit value to the initial value. When the counter finishes counting the range from the lower limit value to the upper limit value of the jackpot determination random number, the initial value determination random number for jackpot determination is updated by this winning random number update process (this initial value determination random number for jackpot determination) Is also updated by the above-mentioned non-winning random number update process). It should be noted that the random number for normal symbol determination and the random number for initial value determination for normal symbol determination described above are also updated by this winning random number update process. The random number for determining normal symbols is the same as the method for updating the random number for determining big hits, and the description thereof is omitted.

  Subsequent to step S78, prize ball control processing is performed (step S80). In this prize ball control process, an input state of the input terminal, that is, input information is read from the above-described input state storage area, and a prize ball command for paying out a game ball is created based on this input information. Then, the created prize ball command is transmitted to the payout control board 102 shown in FIG. For example, when one game ball enters the big winning opening 61 shown in FIG. 3, a prize ball command for paying out 15 balls as a prize ball is created. Following step S80, a prize ball check process is performed (step S82). In this prize ball check process, an abnormal state related to the prize ball is confirmed. For example, when a game ball enters the big winning opening 61 when it is not in the big hit game state, a prize ball abnormality notification command is created as an abnormal state and stored as transmission information in the transmission information storage area described above. (The confirmation of the abnormal state is performed based on the input information read from the input information storage area). Following step S82, command reception processing is performed (step S84). The payout control board 102 transmits a payout abnormality command to the main control board 101 when the payout device 103 shown in FIG. 14 has a payout abnormality such as a game ball being unable to be paid out due to a clogged ball. In the command reception process of step S84, when this payout abnormality command is received, a payout abnormality notification command is created and stored as transmission information in the transmission information storage area.

  Subsequent to step S84, a special symbol and special electric accessory control process is performed (step S86). In this special symbol and special electric accessory control process, the input information is read from the input information storage area described above, and the start winning process is performed based on this input information. In this start winning process, it is determined whether or not the detection signal from the start port sensor 55 shown in FIG. 3 is input to the input terminal from the input information. Based on the determination result, when a detection signal is input to the input terminal, the value of the counter for updating the big hit determination disturbance described above is extracted and stored as start information in the start information storage area of the RAM 101c.

  In this start information storage area, start information storage blocks 0 to 3 (four start information storage blocks) are provided, start information storage block 0, start information storage block 1, start information storage block 2, and start information. The starting information is stored in the order of the storage block 3. For example, when the start information is stored in the start information storage block 0 and the start information storage block 1, the start information is stored in the start information storage block 2 when the detection signal from the start port sensor 55 is input to the input terminal. .

  The starting information stored in the starting information storage block 0 is read out. When the start information is read, the start information in the start information storage block 1 is started in the start information storage block 0, the start information in the start information storage block 2 is in the start information storage block 1, and the start information in the start information storage block 3 is started. The start information storage block 3 becomes an empty area by being shifted to the information storage block 2 respectively. For example, when the start information is stored in the start storage information blocks 0 to 2, the start information in the start information storage block 1 is stored in the start information storage block 0, and the start information in the start information storage block 2 is stored in the start information storage block. The start information storage block 2 and the start information storage block 3 become free areas. Here, when the start information is stored in the start information storage blocks 0 to 3, the special figure storage lamp is set so that the special figure storage lamp 54 shown in FIG. The output of the lighting signal to 54 is set and stored as output information in the output information storage area of the RAM 101c.

  Following the start winning process, the start information is read from the start information storage block 0, and the game process is performed based on the start information. In this game process, for example, the value of the jackpot determination random number is extracted from the read start information, and it is determined whether or not the extracted value matches the jackpot determination value stored in advance in the ROM 101b. The gaming state to be generated is determined based on the determination result. In the determined gaming state, a variation display pattern is determined based on the above-described random number for variation display pattern, and a game effect command is created and stored as transmission information in the transmission information storage area described above. Further, according to the game state to be generated, for example, when the big hit game state is set, the output of the drive signal to the opening / closing plate solenoid 63b is set so as to open / close the opening / closing plate 62 shown in FIG. Store in the information storage area.

  Subsequent to step S86, normal symbol and normal electric accessory control processing is performed (step S88). In the normal symbol and normal electric accessory control process, the input information is read from the above-described input information storage area, and the electric start winning a prize opening process is performed based on the input information. In this electric start winning award opening process, it is determined from the input information whether the detection signal from the left gate sensor 53a or the right gate sensor 53b shown in FIG. 3 has been input to the input terminal. Based on the determination result, when a detection signal is input to the input terminal, the counter value for updating the normal symbol determination random number described above is extracted, and the extracted value is stored in the ROM 101b in advance. It is determined whether or not the determination value per normal symbol matches. When the two coincide with each other, an output of a drive signal to the opening / closing blade solenoid 63a is set so as to open / close the opening / closing blade 64 shown in FIG. 3, and the output information is stored in the output information storage area described above. Further, the normal symbol variation display pattern is determined based on the above-described random numbers for the normal symbol variation display pattern, and the output of the lighting signal to the normal symbol display 50 is set so that the normal symbol display 50 shown in FIG. And stored as output information in the output information storage area.

  Subsequent to step S88, port output processing is performed (step S90). In this port output process, output information is read from the above-described output information storage area, and output control of the output terminal is performed based on this output information. For example, in the big hit gaming state, a drive signal is output to the opening / closing plate solenoid 63b for opening / closing the opening / closing plate 62 of the big winning opening 61 shown in FIG.

  Subsequent to step S90, sub-integrated board command transmission processing is performed (step S92). In the sub-integrated board command transmission process, the transmission information is read from the transmission information storage area described above, and the transmission information is transmitted to the sub-integrated board 111 shown in FIG. This transmission information is configured by combining the above-described game effect command, RAM clear notification command, test command, prize ball abnormality notification command, payout abnormality notification command, and the like.

Subsequent to step S92, a value C is set in the watchdog timer clear register WCL (step S94). At this time, the value C is set in the watchdog timer clear register WCL following the value B set in step S72. As a result, the value A, the value B, and the value C are sequentially set in the watchdog timer clear register WCL, and the watchdog timer is cleared. Subsequent to step S94, the register is switched (returned) (step S96). This return is performed by reading the contents saved on the stack in step S70 and writing the contents in a register. Subsequent to step S96, interrupt permission is set (step S98), and this routine is terminated.
[10. Various control processing of sub-integrated board]

Next, various processes of the sub-integrated board 111 that receives various commands from the main control board 101 will be described. FIG. 22 is a flowchart showing an example of the reset process, FIG. 23 is a flowchart showing an example of the sub-side timer interrupt process, FIG. 24 is a flowchart showing an example of the command reception interrupt process, and FIG. It is a flowchart which shows an example of an interruption process.
[10-1. Reset processing]

First, when the reset process is started, as shown in FIG. 22, the CPU 111a of the sub-integrated board 111 performs an initial setting process (step S100). This initial setting process includes a process for initializing the CPU 111a of the sub-integrated board 111, a process for setting a wait timer after reset, and the like. Note that interrupts are prohibited during the initial setting process, and interrupts are permitted after the initial setting process. Subsequently, it is determined whether or not the 16 ms elapsed flag T is 0 (step S102). This 16 ms elapsed flag T is a flag for measuring 16 ms in a timer interrupt process processed every 2 ms, which will be described later, and is set to a value of 1 when 16 ms have elapsed and a value of 0 when 16 ms has not elapsed. When the 16 ms elapse flag T is 1 in step S102, that is, when 16 ms elapses, the value 0 is set in the 16 ms elapse flag (step S104), and the value 1 is set in the 16 ms processing flag P (step S106). The 16 ms processing flag P is set to a value of 1 when starting a 16 ms steady process described later, and to a value of 0 when ending. Subsequently, a steady process of 16 ms is performed (step S108). This steady process of 16 ms is a command analysis process for analyzing various commands from the transmission information output from the main control board 101, and a 16 ms stepping motor scheduler activation that sets the driving pattern of the stepping motors 150h, 153f, 152h, 155 in the scheduler. Processing, serial output processing for transmitting lighting data to the effect lamps 44a and 44b and the decoration lamp 49, watchdog timer processing for monitoring whether the steady processing of 16 ms is performed, and detection from the distance measuring sensors 119a and 119b A process for determining the presence or absence of the signals SENU, SENL, a process for creating an effect command and transmitting it to the liquid crystal control board 113 are performed. Subsequently, the value 0 (end of 16 ms steady processing) is set to the 16 ms processing flag P (step S110), and the process returns to step S102 again, and every time the 16 ms elapsed flag T becomes 1, ie, every 16 ms has elapsed. Steps S104 to S110 described above are repeated. On the other hand, when the 16 ms elapsed flag T is not 1 in step S102 (the 16 ms elapsed flag T is 0), that is, when 16 ms has not elapsed, the process waits until the 16 ms elapsed flag T becomes 1, ie, 16 ms elapses. .
[10-2. Timer interrupt processing]

  Next, when the sub-side timer interrupt processing is started, as shown in FIG. 23, the CPU 111a of the sub-integrated board 111 performs 2 ms timer interrupt processing (step S120). This 2 ms timer interruption process is performed by photosensors 150n, 153n, 152n, which detect the original positions of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154, respectively. A history creation process for creating the detection history of the original position of 155n, a stepping motor process for driving the stepping motors 150h, 152h, 153f, and 155 are performed.

Subsequently, the value 1 is added to the 2 ms update counter C (step S122). The 2 ms update counter C is a counter that counts the number of times that the sub-side timer interrupt processing has been performed, and a value 1 of the 2 ms update counter C corresponds to a time of 2 ms. Subsequently, it is determined whether or not the 2 ms update counter C has a value of 8, that is, 16 ms (= 2 ms update counter C × 2 ms) (step S124). If 16 ms, a value 1 is set to the 16 ms elapsed flag T (step S126), and the 16 ms processing flag P is 0, that is, whether or not the 16 ms steady process of step S108 in the reset process shown in FIG. Determine whether. When the 16 ms processing flag P is 0, that is, when 16 ms steady processing is not performed, the work area is backed up (step S130), and this routine is terminated. In this work area backup, information processed in the steady process of 16 ms in step S108 in the reset process shown in FIG. 22 is copied to a copy area provided in the work area. On the other hand, if 16 ms has not elapsed in step S124, or if no information is set during the steady process of 16 ms in step S128, this routine is ended as it is.
[10-3. Command reception interrupt processing]

  Next, when the command reception interrupt process is started, as shown in FIG. 24, the CPU 111a of the sub-integrated board 111 starts receiving a command from the main control board 101 (hereinafter referred to as “WR signal”). Then, it is determined whether or not a signal for selecting various boards from the main control board 101 (hereinafter referred to as “SEL signal”) is a value 1 (step S140). The CPU 101a of the main control board 101 first transmits a command to the sub-integrated board 111 by setting the SEL signal corresponding to the sub-integrated board 111 to the value 1 and the WR signal to the value 1, respectively.

  This command is composed of 4 nibbles per packet. This “nibble” means 4 bits, which is 8 bits (1 byte) in 2 nibbles, that is, 16 bits (2 bytes) in 4 nibbles. In the extraction of 1 nibble data, the WR signal rises from the value 0 to the value 1 (referred to as “up edge”) and is held for a predetermined time (for example, 20 μs to 50 μs). And is performed four times in total for one packet.

  When both the WR signal and the SEL signal are 1 in step S140, that is, when the CPU 101a of the main control board 101 transmits a command to the sub-integrated board 111, command reception processing is performed (step S142), and this routine is finished. To do. In this command reception process, the received 1-nibble command (one of four divided commands) is stored in a ring buffer provided in the RAM 111c of the sub-integrated board 111. This “ring buffer” is a buffer that is used so that the end of the buffer is connected to the beginning, and stores data sequentially from the beginning of the buffer, and returns to the beginning when the end of the buffer is reached. After storing in the ring buffer, the buffer write counter is incremented by “1”. Since this buffer write counter increments by one each time a command reception process is performed, the buffer write counter becomes a value of 4 when 1 packet (4 nibbles) is stored.

On the other hand, when both the SEL signal and the WR signal are 0 in step S140, that is, when the CPU 101a of the main control board 101 does not output a command to the sub-integrated board 111, this routine is finished as it is. At the time of command transmission from the main control board 101 to the sub integrated board 111, as described above, a predetermined time (for example, 20 μs to 50 μs) from the up edge to the down edge of the WR signal, the SEL signal, the WR signal, and the data (4 Bit) is held constant, but the signal may be disturbed due to noise and the command may not be received normally. Therefore, as a countermeasure against this noise, the CPU 111a of the sub-integrated board 111 receives the SEL signal, the WR signal, and the data (4 bits) (first time), and after a predetermined time elapses (for example, 1 μs), the SEL signal, the WR signal, Receive data (4 bits). Then, it is determined whether or not it matches the SEL signal, WR signal, and data (4 bits) received at the first time. If the SEL signal, WR signal, and data (4 bits) received at the first time match, it is determined in step S140 described above whether both the WR signal and the SEL signal are 1 or not. On the other hand, when it does not match the SEL signal, WR signal, and data (4 bits) received at the first time, the SEL signal, WR signal, and data (4 bits) are received again after a predetermined time has elapsed, and received at the first time. The determination is repeated until it matches the selected SEL signal, WR signal, and data (4 bits).
[10-4. Command reception end interrupt processing]

  Next, when the command reception end interrupt process is started, as shown in FIG. 25, the CPU 111a of the sub-integrated board 111 determines whether or not both the WR signal and the SEL signal are 0 (step S150). ). When the output of the command to the sub-integrated board 111 is completed, the CPU 101a of the main control board 101 sets the WR signal to 0 and then sets the SEL signal to 0 (down edge). When both the WR signal and the SEL signal are 0 in step S150, that is, when the CPU 101a of the main control board 101 completes outputting the command to the sub-integrated board 111, a command reception end process is performed (step S152). End the routine. In this command reception end process, the buffer write counter added in the command reception interrupt process described above is set to 0. When the command is successfully received, the buffer write counter has a value of 4 because one packet is 4 nibbles. Further, when reception of one packet cannot be performed, that is, when the buffer write counter is less than 4, the received command is discarded.

  On the other hand, when both the WR signal and the SEL signal are not 0 in step S150, that is, when the CPU 101a of the main control board 101 has not finished outputting the command to the sub-integrated board 111, this routine is finished as it is. As described above, as a noise countermeasure, the CPU 111a of the sub-integrated substrate 111 receives the SEL signal again (first time) and then receives the SEL signal again after a predetermined time (for example, 1 μs) and receives it for the first time. It is determined whether or not it matches the SEL signal. If it matches the SEL signal received for the first time, it is determined in step S150 described above whether both the WR signal and the SEL signal are zero. On the other hand, when it does not coincide with the SEL signal received for the first time, the SEL signal is received again after a predetermined time, and the determination is repeated until it coincides with the SEL signal received for the first time.

The priority order of each process is set in the order of command reception interrupt process, command reception end interrupt process, sub timer interrupt process, and steady process of 16 ms.
[11. Stepping motor drive control process]

Next, a method for driving the stepping motors 150h, 153f, 152h, and 155 will be described. FIG. 26 is a flowchart illustrating an example of a 16 ms stepping motor scheduler activation process, FIG. 27 is a table illustrating an example of a stepping motor scheduler, and FIG. 28 is a flowchart illustrating an example of a 2 ms stepping motor scheduler activation process. FIG. 29 is a flowchart showing an example of a stepping motor scheduler pattern setting process, FIG. 30 is a flowchart showing an example of a 2 ms stepping motor scheduler operation process, and FIG. 31 is a flowchart showing an example of a stepping motor process. The clockwise rotation of the stepping motors 150h, 153f, 152h, and 155 when viewed from the output shaft side is CW (abbreviation of Clock Wise), and the counterclockwise rotation is CCW (abbreviation of Counter Clock Wise). . Stepping motors 150h, 153f, 152h, and 155 are four-phase stepping motors and are controlled by a bipolar drive system. This “bipolar drive system” is a system in which the magnetic field is switched by exciting the coil by switching the polarity of the voltage applied to both ends of the stator coil and changing the direction of the current.
[11-1.16 ms stepping motor scheduler startup process]

  When the 16 ms stepping motor scheduler activation process is started, as shown in FIG. 26, the CPU 111a of the sub-integrated board 111 determines whether or not the stepping motor operation inhibition time is 0 (step S160). This stepping motor operation inhibition time (in this embodiment, the stepping operation inhibition time is set to 5.1 s) is a time set at power-on or reset, and within this time, the character body ( (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166, and character body (Wolf man) 154 are inspected to determine whether or not they are in their original positions. Based on the stepping motor scheduler, stepping motors 150h, 153f, 152h, and 155 are driven and controlled to return to their original positions (hereinafter referred to as “power-on (reset) stepping motor initialization processing”).

  When the stepping motor operation prohibition time is 0 in step S160, that is, when the power-on (reset) stepping motor initialization process has been completed and the variable display is started, the character body (franken ) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are each determined to be in the original position (step S162). This determination is performed in character body (Franken) abnormality determination processing, character body (Dracula) abnormality determination processing, shielding member (Dracula) abnormality determination processing, and character body (wolf man) abnormality determination processing, which will be described later. When the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are in their original positions in step S162, the command transmitted from the main control board 101, that is, The address of the stepping motor scheduler corresponding to the variation number of the variation display pattern is set (step S164).

  This stepping motor scheduler has a plurality of patterns in which the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) are operated by the stepping motors 150h, 153f, 152h, 155, respectively. I have. These patterns are composed of a plurality of data in which the drive pulse width, rotation direction, and drive time of the stepping motors 150h, 153f, 152h, 155 are set as one set. This data arrangement is stored in advance in the ROM 111b of the sub-integrated board 111 as a time series of data 0, data 1, data 2,..., Data n. For example, as shown in FIG. 27, in the data 0 of the pattern 38, the drive pulse width 4ms, the rotation direction CW, and the drive time 40ms of the stepping motors 150h, 153f, 152h, and 155 are set. Returning to FIG. 26, in step S164 described above, data 0 of this pattern 38 is set as the address of the stepping motor scheduler. Since the data 0 of each pattern hits when the stepping motors 150h, 153f, 152h, and 155 start driving, the first 10 steps, that is, 40 ms (= 4 ms × 10 steps) are slowed up so as not to step out. Yes.

  Subsequently, a value 1 is set to the stepping motor operation flag F (step S166), and this routine is terminated. This stepping motor operation flag F is a flag indicating that the address of the stepping motor scheduler is set, and is 1 when the address of the stepping motor scheduler is set, that is, when the pattern is set, and when the pattern is not set. Each is set to 0.

On the other hand, when at least one of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 is not in the original position in Step S162, the original position return operation processing is performed. (Step S168), and this routine is finished. This original position return process is a process for returning the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 to their original positions. The return operation of each character body and the shielding member to the original position will be described later. On the other hand, when the stepping motor operation inhibition time is not 0 in step S160, that is, when the power-on (reset) stepping motor initialization process is not finished, this routine is finished as it is.
[Stepping motor scheduler startup process for 11-2.2 ms]

  Next, when the 2 ms stepping motor scheduler activation process is started, as shown in FIG. 28, the CPU 111a of the sub-integrated board 111 determines whether the power is on or reset (step S170). When the power is turned on or reset, a stepping motor schedule pattern setting process described later is performed (step S172), the stepping motor operation inhibition time is set to 5.1 s (step S174), and this routine is terminated. The power-on (reset) stepping motor initialization process described above ends within this stepping motor operation inhibition time (5.1 s).

  On the other hand, when the power is not turned on or reset in step S170, it is determined whether or not the stepping motor operation inhibition time is 0, that is, whether or not the power-on (reset) stepping motor initialization process is finished (step S176). When the stepping motor operation inhibition time is 0, that is, when the power-on (reset) stepping motor initialization process is completed, a stepping motor schedule pattern setting process described later is performed (step S178), and this routine is terminated. On the other hand, when the stepping motor operation inhibition time is not 0 in step S176, that is, when the power-on (reset) stepping motor initialization process is not finished, this routine is finished as it is.

Note that the stepping motor operation inhibition time set in step S174 described above is subtracted by the internal timer of the CPU 111a of the sub-integrated board 111, and then becomes 0.
[11-3. Stepping motor scheduler pattern setting process]

  Next, when the stepping motor scheduler pattern setting process is started, as shown in FIG. 29, the CPU 111a of the sub-integrated board 111 determines whether or not the stepping motor operation flag F is a value 1, that is, the address of the stepping motor scheduler. Is determined (step S180). When the stepping motor operation flag F is a value 1, that is, when the address of the stepping motor scheduler is set, the value 0 is set in the stepping motor operation flag F, that is, the address of the stepping motor scheduler is not set (step S182). ), A stepping motor scheduler pattern is set (step S184), and this routine is terminated. In the setting of the stepping motor scheduler pattern, the address of the stepping motor scheduler set in step S164 in the 16 ms stepping motor scheduler activation process shown in FIG. 26 (for example, data 0 of pattern 38 shown in FIG. 27) is set. . On the other hand, when the stepping motor operation flag F is 0 in step S180, that is, when no pattern is set, this routine is ended as it is.

In step S182, the value 0 is set in the stepping motor operation flag F. This is because the stepping motor scheduler pattern is set only once in step S184. The actual progress of the stepping motor scheduler pattern is performed by a 2 ms stepping motor scheduler operation process described later. Also, next time the stepping motor operation flag F is set to 1, that is, the stepping motor scheduler address is newly set, and until this routine is executed, the stepping motor scheduler address set in the stepping motor scheduler pattern in step S184 is sub-integrated. It is stored in the RAM 111c of the substrate 111.
[11-4.2ms Stepping Motor Scheduler Operation Processing]

Next, when the 2 ms stepping motor drive data setting process is started, the CPU 111a of the sub-integrated substrate 111 determines whether or not the drive time has ended as shown in FIG. 30 (step S190). This determination is made based on whether or not the elapsed time set in the stepping motor scheduler pattern has elapsed. Specifically, for example, the elapsed time 40 ms set in the data 0 of the pattern 38 shown in FIG. 27 is subtracted by a 2 ms timer batch subtraction process to be described later, and thereafter, it is performed depending on whether or not the value becomes 0. When the drive time has elapsed in step S190, the stepping motor scheduler pattern is advanced by one (for example, data 0 is advanced from data 0 of pattern 38 shown in FIG. 27, step S192), and this routine is terminated. On the other hand, when the drive time has not elapsed in step S190, this routine is ended as it is.
[11-5. Stepping motor processing]

Next, when the stepping motor process is started, the CPU 111a of the sub integrated substrate 111 performs a 2 ms timer batch subtraction process as shown in FIG. 31 (step S200). This 2 ms timer batch subtraction process is a process of subtracting the drive time of the stepping motor schedule pattern by 2 ms. For example, the data 0 of the pattern 38 shown in FIG. 27 is subtracted every time this 2 ms timer batch subtraction process is performed, from the drive time of 40 ms to 2 ms, 38 ms, 36 ms,. Subsequently, a 2 ms stepping motor scheduler activation process is performed (step S202). In the 2 ms stepping motor scheduler activation process, as described with reference to FIG. 28, the process of setting the address of the stepping motor scheduler that drives the stepping motors 150h, 153f, 152h, and 155 is performed. Subsequently, 2 ms stepping motor scheduler operation processing is performed (step S204). In the 2 ms stepping motor scheduler operation process, as described with reference to FIG. 30, the stepping motors 150h, 153f, 152h, and 155 are advanced according to the stepping motor scheduler pattern. Subsequently, the first excitation data is initialized (step S206), and the second excitation data is initialized (step S208). In the initialization performed in step S206 and step S208, a value of 0 is set in the excitation data. Subsequently, first excitation data is created (step S210), and second excitation data is created (step S212).

  Here, each of the first excitation data and the second excitation data is 1 byte, that is, 8-bit information. By assigning the driving signal of the stepping motor to be driven to the upper 4 bits and the lower 4 bits, 1 byte is assigned. To drive two stepping motors. For example, in the upper 4 bits of the first excitation data, the driving signal of the stepping motor 150h is allocated in order of SM1-4, SM1-3, SM1-2 and SM1-1, while the lower 4 bits of the first excitation data In FIG. 15, the drive signals of the stepping motor 153f are assigned in order of SM2-4, SM2-3, SM2-2, and SM2-1 (see FIG. 15). In addition, in the upper 4 bits of the second excitation data, the driving signal of the stepping motor 155 is assigned in order of SM3-4, SM3-3, SM3-2 and SM3-1, while the lower 4 bits of the second excitation data In FIG. 15, drive signals for the stepping motor 152h are assigned in order of SM4-4, SM4-3, SM4-2, and SM4-1 (see FIG. 15).

  Subsequently, the second excitation data is output to the lamp driving substrate 112 shown in FIG. 14 (step S214), the first excitation data is output to the lamp driving substrate 112 (step S216), and this routine is finished. The first excitation data and the second excitation data are shifted from the least significant bit excitation data to the most significant bit excitation data by shifting the upper 4 bits and lower 4 bits of 8-bit excitation data to the right by 1 bit. Are sequentially transmitted to the lamp integrated substrate 112. For example, the above-described second excitation data is transmitted to the lamp driving board 112 in order of SM4-1, SM4-2, SM4-3, SM4-4, SM3-1, SM3-2, SM3-3, and SM3-4. .

At this time, the CPU 111a of the sub-integrated board 111 outputs the transfer clock SM-CLK from the serial output unit 111aso to the lamp driving board 112. In synchronization with the transfer clock SM-CLK, the serial output unit 111aso transmits the second excitation data and the first excitation data to the lamp driving board bit by bit. After the second excitation data is transmitted to the lamp driving board 112 in step S214, the first excitation data is transmitted to the lamp driving board 112 in step S216. As a result, the second excitation data passes through the shift register 112hs of the serial / parallel conversion unit 112h of the lamp driving substrate 112 and is shifted to the shift register 112is of the serial / parallel conversion unit 112i, and the first excitation data is transferred to the serial / parallel conversion unit 112h. Shifted to the shift register 112hs. Excitation data of the shift register 112hs and the shift register 112is are transferred to the storage register 112ht and the storage register 112it, respectively, and when the latch signal SM-LAT is input from the sub control board 111, the storage register 112ht and the storage register 112it The transferred first excitation data and second excitation data are output as drive signals to the drive circuits 112j, 112k, 112m, and 112n. Driving control of the stepping motors 150h, 153f, 152h, 155 is performed by this drive signal, and the stepping motors 150h, 153f, 152h, 155 perform rotational motion of CW or CCW. This stepping motor drive process is performed as a process of the 2 ms timer interrupt process of step S120 in the sub timer interrupt process shown in FIG.
[12. Various processing at power-on (reset) of character body and shielding member]

Next, various processes when the character body and the shielding member are turned on (reset) will be described. FIG. 32 is a flowchart illustrating an example of power-on (reset) original position confirmation processing, and FIG. 33 is a flowchart illustrating an example of power-on (reset) stepping motor initialization processing.
[12-1. Power-on (reset) home position confirmation process]

  When the power-on (reset) original position confirmation determination process is started, as shown in FIG. 32, the CPU 111a of the sub-integrated board 111 determines whether or not the character body (franken) 150 is in the original position ( Step S220). This determination is made based on whether or not the reference plate 150m is detected by the photosensor 150n. Specifically, when the reference plate 150m is in a state where the optical axis is blocked by the recess of the photosensor 150n (a state where the reference plate 150m is housed in the recess of the photosensor 150n), the current position of the character body (Franken) 150 is On the other hand, the character body is detected when the reference plate 150m is in a state where the optical plate is not blocked by the concave portion of the photosensor 150n (the reference plate 150m is not fit in the concave portion of the photosensor 150n). (Franken) 150 is detected as a state where the current position is not in the original position.

  When the character body (Franken) 150 is in the original position in step S220, that is, when the reference plate 150m is in the recess of the photosensor 150n, the character body (Franken) abnormality flag F-MS1 is set to 0. (Step S222). This character body (Franken) abnormality flag F-MS1 is a flag indicating whether or not the reference plate 150m is in a state where it is in the recess of the photosensor 150n, and the reference plate 150m is set in the recess of the photosensor 150n. The value 0 is set as the normal state of the character body (Franken) 150 and the value 1 is set as the abnormal state of the character body (Franken) 150 when the reference plate 150m is not in the recess of the photosensor 150n. Yes.

  On the other hand, when the character body (Franken) 150 is not in the original position in step S220, that is, when the reference plate 150m is not in the recess of the photosensor 150n, the character body (Franken) abnormality flag F-MS1 has a value of 1. Is set (step S224).

  Note that when the photosensor 150n has a problem such as a failure, a cable disconnection, or a connector being disconnected, it is difficult for the photosensor 150n to output a detection signal to the CPU 111a of the sub-integrated board 111. For this reason, the CPU 111a of the sub-integrated substrate 111 can detect a signal from the photosensor 150n when a malfunction of the photosensor 150n occurs even when the reference plate 150m is in the recess of the photosensor 150n. Since the character body (Franken) 150 is in an abnormal state, the character body (Franken) abnormality flag F-MS1 is set to 1 because the character body (Franken) 150 is in an abnormal state.

  Following step S222 or step S224, it is determined whether or not the character body (Dracula) 152 is in the original position (step S226). This determination is made based on whether or not the reference plate 153m is detected by the photosensor 153n. Specifically, when the reference plate 153m is in a state where the optical axis is blocked by the recess of the photosensor 153n (the reference plate 153m is in the recess of the photosensor 153n), the current position of the character body (Dracula) 152 is On the other hand, when the reference plate 153m is detected as being in the original position and the optical axis is not blocked by the recess of the photosensor 153n (the reference plate 153m is not in the recess of the photosensor 153n), the character body (Dracula) 152 is detected as a state where the current position is not at the original position.

  When the character body (Dracula) 152 is at the original position in step S226, that is, when the reference plate 153m is in the recess of the photosensor 153n, the character body (Dracula) abnormality flag F-MS2 is set to 0. (Step S228). This character body (Dracula) abnormality flag F-MS2 is a flag that indicates whether or not the reference plate 153m is in the recess of the photosensor 153n. The reference plate 153m is in the recess of the photosensor 153n. The value 0 is set as the normal state of the character body (Dracula) 152, and the value 1 is set as the abnormal state of the character body (Dracula) 152 when the reference plate 153m is not in the recess of the photosensor 153n. Yes.

  On the other hand, when the character body (Dracula) 152 is not in the original position in step S226, that is, when the reference plate 153m is not in the recess of the photosensor 153n, the character body (Dracula) abnormality flag F-MS2 has a value of 1. Is set (step S230).

  Note that when the photosensor 153n has a malfunction such as a failure, a cable disconnection, or a connector disconnected, it is difficult for the photosensor 153n to output a detection signal to the CPU 111a of the sub-integrated board 111. For this reason, the CPU 111a of the sub-integrated substrate 111 can detect a signal from the photosensor 153n when the malfunction of the photosensor 153n occurs even when the reference plate 153m is in the recess of the photosensor 153n. Since the character body (Dracula) 152 is in an abnormal state, the character body (Dracula) abnormality flag F-MS2 is set to a value 1 because the character body (Dracula) 152 is in an abnormal state.

  Following step S228 or step S230, it is determined whether or not the shielding member (dracula) 166 is in the original position (step S232). This determination is made based on whether or not the reference plate 152m is detected by the photosensor 152n. Specifically, when the reference plate 152m is in a state where the optical axis is blocked by the recess of the photosensor 152n (a state where the reference plate 152m is housed in the recess of the photosensor 152n), the current position of the shielding member (dracula) 166 is On the other hand, when the reference plate 152m is in a state where the optical axis is not blocked by the concave portion of the photosensor 152n (a state where the reference plate 152m is not fit in the concave portion of the photosensor 152n), the shielding member is detected. (Dracula) The current position of 166 is detected as not being in the original position.

  When the shielding member (dracula) 166 is in the original position in step S232, that is, when the reference plate 152m is in the recess of the photosensor 152n, the shielding member (dracula) abnormality flag F-MS3 is set to 0. (Step S234). This shielding member (dracula) abnormality flag F-MS3 is a flag indicating whether or not the reference plate 152m is in a state of being accommodated in the recess of the photosensor 152n, and the reference plate 152m is accommodated in the recess of the photosensor 152n. The state where the shielding member (dracula) 166 is normal is set to the value 0, while the state where the reference plate 152m is not in the recess of the photosensor 152n is set to the abnormal state of the shielding member (dracula) 166 and the value 1 is set. Yes.

  On the other hand, when the shielding member (dracula) 166 is not in the original position in step S232, that is, when the reference plate 152m is not in the recess of the photosensor 152n, the shielding member (dracula) abnormality flag F-MS3 has a value of 1. Is set (step S236).

  Note that when the photosensor 152n has a malfunction such as a failure, a cable disconnection, or a connector disconnected, it is difficult for the photosensor 152n to output a detection signal to the CPU 111a of the sub-integrated board 111. For this reason, the CPU 111a of the sub-integrated substrate 111 can detect a signal from the photosensor 152n when the malfunction of the photosensor 152n occurs even when the reference plate 152m is in the recess of the photosensor 152n. Since it is not possible (it seems to be in a state where it does not fit in the concave portion), a value 1 is set to the shielding member (Dracula) abnormality flag F-MS3 as an abnormal state of the shielding member (Dracula) 166.

  Following step S234 or step S236, it is determined whether or not the character body (wolf man) 154 is in the original position (step S238). This determination is made based on whether or not the reference plate 154m is detected by the photosensor 154n. Specifically, the current position of the character body (wolf man) 154 when the reference plate 154m is in a state where the optical axis is blocked by the recess of the photosensor 154n (a state where the reference plate 154m is in the recess of the photosensor 154n). On the other hand, while the reference plate 154m is in a state where the optical axis is not blocked by the recess of the photosensor 154n (a state where the reference plate 154m is not fit in the recess of the photosensor 154n) The current position of the body (wolf man) 154 is detected as not being in the original position.

  When the character body (wolf man) 154 is in the original position in step S238, that is, when the reference plate 154m is in the recess of the photosensor 154n, the character body (wolf man) abnormality flag F-MS4 has a value of 0. Is set (step S240). This character body (wolf man) abnormality flag F-MS4 is a flag indicating whether or not the reference plate 154m is in the recess of the photosensor 154n, and the reference plate 154m is in the recess of the photosensor 154n. The state where the character body (wolf man) 154 is normal is the value 0, while the state where the reference plate 154m is not in the recess of the photosensor 154n is the abnormal state of the character body (wolf man) 154. Is set.

  On the other hand, when the character body (wolf man) 154 is not in the original position in step S238, that is, when the reference plate 154m is not in the recess of the photosensor 154n, the character body (wolf man) abnormality flag F-MS4 is set. Value 1 is set (step S242), and this routine is terminated.

Note that when the photosensor 154n has a problem such as a failure, a cable disconnection, or a connector being disconnected, it is difficult for the photosensor 154n to output a detection signal to the CPU 111a of the sub-integrated board 111. For this reason, the CPU 111a of the sub-integrated substrate 111 can detect a signal from the photosensor 154n when the malfunction of the photosensor 154n occurs even when the reference plate 154m is in the recess of the photosensor 154n. Since the character body (wolf man) 154 is in an abnormal state, the character body (wolf man) abnormality flag F-MS4 is set to 1 because the character body (wolf man) 154 is in an abnormal state.
[12-2. Stepping motor initialization process for power-on (reset)]

  Next, any one of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 is the original in the above-described power-on (reset) original position confirmation determination process. When not in position, that is, character body (Franken) abnormality flag F-MS1, character body (Dracula) abnormality flag F-MS2, shielding member (Dracula) abnormality flag F-MS3, character body (wolf man) abnormality flag F- When any of the MSs 4 is 1, the power-on (reset) stepping motor initialization process is started. When this process is started, as shown in FIG. 33, the CPU 111a of the sub-integrated board 111 determines whether or not the character body (franken) 150 is in the original position (step S250). When the character body (franken) 150 is at the original position, that is, when the reference plate 150m is in the recess of the photosensor 150n, the address of the power-on (reset) stepping motor scheduler at the original position is set ( Step S252). On the other hand, when the character body (franken) 150 is not in the original position in step S250, that is, when the reference plate 150m is not in the recess of the photosensor 150n, the power supply (reset) stepping motor scheduler for when the original position is out of place. Is set (step S254). Subsequent to step S252 or step S254, it is assumed that the value 1 is set in the stepping motor operation flag F, that is, the address of the stepping motor scheduler is set (step S256), and this routine is terminated.

Here, in step S250, the original position power-on (reset) stepping motor scheduler and the non-original position power-on (reset) stepping motor scheduler are divided into the character body (Franken) and the shielding as described above. This is to avoid contact or interference when the member (dracula) 166 appears on the front side of the display area 42 of the liquid crystal display 116. As a method for avoiding this, the power-on (reset) stepping motor scheduler is branched in step S250 based on whether or not the character body (franken) 150 is in the original position.
[12-3. Various original position return processing of character body and shielding member]

Next, various original position return processing of the character body and the shielding member will be described. 34 is a flowchart showing an example of the original position original position return process (Franken), FIG. 35 is a flowchart showing an example of the original position original position return process (Franken), and FIG. 36 shows the original position return process. FIG. 37 is a flowchart showing an example of the original position return process (shielding member (Dracula)), and FIG. 38 is a flowchart showing an example of the original position return process (wolf man). is there. Each of these processes is performed as one process of the 2 ms timer interrupt process in step S120 in the sub-side timer interrupt process shown in FIG. 23, but is a simplified flowchart for convenience of explaining the outline of the process. . For example, in step S268 in the original position original position return process (Franken), which will be described later, the stepping motor 150h is caused to CCW 60 steps, but actually, the 2 ms timer interrupt process in step S120 in the sub timer interrupt process is performed. CCW is performed one step at a time.
[12-3-1. Original position return processing (Franken)]

  As described above, the character body (Franken) 150 causes the character body (Franken) 150 to appear on the front side of the display area 42 by rotating the stepping motor 150 in the CW, that is, clockwise direction. CCW, that is, the character body (Franken) 150 returns to its original position by rotating counterclockwise. When the character body (Franken) 150 is in the original position, the power-on (reset) stepping motor scheduler serves as a power-on (reset) stepping motor initialization process in step S252 in the power-on (reset) stepping motor initialization process shown in FIG. The address of the resetting stepping motor scheduler is set. At this time, the stepping motor 150h can be returned to the original position by CCW from CW. (This is called “original position return processing (Franken)”).

  When the character body (Franken) 150 is in its original position, that is, when the reference plate 150m is in the recess of the photosensor 150n, the CPU 111a of the sub-integrated board 111 has the character body (Dracula) 152, the shielding member ( Dracula) 166 and character body (wolf man) 154 are returned to their original positions by stepping motors 153f, 152h, 155, and after a predetermined time (for example, 1.9 s) from the start of the return, the original position original position return processing is performed. (Franken)

  When this processing is started, as shown in FIG. 34, the CPU 111a of the sub-integrated board 111 causes the character body (franken) 150 to appear on the front side of the display area 42 of the liquid crystal display 116. One step CW is performed (step S260), and it is determined whether or not the stepping motor 150h has rotated N1 steps or more (step S262). Here, the N1 step is the number of steps (for example, 100 steps) as the confirmation operation of the original position of the character body (Franken) 150. In step S262, the process returns to step S260 until the stepping motor 150h rotates N1 steps or more, and the stepping motor 150h is caused to perform one step CW. On the other hand, when the stepping motor 150h is rotated by N1 steps or more in step S262, the stepping motor 150h is CCWed by one step CCW as a return operation so that the reference plate 150m fits in the recess of the photosensor 150n (step S264). Subsequently, it is determined whether or not the edge of the reference plate 150m is detected (step S266). This determination is performed based on the sampling history of the output from the photosensor 150n. Specifically, the output from the photosensor 150n is sampled every 2 ms with a value of 0 when light is blocked (when the optical axis is blocked) and a value of 1 when light is transmitted (when the optical axis is not blocked). To create a sampling history. It is determined whether or not this sampling history is the same as the value stored in advance. For example, when the sampling history is “00000011B (“ B ”represents a bit)”, the edge of the reference plate 150 m is detected. It is determined that it is detected, and it is determined that the character body (Franken) 150 is in a state of returning to the original position. On the other hand, if the edge cannot be detected even after the predetermined period has elapsed, it is determined that the character body (franken) 150 is not in a state of returning to the original position. When the edge of the character body (Franken) 150 is detected in Step S266, that is, when the character body (Franken) 150 is in the state of returning to the original position, the stepping motor 150h is CCWed by 60 steps (Step S268). This rotation is performed for fine adjustment so that the character body (Franken) 150 returns to the original position.

  Subsequently, the character body (Franken) abnormality flag F-MS1 is set to 0 (step S270), and this routine is terminated. On the other hand, when the edge of the reference plate 150m is not detected in step S266, it is determined whether or not the stepping motor 150h has rotated more than N1 'steps (step S272). Here, the N1 ′ step is the number of steps (for example, 483 steps) when the stepping motor 150h makes one rotation. When the stepping motor 150h has rotated N1 'steps or more in step S272, the character body (Franken) abnormality flag F-MS1 is set to a value 1, that is, the reference plate 150m is not in the recess of the photosensor 150n ( Step S274), this routine is finished. As described above, when a malfunction occurs in the photosensor 150n, the CPU 111a of the sub-integrated board 111 has a character body (franken) even if the reference plate 150m is in the recess of the photosensor 150n. As an abnormal state of 150, a value 1 is set in the character body (Franken) abnormality flag F-MS1.

  On the other hand, if the stepping motor 150h has not rotated more than N1 ′ step in step S272, the process returns to step S264 to cause the stepping motor 150h to perform one step CCW, and until the edge of the reference plate 150m is detected in step S266 or step Steps S264, S266, and S272 are repeated in order until the stepping motor 150h rotates at least N1 'steps in S272.

In this original position original position return process (Franken), when there is no detection signal from the photosensor 150n for a predetermined time, the driving of the stepping motor 150h is stopped as an abnormality.
[12-3-2. Return to original position when out of position (Franken)]

  As described above, the character body (Franken) 150 causes the character body (Franken) 150 to appear on the front side of the display area 42 by rotating the stepping motor 150 in the CW, that is, clockwise direction. CCW, that is, the character body (Franken) 150 returns to its original position by rotating counterclockwise. When the character body (Franken) 150 is not in the original position, the power-on (reset) stepping motor scheduler is turned on as a power-on (reset) stepping motor initialization process shown in FIG. The address of the (reset) stepping motor scheduler is set. At this time, the stepping motor 150h can be returned to the original position by CCW (referred to as “original position return processing when out of original position (Franken)”).

  When the character body (Franken) 150 is not in the original position, that is, when the reference plate 150m is not in the recess of the photosensor 150n, the CPU 111a of the sub-integrated board 111 includes the character body (Franken) 150 and the character body (Franken) 150. The body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are returned to their original positions by the stepping motors 150h, 153f, 152h, 155, and the original position is restored when the original position is out of position (Franken). I do.

  In this process, as shown in FIG. 35, steps S280 to S290 are the same as steps S264 to S274 in the original position original position return process (franken) shown in FIG. 34, respectively, and description thereof is omitted here. To do.

It should be noted that in this non-original position original position return process (Franken), when the detection signal from the photosensor 150n does not exist for a predetermined time, the driving of the stepping motor 150h is stopped as an abnormality.
[12-3-3. In-situ return processing (Dracula)]

  As described above, the character body (Dracula) 152 performs an operation in which the character body (Dracula) 152 appears on the front side of the display area 42 by rotating the stepping motor 153f once by CW and returns to the original position. For this reason, when the character body (Dracula) 152 is not in the original position, it can be returned to the original position by CWing the stepping motor 153f (referred to as “original position return processing (character body (Dracula))”).

  When the character body (Dracula) 152 is not at the original position, that is, when the reference plate 153m is not in the recess of the photosensor 153n, the CPU 111a of the sub-integrated board 111 performs the original position return process (Dracula).

  When this process is started, as shown in FIG. 36, the CPU 111a of the sub-integrated board 111 causes the stepping motor 153f to perform one step CW as a return operation so that the reference plate 153m is accommodated in the recess of the photosensor 153n (step S300). ). Subsequently, it is determined whether or not the edge of the reference plate 153m is detected (step S302). This determination is performed based on the sampling history of the output from the photosensor 153n. Specifically, the output from the photosensor 153n is sampled every 2 ms with a value of 0 when light is blocked (when the optical axis is blocked) and a value of 1 when light is transmitted (when the optical axis is not blocked). To create a sampling history. It is determined whether or not the sampling history is the same as the value stored in advance. For example, when the sampling history is “00000011B”, it is determined that the edge of the reference plate 153m is detected and the character body (Dracula) ) It is determined that 152 is in a state of returning to the original position. On the other hand, if the edge cannot be detected even after the predetermined period has elapsed, it is determined that the character body (Dracula) 152 is not in a state of returning to the original position. When the edge of the character body (Dracula) 152 is detected in Step S302, that is, when the character body (Dracula) 152 is in the state of returning to the original position, the stepping motor 153f is CWed by 78 steps (Step S304). This rotation is performed for fine adjustment so that the character body (Dracula) 152 returns to the original position.

  Subsequently, it is assumed that the character body (Dracula) abnormality flag F-MS2 is set to a value of 0, that is, the reference plate 153m is in the recess of the photosensor 153n (step S306), and this routine is terminated. On the other hand, when the edge of the reference plate 153m is not detected in step S302, it is determined whether or not the stepping motor 153f has rotated N2 steps or more (step S308). Here, the N2 step is the number of steps (for example, 483 steps) when the stepping motor 153f makes one rotation. When the stepping motor 153f has rotated N2 steps or more in step S308, the character body (Dracula) abnormality flag F-MS2 is set to a value 1, that is, the reference plate 153m is not in the recess of the photosensor 153n (step S308). S310), this routine is finished. As described above, when a malfunction occurs in the photosensor 153n, the CPU 111a of the sub-integrated substrate 111 causes the character body (Dracula) even when the reference plate 153m is in the recess of the photosensor 153n. As an abnormal state 152, a value 1 is set in the character body (Dracula) abnormality flag F-MS2.

  On the other hand, when the stepping motor 153f has not rotated more than N2 steps in step S308, the process returns to step S300, the stepping motor 153f is caused to perform one step CW, and the edge of the reference plate 153m is detected in step S302 or step S308. In step S300, step S302 and step S308 are repeated in order until the stepping motor 153f rotates N2 steps or more.

In this original position return process (dracula), when the detection signal from the photosensor 153n does not exist for a predetermined time, the driving of the stepping motor 153f is stopped as an abnormality.
[12-3-4. Return to original position (shielding member (Dracula))]

  As described above, the shielding member (Dracula) 166 is an operation in which the shielding member (Dracula) 166 appears on the front side of the display area 42 by rotating the stepping motor 152h once by CW and returns to the original position. For this reason, when the shielding member (Dracula) 166 is not in the original position, it can be returned to the original position by CWing the stepping motor 152h (referred to as “original position return processing (shielding member (Dracula))”).

  When the shielding member (dracula) 166 is not in the original position, that is, when the reference plate 152m is not in the recess of the photosensor 152n, the CPU 111a of the sub-integrated substrate 111 performs the original position return process (shielding member (dracula)). I do.

  When this processing is started, as shown in FIG. 37, the CPU 111a of the sub-integrated substrate 111 causes the stepping motor 152h to perform one step CW as a return operation so that the reference plate 152m is accommodated in the recess of the photosensor 152n (step S320). ). Subsequently, it is determined whether or not the edge of the reference plate 152m has been detected (step S322). This determination is made based on the sampling history of the output from the photosensor 152n. Specifically, the output from the photosensor 152n is sampled every 2 ms with a value of 0 when light is blocked (when the optical axis is blocked) and a value of 1 when light is transmitted (when the optical axis is not blocked). To create a sampling history. It is determined whether or not the sampling history is the same as the value stored in advance. For example, when the sampling history is “00000011B”, it is determined that the edge of the reference plate 152m is detected and the shielding member (Dracula) ) It is determined that 166 is in a state of returning to the original position. On the other hand, if the edge cannot be detected even after the predetermined period has passed, it is determined that the shielding member (dracula) 166 is not in a state of returning to the original position. When the edge of the reference plate 152m is detected in step S322, that is, when the shielding member (dracula) 166 is in the state of returning to the original position, the stepping motor 152h is CWed by 27 steps (step S324). This rotation is performed for fine adjustment so that the shielding member (dracula) 166 returns to the original position.

  Subsequently, it is assumed that the shielding member (Dracula) abnormality flag F-MS3 is set to 0, that is, the reference plate 152m is in the recess of the photosensor 152n (step S326), and this routine is ended. On the other hand, when the edge of the reference plate 152m is not detected in step S322, it is determined whether or not the stepping motor 152h has rotated N3 steps or more (step S328). Here, the N3 step is the number of steps (for example, 483 steps) when the stepping motor 152h rotates once. When the stepping motor 152h has rotated N3 steps or more in step S328, the value 1 is set in the shielding member (dracula) abnormality flag F-MS3, that is, the reference plate 152m is not in the recess of the photosensor 152n (step S328). S330), this routine is finished. As described above, when a malfunction occurs in the photosensor 152n, the CPU 111a of the sub-integrated substrate 111 is configured to be a shielding member (dracula) even if the reference plate 152m is in the recess of the photosensor 152n. As an abnormal state of 166, a value 1 is set to the shielding member (Dracula) abnormality flag F-MS3.

  On the other hand, when the stepping motor 152h has not rotated N3 steps or more in step S328, the process returns to step S320, the stepping motor 152h is caused to perform one step CW, and until the edge of the reference plate 152m is detected in step S322 or step S328. In step S320, step S322, and step S328 are repeated in order until the stepping motor 152h rotates N3 steps or more.

In this original position return process (shielding member (dracula)), when the detection signal from the photosensor 152n has not existed for a predetermined time, the driving of the stepping motor 152h is stopped as an abnormality.
[12-3-5. In-situ return processing (wolf man)]

  As described above, the character body (wolf man) 154 moves the stepping motor 155 once by CW, so that the character body (wolf man) 154 appears on the front side of the display area 42 and returns to the original position. . For this reason, when the character body (wolf man) 154 is not in the original position, it can be returned to the original position by causing the stepping motor 155 to CW (referred to as “original position return process (wolf man)”).

  When the character body (wolf man) 154 is not in the original position, that is, when the reference plate 154m is not in the recess of the photosensor 154n, the CPU 111a of the sub-integrated board 111 performs the original position return process (wolf man). .

  When this processing is started, as shown in FIG. 38, the CPU 111a of the sub-integrated substrate 111 causes the stepping motor 155 to perform one step CW as a return operation so that the reference plate 154m is received in the recess of the photosensor 154n (step S340). ). Subsequently, it is determined whether or not the edge of the reference plate 154m has been detected (step S342). This determination is made based on the sampling history of the output from the photosensor 154n. Specifically, the output from the photosensor 154n is sampled every 2 ms with a value of 0 when light is blocked (when the optical axis is blocked) and a value of 1 when light is transmitted (when the optical axis is not blocked). To create a sampling history. It is determined whether or not the sampling history is the same as the value stored in advance. For example, when the sampling history is “00000011B”, it is determined that the edge of the reference plate 154m is detected, and the character body (wolf M) It is determined that 154 is in a situation of returning to the original position. On the other hand, if the edge cannot be detected even after the predetermined period has elapsed, it is determined that the character body (wolf man) 154 is not in a state of returning to the original position. When the edge of the reference plate 154m is detected in step S342, that is, when the character body (wolf man) 154 returns to the original position, the stepping motor 155 is caused to CW for 46 steps (step S344). This rotation is performed for fine adjustment so that the character body (wolf man) 154 returns to the original position.

  Subsequently, it is assumed that the character body (wolf man) abnormality flag F-MS4 is set to 0, that is, the reference plate 154m is in the recess of the photosensor 154n (step S346), and this routine is terminated. On the other hand, when the edge of the reference plate 154m is not detected in step S342, it is determined whether or not the stepping motor 155 has rotated N4 steps or more (step S348). Here, the N4 step is the number of steps when the stepping motor 155 rotates once (for example, 483 steps). When the stepping motor 155 rotates N4 steps or more in step S348, the character body (wolf man) abnormality flag F-MS4 is set to a value of 1, that is, the reference plate 154m is not in the recess of the photosensor 154n ( Step S350), this routine is finished. As described above, when a malfunction occurs in the photosensor 154n, the CPU 111a of the sub-integrated board 111 causes the character body (wolf man) even if the reference plate 154m is in the recess of the photosensor 154n. ) As the abnormal state 154, the character body (wolf man) abnormal flag F-MS4 is set to a value of 1.

  On the other hand, when the stepping motor 155 does not rotate N4 steps or more in step S348, the process returns to step S340, the stepping motor 155 is caused to perform one step CW, and until the edge of the reference plate 154m is detected in step S342 or step S348. In step S340, step S342 and step S348 are repeated in order until the stepping motor 155 rotates N4 steps or more.

In this original position return process (wolf man), when the detection signal from the photosensor 154n does not exist for a predetermined time, the driving of the stepping motor 155 is stopped as an abnormality.
[13. Movable condition notification process]

  Next, the movable condition notification process for notifying the movable condition of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 will be described. FIG. 39 is a flowchart showing an example of the movable condition notifying process. The CPU 111a of the sub-integrated board 111 analyzes various commands from the transmission information output by the main control board 101 in the steady process of 16 ms in step S108 in the reset process shown in FIG. When the transmission information includes a RAM clear notification command, a movable state notification process is performed. This movable condition notifying process is subsequently performed after the various original position returning processes shown in FIGS.

  When the movable state notification process is started, as shown in FIG. 39, the CPU 111a of the sub-integrated board 111 performs a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, and a character body (Wolf). Male) It is checked whether 154 is in a normal state (step S360). Here, the character body (Franken) abnormality flag F-MS1, the character body (Dracula) abnormality flag F-MS2, and the shielding member (Dracula) abnormality flag F set in the various original position return processes shown in FIGS. -Based on the values of MS3 and character body (wolf man) abnormality flag F-MS4. As described above, the character body (Franken) abnormality flag F-MS1, the character body (Dracula) abnormality flag F-MS2, the shielding member (Dracula) abnormality flag F-MS3, and the character body (wolf man) abnormality flag F- The value of MS4 is 0 when the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 return to the original position, and return to the original position. If not, the value 1 is set as an abnormal state.

As described above, when the photosensors 150n, 153n, 152n, and 154n are defective, such as a failure, a cable disconnection, or a connector being disconnected, the photosensors 150n, 153n, 152n, and 154n are sub-integrated. It becomes difficult to output a detection signal to the CPU 111a of the substrate 111. Therefore, the CPU 111a of the sub-integrated board 111 has the above-described character body (Franken) abnormality flag F-MS1 and character body (Dracula) abnormality flag F- corresponding to the photosensors 150n, 153n, 152n, and 154n to which no detection signal is input. A value of 1 is set in MS2, shielding member (Dracula) abnormality flag F-MS3, and character body (wolf man) abnormality flag F-MS4.
[13-1. When only Franken is in normal state]

In step S360, the character body (Franken) abnormality flag F-MS1 has a value of 0, the character body (Dracula) abnormality flag F-MS2 and / or the shielding member (Dracula) abnormality flag F-MS3 has a value of 1, and the character body (Wolf man). When the abnormality flag F-MS4 is 1, that is, the character body (Franken) 150 is in a normal state, and the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are in an abnormal state. In some cases, the character body (Franken) 150 appears on the front side of the display area 42 of the liquid crystal display 116, stops for a predetermined time (3 seconds in this embodiment), and then returns to the original position ("Franken movable" (Referred to as “status notification operation”) (step S362). Set the address of the ping motor scheduler (step S364), and terminates this routine. In this Franken movable condition notifying operation, the character body (Franken) 150 moves from the original position shown in FIG. 8 to the movable area limit shown in FIG. 9, stops for a predetermined time, and then returns to the original position again. To do.
[13-2. When only Dracula is in normal state]

In step S360, the character body (Franken) abnormality flag F-MS1 has a value of 1, the character body (Dracula) abnormality flag F-MS2 and the shielding member (Dracula) abnormality flag F-MS3 have a value of 0, and the character body (wolf man) abnormality flag. When F-MS4 is 1, that is, the character body (Franken) 150 is in an abnormal state, the character body (Dracula) 152 and the shielding member (Dracula) 166 are in a normal state, and the character body (Wolf Man) 154 is In the abnormal state, the character body (Dracula) 152 and the shielding member (Dracula) 166 appear on the front side of the display area 42 of the liquid crystal display 116 and stop for a predetermined time (3 seconds in the present embodiment). The operation to return to the position (referred to as “dracula movable condition notification operation”) is determined (step S366), sets the address of the stepping motor scheduler movable condition notification program (step S364), and terminates this routine. In this Dracula movable condition notifying operation, the character body (Dracula) 152 and the shielding member (Dracula) 166 move from the original position shown in FIG. 10 to the movable area limit shown in FIG. Return to its original position again.
[13-3. When only the wolf man is in the normal state]

In step S360, the character body (Franken) abnormality flag F-MS1 has a value of 1, the character body (Dracula) abnormality flag F-MS2 and / or the shielding member (Dracula) abnormality flag F-MS3 has a value of 1, and the character body (wolf man). When the abnormality flag F-MS4 is 0, that is, the character body (Franken) 150, the character body (Dracula) 152, and the shielding member (Dracula) 166 are in an abnormal state, and the character body (Wolf man) 154 is in a normal state. In some cases, the character body (wolf man) 154 appears on the front side of the display area 42 of the liquid crystal display 116 and stops for a predetermined time (in this embodiment, 3 seconds), and then returns to the original position (“wolf man” (Referred to as “movable condition notification operation”) (step S368). Set the address of the ping motor scheduler (step S364), and terminates this routine. In this wolf man movable condition notification operation, the character body (wolf man) 154 moves from the original position shown in FIG. 12 to the movable area limit shown in FIG. 13, stops again for a predetermined time, and then returns to its original position. Return to.
[13-4. When Franken and Dracula are in normal condition]

In step S360, the character body (Franken) abnormality flag F-MS1 is 0, the character body (Dracula) abnormality flag F-MS2, and the shielding member (Dracula) abnormality flag F-MS3 is 0, and the character body (wolf man) abnormality flag. When F-MS4 is 1, that is, when character body (Franken) 150, character body (Dracula) 152 and shielding member (Dracula) 166 are in a normal state and character body (Wolf Man) 154 is in an abnormal state After the character body (Franken) 150, the character body (Dracula) 152, and the shielding member (Dracula) 166 appear on the front side of the display area 42 of the liquid crystal display 116 and stop for a predetermined time (3 seconds in this embodiment). , Operation to return to the original position ("Franken Dracula movable condition notification motion "Hereinafter.) Determining (step S370), sets the address of the stepping motor scheduler movable condition notification program (step S364), and terminates this routine. In the Franken-Dracula movable condition notifying operation, the operation is controlled so that the character body (Franken) 150, the character body (Dracula) 152, and the shielding member (Dracula) 166 do not interfere with each other. Specifically, in the Franken / Dracula movable condition notifying operation, the Franken movable condition notifying operation is first performed, and then the Dracula movable condition notifying operation is performed. As a result, the character body (Franken) 150 interferes with the character body (Dracula) 152 or the shielding member (Dracula) 166 until the character body (Franken) 150 reaches the limit of the movable region and returns to the original position. It can move without. On the other hand, the character body (Dracula) 152 and the shielding member (Dracula) 166 also do not interfere with the character body (Franken) 150 until they reach the movable region limit from the original position and return to the original position. It can be moved.
[13-5. When Dracula and the Wolf Man are in Normal State]

In step S360, the character body (Franken) abnormality flag F-MS1 has a value of 1, the character body (Dracula) abnormality flag F-MS2 and the shielding member (Dracula) abnormality flag F-MS3 have a value of 0, and the character body (wolf man) abnormality flag. When F-MS4 is 0, that is, when the character body (Franken) 150 is in an abnormal state and the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are in a normal state. The character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 appear on the front side of the display area 42 of the liquid crystal display 116 and stop for a predetermined time (3 seconds in this embodiment). After that, the operation of returning to the original position (the aforementioned Dracula movable condition notification operation and Determine the Okami movable degree notification operation for men) (step S372), sets the address of the stepping motor scheduler movable condition notification program (step S364), and terminates this routine.
[13-6. When Franken and the Wolf Man are in Normal]

In step S360, the character body (Franken) abnormality flag F-MS1 has a value of 0, the character body (Dracula) abnormality flag F-MS2 and / or the shielding member (Dracula) abnormality flag F-MS3 has a value of 1, and the character body (Wolf man). When the abnormality flag F-MS4 is 0, that is, the character body (Franken) 150 is in a normal state, the character body (Dracula) 152 and the shielding member (Dracula) 166 are in an abnormal state, and the character body (Wolf man). When 154 is in a normal state, the character body (Franken) 150 and the character body (Wolf man) 154 appear on the front side of the display area 42 of the liquid crystal display 116 and stop for a predetermined time (in this embodiment, 3 seconds). After that, the operation of returning to the original position (the above-mentioned Franken movable condition notification operation and the wolf Use a movable condition notification operation) determining (step S374), it sets the address of the stepping motor scheduler movable condition notification program (step S364), and terminates this routine.
[13-7. When Franken, Dracula, and the Wolf Man are in normal condition]

In step S360, the character body (Franken) abnormality flag F-MS1 is 0, the character body (Dracula) abnormality flag F-MS2, and the shielding member (Dracula) abnormality flag F-MS3 is 0, and the character body (wolf man) abnormality flag. When F-MS4 is 0, that is, when character body (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166 and character body (Wolf man) 154 are all in a normal state, the liquid crystal display 116, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 appear on the front side of the display area 42, and the character body (Wolf man) 154 appears for a predetermined time (in this embodiment, 3). Seconds) After stopping, return to the original position (the above-mentioned Franke Dracula movable condition notifying operation and the movable degree notification operation for Wolfman) determining (step S376), it sets the address of the stepping motor scheduler movable condition notification program (step S364), and terminates this routine.
[13-8. When Franken, Dracula and the Wolf Man are in an abnormal state]

  In step S360, the character body (Franken) abnormality flag F-MS1 has a value of 1, the character body (Dracula) abnormality flag F-MS2 and / or the shielding member (Dracula) abnormality flag F-MS3 has a value of 1, and the character body (wolf man). When the abnormality flag F-MS4 is 1, that is, when the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are all in an abnormal state, they are left as they are. This routine ends.

  Note that the rotation speeds of the stepping motors 150h, 153f, 152h, and 155 in the above-described Franken movable state notification operation, Dracula movable state notification operation, Wolf man movable state notification operation, and Franken Dracula movable state notification operation are as shown in FIG. In the present embodiment, it is set twice as much as in the various original position return processes shown in FIG. Specifically, in the various original position return processes shown in FIGS. 34 to 38, the drive data is switched every 4 ms (the same data is output twice), while the movable condition notification process shown in FIG. 39 is performed. In Franken's movable condition notifying operation, Dracula's movable condition notifying operation, wolf man's movable condition notifying operation, and Franken / Dracula's movable condition notifying operation, drive data is switched every 4 ms for 10 step periods to prevent step-out. The drive data is switched every 2 ms. Thereby, the speed at which the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are also doubled. If it is before returning to each original position, the rotational speeds of the stepping motors 150h, 153f, 152h, 155 are set to those in the various original position return processes, and return to the original position without causing a deviation.

  In this way, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are in the original position on the front side of the display area 42 of the liquid crystal display 116. Since it can move greatly from the state to the movable region limit, it is possible to notify (notify) the degree of movement. Thereby, for example, an operator of the production line can easily check whether or not a defect has occurred by looking at the movable state. When a problem has occurred, the entire storage unit is removed and replaced with another storage unit. Then, the movable state notification process is performed by turning on or resetting the power to confirm the movable state again. In addition, the removed storage section is accumulated as the development know-how of pachinko machines equipped with the movable body of the next model by thoroughly examining the reason why the failure occurred after returning to design and development, leading to the development of a model with less trouble .

  Here, the pachinko machine 1 installed in the hall has the above-described backup information (game) stored in the RAM 101c of the main control board 101 when, for example, the player loses power or stops instantaneously during the game, and then power is restored. Information). At this time, if the RAM clear switch 101d is not operated, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character are subjected to various original position return processes shown in FIGS. After the body (wolf man) 154 performs control to return to the original position, control for inspecting the movable state is not performed in the movable state notification process shown in FIG. In other words, when power is restored, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 suddenly do not move from the original position to the limit of the movable area, so the player feels uncomfortable. Not give.

  In the production line of the factory, when the stage device 40, the main control board 101, the sub-integrated board 111, and the like are mounted on the game board 4, the power is then turned on and various inspections are performed. When the main control board 101 and the sub-integrated board 111 are mounted on the game board 4, nothing is stored in the RAM 101c of the main control board 101 yet. When the power is turned on in this state, in step S34 in the power-on process shown in FIG. 20, there is always a mismatch (checksum error), and the RAM clear notification and test command creation process in step S46 in the same process causes the RAM 101c to be changed. A RAM clear notification command or the like for notifying that the initial setting has been cleared is created and stored as transmission information in the transmission information storage area. Then, the transmission information is transmitted to the sub-integrated board 111 in the sub-integrated board command transmission process of step S92 in the timer interrupt process shown in FIG. The CPU 111a of the sub-integrated board 111 performs command analysis included in the transmission information received in the steady process of 16ms in step S108 in the reset process shown in FIG. When the RAM clear notification command is included, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body are displayed in the various original position return processes shown in FIGS. (Wolf man) After performing the control to return 154 to the original position, the character body (Franken) 150 from the original position to the movable area limit so that the movable condition can be confirmed by the movable condition informing process shown in FIG. Control is performed to move the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 back to their original positions.

Therefore, in the production line inspection, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) are used by using the checksum error described above when the power is turned on for the first time. ) 154 movable condition is being inspected.
[14. Various control processing of LCD control board]

  Next, processing of the liquid crystal control board 113 that receives various commands from the sub-integrated board 111 will be described. As described above, in the liquid crystal control board 113, the CPU 113a, the ROM 113b, the RAM 113c, and the VDP (abbreviation for Video Display Processor) are connected to a bus (not shown).

  When the CPU 113a of the liquid crystal control board 113 receives the effect command transmitted from the sub-integrated board 111, the CPU 113a executes command analysis processing. Then, information (schedule data) in which which character is to be displayed in which position on the liquid crystal display 116 is stored in advance in time series is read from the ROM 113b and sequentially overwritten in the VDP setting register every predetermined period (for example, 16 ms). Set. The VDP reads a character from a character ROM (not shown) connected to the VDP based on information set in the setting register, converts it into an image signal, and outputs it to the liquid crystal display 116.

When the CPU 113a of the liquid crystal control board 113 receives a new effect command while performing display control based on the schedule data selected based on the predetermined effect command, the CPU 113a converts the schedule data based on the new effect command. Display control is performed based on this, or display control is performed by temporarily replacing the display control.
[15. Direction]

  Next, effects displayed on the display area 42 of the liquid crystal display 116 will be described. Here, an example of the effect when the player sitting directly facing the pachinko machine 1 swings his arm down in front of the opening window 30 while the effect of one change displayed in the display area 42 is progressing will be described. To do. Note that “1 variation” means that the special symbol display 41 shown in FIG. 3 starts from the display of the special symbol variation until it stops, and the effect displayed on the display area 42 of the liquid crystal display 116 is also an effect. It is done according to the time when the special symbol is displayed. 40 is an effect showing an example of one variation displayed in the display area of the liquid crystal display, FIG. 41 is an effect showing the continuation of FIG. 40, and FIG. 42 is an effect showing the continuation of FIG.

  The effects of one change displayed in the display area 42 of the liquid crystal display 116 are as shown in FIGS. 40 (a) to (d), FIGS. 41 (e) to (h) and FIGS. 42 (r) to (t). In addition, when the special symbol display 41 starts to display the variation of the special symbol, the daytime background image 81 is displayed in the display area 42, the decorative symbol 80a is displayed in the upper left of the display region 42, and the decorative symbol is displayed in the upper right. The change display of 80c is started, and the change display of the decorative pattern 80b is started in the center of the display area. The decorative symbols 80a and 80c are translucent enough to allow the background image to be visually recognized. The decorative symbols 80a are arranged from the upper left to the lower left of the display region 42, and the decorative symbols 80c are arranged from the upper right to the lower right of the display region 42, respectively. The decorative pattern 80b is variably displayed as if it is rotating, and the decorative pattern 80b is variably displayed as if it is jumping at the center of the display area 42 (FIG. 40A).

  Subsequently, a dark background image 83 with a dark background is displayed in the display area 42, making it difficult for the player to visually recognize (FIG. 40B), and the night background image 82 is displayed from the dark background image 83 to the display area 42. (FIG. 40 (c)). When the variation of the decorative symbols 80a and 80c is stopped and the decorative symbols 80a and 80c are stopped at the same symbol of, for example, “7”, the reach mode is reached, and the reach character 86 indicating that is displayed in the display area 42 ( FIG. 40 (d)).

  Subsequently, a daytime background 81 is displayed in the display area 42, and instead of the reach character 86, a balloon 78 with a message 77 "Cut the symbol!" Is displayed (FIG. 41 (e)). Then, behind the decorative design 80b, the next decorative design 80b '(for example, the design of the decorative design 80b is "5" and the design of the decorative design 80b' behind it is "6") is blurred. In this state, it is enlarged and displayed (FIG. 41 (f)).

  In this state, when a player who sits directly on the opposite side of the pachinko machine 1 swings his arm down in front of the opening window 30 so as to cut the decorative design 80b (symbol “5”), the decorative design 80b has two decorations. The pattern 80ba, 80bb is cut (FIG. 41 (g)), and the background decorative pattern 80b ′ (the symbol “6”) changes from a blurred state to a sharp outline and appears on the front as a decorative pattern 80b. At this time, behind the decorative symbol 80b (the symbol “5”), the next decorative symbol 80b ′ (the symbol “7”) is enlarged and displayed so as to be visually recognized (FIG. 41 (h)). .

  In this state, when a player sitting directly on the opposite side of the pachinko machine 1 swings his arm in front of the opening window 30 so as to cut the decorative design 80b (symbol “6”), the decorative design 80b has two decorations. The pattern 80ba, 80bb is cut (FIG. 42 (r)), and the decorative pattern 80b ′ (the pattern “7”) behind is changed from a blurred state to a sharp outline and appears as a decorative pattern 80b on the front. The symbols 80a to 80c are displayed with the same symbol of “7” (FIG. 42 (s)), and it is a big hit, and a big hit character 85 indicating that is displayed in the display area 42 (FIG. 42 (t)). As described above, the action of the player swinging his / her arm down with the effect of one change is reflected in the effect (image) displayed in the display area 42 of the liquid crystal display 116.

  According to the pachinko machine 1 of the present embodiment described above, the outer frame 2, the main body frame 3, the front frame 5, the liquid crystal display 116, the peripheral substrate 110, the sub-integrated substrate 111, the liquid crystal control substrate 113, and the receiving substrate 120. Etc. The outer frame 2 is formed in a vertically long rectangular frame shape, the main body frame 3 is attached to the outer frame 2 so as to be openable and closable, and the game board 4 can be attached thereto. The front frame 5 is attached to the main body frame 3 so as to be openable and closable, and an opening window 30 is formed through which the game area 12 formed in the game board 4 can be seen through. The liquid crystal display 116 is mounted on the game board 4 and can variably display the decorative symbols 80a to 80c as images, and the peripheral board 110 performs various controls relating to effects.

  The game board 4 includes at least non-contact type distance measuring sensors 119a and 119b, and detects the movement of a player's hand or arm sitting on the opposite side of the pachinko machine 1 through the opening window 30. Can be done.

  The sub-integrated board 111 of the peripheral board 110 indicates whether or not the player's hand or arm moves within one fluctuation period from when the decorative symbols 80a to 80c start changing display on the liquid crystal display 116 until it stops. The determination is made based on detection signals from the distance measuring sensors 119a and 119b. Then, when it is determined that the player's hand or arm has moved, a decorative pattern, for example, a decorative pattern, is given to the decorative pattern 80b displayed on the liquid crystal display 116 due to the movement of the player's hand or arm. 80b is reflected in the cut. These processes are performed as one process of the 16 ms steady process of step S108 in the reset process of FIG. 22, and the sub-integrated board 111 detects the presence or absence of movement of the player's hand or arm, ranging sensors 119a and 119b. If it is determined based on the detection signal from the player and it is determined that the player's hand or arm has moved, an effect command is created and transmitted to the liquid crystal control board 113. In this way, the movement of the player's hand or arm is reflected in the decorative pattern.

As described above, when a player who sits directly on the opposite side of the pachinko machine 1 moves his / her hand or arm within one change period from when the decorative symbols 80a to 80c start to change display on the liquid crystal display 116 to stop. , And detected by the non-contact type distance measuring sensors 119a and 119b and reflected on the decorative pattern 80b displayed on the liquid crystal display 116 as if a change due to the movement of the player's hand or arm is given. As a result, for example, the player can find out the action of himself / herself to try to win a big hit by overaction such as swinging down both hands vigorously. Therefore, it is possible to encourage the player's free thinking and to find out the player himself.
[16. Another example]

  It should be noted that the present invention is not limited to the above-described embodiment, and it goes without saying that the present invention can be implemented in various modes as long as it belongs to the technical scope of the present invention.

  For example, in the embodiment described above, the pachinko machine 1 has been described as an example, but the gaming machine to which the present invention can be applied is not limited to the pachinko machine, and a gaming machine other than the pachinko machine, for example, a slot machine or a pachinko machine The present invention can also be applied to a fusion game machine (which performs a slot game using a game ball) in which a slot machine is fused.

It is a front view which shows the external appearance of the pachinko machine which is one Example of this invention. It is a perspective view which shows the pachinko machine of the state which open | released the main body frame and the front frame. It is a front view which shows a game board. It is the disassembled perspective view which represented the game board as the state decomposed | disassembled into the component. It is a front view of a front unit and a rear unit. It is the front view shown independently of a rear unit. It is the front view which showed the state from which the cover member was removed from the rear unit. It is detail drawing of a character body (Franken) and a shielding member (Franken). It is an operation example of a character body (Franken) and a shielding member (Franken). It is detail drawing of a character body (Dracula) and a shielding member (Dracula). It is an example of an operation | movement with a character body (Dracula) and a shielding member (Dracula). It is detail drawing of a character body (wolf man) and a shielding member (wolf man). It is an operation example of a character body (wolf man) and a shielding member (wolf man). It is a block diagram which shows a main board | substrate and a peripheral board | substrate. It is a block diagram of a lamp drive substrate. It is a schematic block diagram of a ranging sensor and its characteristic diagram. It is a circuit diagram of a receiving board. It is a table | surface figure which shows an example of the fluctuation | variation display pattern selected by the main control board. It is a flowchart which shows an example of the process at the time of power activation. FIG. 20 is a flowchart showing a continuation of the power-on process of FIG. 19. FIG. It is a flowchart which shows an example of a timer interruption process. It is a flowchart which shows an example of a reset process. It is a flowchart which shows an example of a sub side timer interruption process. It is a flowchart which shows an example of a command reception interruption process. It is a flowchart which shows an example of a command reception end interruption process. It is a flowchart which shows an example of a 16 ms stepping motor scheduler starting process. It is a table which shows an example of a stepping motor scheduler. It is a flowchart which shows an example of a 2ms stepping motor scheduler starting process. It is a flowchart which shows an example of a stepping motor scheduler pattern setting process. It is a flowchart which shows an example of a 2ms stepping motor scheduler operation | movement process. It is a flowchart which shows an example of a stepping motor process. It is a flowchart which shows an example of the power-on (reset) original position confirmation process. It is a flowchart which shows an example of a power-on (reset) stepping motor initialization process. It is a flowchart which shows an example of an original position time original position return process (Franken). It is a flowchart which shows an example of the original position return process (Franken) outside the original position. It is a flowchart which shows an example of an original position return process (Dracula). It is a flowchart which shows an example of an original position return process (shielding member (dracula)). It is a flowchart which shows an example of an original position return process (wolf man). It is a flowchart which shows an example of a movable condition alerting | reporting process. This is an effect showing an example of one variation displayed in the display area of the liquid crystal display. It is an effect showing the continuation of FIG. It is an effect showing the continuation of FIG.

Explanation of symbols

  DESCRIPTION OF SYMBOLS 1 ... Pachinko machine (pachinko machine), 2 ... Outer frame (outer frame), 3 ... Main body frame (main body frame), 4 ... Game board, 5 ... Front frame (front frame), 12 ... Game area, 40 ... Production device , 70 ... Vibration sensor, 100 ... Main board, 101 ... Main control board, 101c ... RAM, 101d ... RAM clear switch, 110 ... Peripheral board (production control board), 111 ... Sub-integrated board, 113 ... Liquid crystal control board, 119a 119b: Distance sensor (ranging sensor) 120 ... Receiving board 120a ... Receiving circuit 150 ... Character body (Franken) 152 ... Character body (Dracula) 154 ... Character body (Wolf man) 166 ... Shielding Member (Dracula), 150h, 152h, 153f, 155... Stepping motor, 150n, 152n, 153n, 154n.

Claims (1)

  1. An outer frame formed in the shape of a vertically rectangular frame, a main body frame that is attached to the outer frame so as to be openable and closable, and can be attached to a game board, and is attached to the main body frame so as to be openable and closable, and the game board A front frame in which an opening window through which the gaming area formed in the screen can be seen is formed, a liquid crystal display that is mounted on the game board and displays a plurality of decorative symbols as images, and performs various controls relating to effects. A pachinko machine comprising a production control board,
    The game board is at least
    A plurality of non-contact distance measuring sensors capable of detecting the movement of a player's hand or arm sitting on the opposite side of the pachinko machine through the opening window;
    The production control board is at least:
    The presence or absence of movement of the player's hand or arm within one fluctuation period from the start of the display of the plurality of decorative symbols on the liquid crystal display to the stop thereof is detected in the detection signals from the plurality of distance measuring sensors. Determination control means for determining based on;
    When it is determined by the determination control means that the player's hand or arm has moved, the player's hand or arm is displayed on at least one of the decorative symbols displayed on the liquid crystal display. Decorative pattern reflection control means for reflecting as if a change due to movement was given,
    A pachinko machine characterized by comprising:
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Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0250862A (en) * 1988-08-12 1990-02-20 Canon Inc Image forming apparatus
JP2010022594A (en) * 2008-07-18 2010-02-04 Daito Giken:Kk Game machine
JP2010284344A (en) * 2009-06-12 2010-12-24 Kyoraku Sangyo Kk Game machine
JP2011050548A (en) * 2009-09-01 2011-03-17 Fujishoji Co Ltd Pinball game machine
JP2011101699A (en) * 2009-11-10 2011-05-26 Moriso:Kk Pinball game machine presentation device
JP2012085865A (en) * 2010-10-20 2012-05-10 Kyoraku Sangyo Kk Pachinko game machine
JP2012090654A (en) * 2010-10-22 2012-05-17 Kyoraku Sangyo Kk Pachiinko game machine
JP2012157584A (en) * 2011-02-01 2012-08-23 Kyoraku Sangyo Kk Pachinko game machine
JP2012157585A (en) * 2011-02-01 2012-08-23 Kyoraku Sangyo Kk Pachinko game machine
JP2012165845A (en) * 2011-02-14 2012-09-06 Sophia Co Ltd Game machine
JP2012232168A (en) * 2012-08-02 2012-11-29 Fujishoji Co Ltd Game machine
JP2013052270A (en) * 2012-12-17 2013-03-21 Kyoraku Sangyo Kk Pachinko game machine
JP2013059360A (en) * 2011-09-12 2013-04-04 Daiichi Shokai Co Ltd Game machine
JP2013059530A (en) * 2011-09-14 2013-04-04 Daiichi Shokai Co Ltd Game machine
JP2013208376A (en) * 2012-03-30 2013-10-10 Kyoraku Sangyo Kk Game machine
JP2013240419A (en) * 2012-05-18 2013-12-05 Kyoraku Sangyo Kk Game machine
JP6059840B1 (en) * 2016-04-15 2017-01-11 山佐株式会社 Decorative structure of gaming machine and gaming machine
JP2017205315A (en) * 2016-05-19 2017-11-24 株式会社三共 Game machine

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JPH07124294A (en) * 1993-10-28 1995-05-16 Casio Comput Co Ltd Display method for game machine
JPH10314427A (en) * 1997-05-16 1998-12-02 Sankyo Kk Game machine
JP2004049351A (en) * 2002-07-17 2004-02-19 Taiyo Elec Co Ltd Game machine
JP2005287671A (en) * 2004-03-31 2005-10-20 Omron Corp Game method, game machine, and performance program
JP2006230611A (en) * 2005-02-23 2006-09-07 Newgin Corp Game machine

Patent Citations (5)

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Publication number Priority date Publication date Assignee Title
JPH07124294A (en) * 1993-10-28 1995-05-16 Casio Comput Co Ltd Display method for game machine
JPH10314427A (en) * 1997-05-16 1998-12-02 Sankyo Kk Game machine
JP2004049351A (en) * 2002-07-17 2004-02-19 Taiyo Elec Co Ltd Game machine
JP2005287671A (en) * 2004-03-31 2005-10-20 Omron Corp Game method, game machine, and performance program
JP2006230611A (en) * 2005-02-23 2006-09-07 Newgin Corp Game machine

Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0250862A (en) * 1988-08-12 1990-02-20 Canon Inc Image forming apparatus
JP2010022594A (en) * 2008-07-18 2010-02-04 Daito Giken:Kk Game machine
JP2010284344A (en) * 2009-06-12 2010-12-24 Kyoraku Sangyo Kk Game machine
JP2011050548A (en) * 2009-09-01 2011-03-17 Fujishoji Co Ltd Pinball game machine
JP2011101699A (en) * 2009-11-10 2011-05-26 Moriso:Kk Pinball game machine presentation device
JP2012085865A (en) * 2010-10-20 2012-05-10 Kyoraku Sangyo Kk Pachinko game machine
JP2012090654A (en) * 2010-10-22 2012-05-17 Kyoraku Sangyo Kk Pachiinko game machine
JP2012157584A (en) * 2011-02-01 2012-08-23 Kyoraku Sangyo Kk Pachinko game machine
JP2012157585A (en) * 2011-02-01 2012-08-23 Kyoraku Sangyo Kk Pachinko game machine
JP2012165845A (en) * 2011-02-14 2012-09-06 Sophia Co Ltd Game machine
JP2013059360A (en) * 2011-09-12 2013-04-04 Daiichi Shokai Co Ltd Game machine
JP2013059530A (en) * 2011-09-14 2013-04-04 Daiichi Shokai Co Ltd Game machine
JP2013208376A (en) * 2012-03-30 2013-10-10 Kyoraku Sangyo Kk Game machine
JP2013240419A (en) * 2012-05-18 2013-12-05 Kyoraku Sangyo Kk Game machine
JP2012232168A (en) * 2012-08-02 2012-11-29 Fujishoji Co Ltd Game machine
JP2013052270A (en) * 2012-12-17 2013-03-21 Kyoraku Sangyo Kk Pachinko game machine
JP6059840B1 (en) * 2016-04-15 2017-01-11 山佐株式会社 Decorative structure of gaming machine and gaming machine
JP2017205315A (en) * 2016-05-19 2017-11-24 株式会社三共 Game machine

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