JP2010154966A - Game machine - Google Patents

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Publication number
JP2010154966A
JP2010154966A JP2008335205A JP2008335205A JP2010154966A JP 2010154966 A JP2010154966 A JP 2010154966A JP 2008335205 A JP2008335205 A JP 2008335205A JP 2008335205 A JP2008335205 A JP 2008335205A JP 2010154966 A JP2010154966 A JP 2010154966A
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movable
display
game
player
predetermined
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JP2008335205A
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JP5200275B2 (en
Inventor
Daichi Kimura
Ryuta Kosaka
Yoshihiko Matsushita
Hiroyuki Negishi
Toshio Saito
Masahiro Shimura
昌洋 志村
大地 木村
良彦 松下
裕之 根岸
隆太 香坂
俊雄 齋藤
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Daito Giken:Kk
株式会社大都技研
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Abstract

The present invention relates to a gaming machine represented by a ball and ball game machine (pachinko machine) and a spinning machine (slot machine), and provides a gaming machine that can improve the interest of the player.
In a gaming machine 100 that increases or decreases an opportunity to give a predetermined game value to a player by controlling whether or not the player is in an advantageous state, a first position (standby position), a first position A movable object 211 that moves within a predetermined range including two positions (maximum movement position) and a third position (intermediate position) that deviates from the straight line connecting the first position and the second position, and the movable object 211 can be moved. Animal moving means 212 is provided, and movable object moving means 212 moves movable object 211 from the first position to the second position via at least the third position, and movable object 211 has at least the first position. The posture at the position and the posture at the second position are the same posture.
[Selection] Figure 10

Description

  The present invention relates to a game table represented by a ball game machine (pachinko machine) and a spinning machine (slot machine).

A gaming table represented by a pachinko machine can obtain a predetermined profit by firing a gaming ball from the launching device toward the gaming area and entering the predetermined winning opening provided in the gaming area. It is configured as follows. In such a gaming machine, there is known a gaming machine in which a movable object is provided in a gaming area and the movable object is moved up and down to produce an effect (for example, see Patent Document 1).
JP 2007-244666 A

  However, in the game table described in Patent Document 1, the movement of the movable object is simple and easy to get tired, and the movement of the movable object cannot be shown to the player for a long time and the interest of the player is reduced. There was a problem.

  The present invention has been made to solve such a conventional problem, and an object of the present invention is to provide a game table that can improve the interest of the player.

The first gaming machine of the present invention that solves the above-mentioned object is a gaming machine that controls whether or not to take a state advantageous to a player, thereby increasing or decreasing the opportunity to give a predetermined gaming value to the player.
A movable object that moves within a predetermined range including a first position, a second position, a first position and a third position that deviates from a straight line connecting the second position, and a movable object moving means that moves the movable object. Prepared,
The movable object moving means moves the movable object from the first position to the second position via at least the third position,
The movable object is characterized in that at least the posture at the first position is the same as the posture at the second position.

  As the moving path of the movable object from the first position to the second position, various paths excluding a straight path (for example, a U shape, a U shape, an S shape, etc.) Route). The first position may be a movement start position, and the second position may be a movement end position. These also apply to the second game machine of the present invention described later.

  Furthermore, the movable object may have the same posture in which at least the posture in the first position and the posture in the second position face the player side.

  According to the first gaming table of the present invention, the movement of the movable object is not a linear movement, and the interest of the player can be improved.

In the first game stand of the present invention, the movable object may have at least the same posture in each of the first position, the second position, and the third position.
The movable object may maintain the same posture.

In addition, the movable object has an electrical operation means that operates based on receiving a predetermined signal,
The movable object moving means may have a harness for transmitting the predetermined signal to the electrical actuating means.

  The electrical operation means mentioned here may be drive means such as a motor or a solenoid. Further, the movable object moving means may have the harness on the back side opposite to the player side of the surface facing the player side, for example, having the harness incorporated therein. Also good.

  Furthermore, in the gaming machine according to the present invention, the electrical operating means may be an effect display means for displaying an effect display relating to the effect.

  Here, the effect display means may display an effect display including identification information identified by the player. Examples of the effect display means here include a 7-segment display device, a liquid crystal display, a plasma display, an organic electroluminescence (EL) display, and the like.

The second gaming machine of the present invention that solves the above-described object is a gaming machine that controls whether or not to take a state advantageous to a player, thereby increasing or decreasing the opportunity to give a predetermined gaming value to the player.
A movable object that moves within a predetermined range including a first position, a second position, a first position and a third position that deviates from a straight line connecting the second position, and a movable object moving means that moves the movable object. Prepared,
The movable object moving means moves the movable object from the first position to the second position via at least the third position,
The movable object is characterized in that an effect display relating to an effect is displayed at the second position in a predetermined direction in which the vertical and horizontal directions are predetermined.

  The effect display here includes images as well as letters, numbers and symbols. Also according to the second game stand of the present invention, the movement of the movable object does not become a linear movement, and the interest of the player can be improved.

Further, in the second gaming machine of the present invention, the movable object may display the effect display in the predetermined direction even in the first position.
The movable object may display the effect display in the predetermined direction even in the third position.

  In addition, the movable object may display the effect display in the predetermined direction while moving from the first position to the second position.

  Here, the contents of the effect display may vary depending on the position of the movable object, and it is only necessary that the direction of the effect display is unified in the predetermined direction.

Further, in the second game machine of the present invention, the game machine includes a direction detection means for detecting the direction of the movable object,
The movable object may change the direction of the effect display based on the direction detected by the direction detection means and display the effect display in the predetermined direction.

Furthermore, in the second gaming machine of the present invention, the movable object has electrical display means for electrically displaying the effect display,
This game table
Storage means for storing display data representing the effect display;
Display control means for performing control to display the effect display on the electrical display means based on the display data,
The display control means may perform control for causing the electrical display means to display the effect display in the predetermined direction based on the orientation detected by the orientation detection means.

  In the second gaming machine of the present invention, the movable object moving means may have a harness for transmitting the predetermined signal to the electrical operating means.

In the second game machine of the present invention, the movable object moving means generates a driving force for moving the movable object, and a drive for transmitting the driving force generated by the driving source to the movable object. A force transmission part,
The harness may be disposed on a back side opposite to the player side of the surface facing the player side of the driving force transmission unit.

  In the second gaming machine of the present invention, the movable object may be supported by the driving force transmission unit via a rotation shaft and rotatable about the rotation shaft.

The first and second game machines of the present invention (hereinafter collectively referred to simply as game machines of the present invention) include an image display unit for displaying an image,
The movable object may move on the player side or the back side opposite to the player side from the image display unit.

  The image display unit may display an image related to an effect, or may display an aspect or content different from the effect display. Moreover, you may display the content relevant to the said production | presentation display.

  In addition, when the movable object moves on the back side opposite to the player side, the image display unit is preferably capable of seeing through the back side. Examples of such an image display unit include a transmissive liquid crystal display, a transmissive plasma display, and a transmissive organic electroluminescence (EL) display.

  Further, in the gaming machine according to the present invention, the movable object may move with the position where the center of the movable object comes out of the area where the image display unit is provided as the first position. Good.

Further, in the game stand of the present invention, a game area in which a game ball is driven and the game ball that has been driven rolls,
A launching means for driving a game ball into the game area from either the left or right side;
The movable object is located in the game area, and the position where the center of the movable object comes to the opposite side to either the left or right side where the launching means strikes the game ball into the game area is the first position. May move.

  Here, the image display unit may be arranged approximately at the center in the left-right direction of the game area. In addition, the game area is provided with more game nails on one side compared to the opposite side (for example, the right side) of either the left or right side (for example, the left side) where the launching means strikes the game ball into the game area. It may be a region that has been

Further, in the gaming machine according to the present invention, the image display unit is disposed at a substantially center in the left-right direction of the gaming machine,
The movable object moves with the position where the center of the movable object is located on the back side opposite to the player side or the player side of the area where the image display unit is provided as the second position. Also good.

Here, the image display unit is arranged at the approximate center in the left-right direction of the game area,
The movable object moves with the position where the center of the movable object is located on the back side opposite to the player side or the player side of the area where the image display unit is provided as the second position. Also good. In addition, the image display unit may be arranged at the approximate center of the game area in the vertical and horizontal directions.

Furthermore, in the gaming machine of the present invention, the image display unit is arranged at a substantially center in the left-right direction of the gaming machine,
The movable object moves with the position where the center of the movable object is located on the back side opposite to the player side or the player side of the substantially central portion of the area where the image display unit is provided as the second position. It may be a thing.

Here, the image display unit is arranged at the approximate center in the left-right direction of the game table,
In the movable object, the position where the center of the movable object comes to either the left or right side of the substantially central portion of the region where the image display unit is provided is the first position, and the substantially central portion of the region is The player side or the player side may be moved with the position of the center of the movable object on the back side opposite to the player side as the second position.

  Further, the movable object may move with the position where the center of the movable object comes to the substantially central portion in the left-right direction in the game area as the second position.

In addition, the image display unit is arranged at the approximate center in the left-right direction of the game area,
The movable object moves with the position where the center of the movable object is located on the back side opposite to the player side or the player side of the central portion of the area where the image display unit is provided as the second position. It may be.

  Further, the image display unit may be arranged at the approximate center of the game area in the vertical and horizontal directions.

  In the gaming machine of the present invention, the movable object may move from the first position to the second position through a substantially arcuate path.

  Furthermore, the game stand of the present invention may be provided with a shielding member that shields the movable object at the first position.

  In the gaming machine of the present invention, the movable object moving means may move the movable object when the player is expected to be in the advantageous state.

  Here, the gaming table of the present invention includes a plurality of reels with a plurality of types of symbols, and a game is played by inserting a game medium and rotating the plurality of reels, and depending on the result of the game. Thus, the present invention can be applied to a game machine from which the game medium is paid out. An example of the game table here is a spinning machine (slot machine).

Furthermore, the game table of the present invention comprises a specific operation means operable by the player,
The movable object moving means may move the movable object based on the operation of the specific operation means.

  In addition, the gaming machine of the present invention has a gaming area in which gaming media are launched, a game is started by launching the gaming media into the gaming area, and gaming media is paid out according to the gaming result. Can also be applied. As the game stand here, a ball game machine (pachinko machine) can be mentioned.

Furthermore, the gaming machine of the present invention comprises a detecting means capable of detecting a gaming medium,
The movable object moving means may move the movable object based on detection of the game medium by the detection means.

  According to the game stand of the present invention, the interest of the player can be improved.

  Hereinafter, a pachinko machine (game table) according to Embodiment 1 of the present invention will be described in detail with reference to the drawings. The pachinko machine according to the present embodiment is a game machine that increases or decreases the chances of giving a predetermined game value to a player by controlling whether or not the player is in an advantageous state.

  First, the overall configuration of the pachinko machine 100 according to the first embodiment of the present invention will be described with reference to FIG. In addition, the figure is the external appearance perspective view which looked at the pachinko machine 100 from the front side (player side).

  The pachinko machine 100 is a game board (board surface), which will be described later, disposed on the back side of the glass frame 156 composed of a transparent plate member 152 made of glass or resin and a transparent member holding frame 154 through the transparent plate member 152. 102. The game board 102 is attached to an inner frame 103 that can be opened and closed with respect to the outer frame 101. In addition, high-frequency speakers are provided on the left and right above the glass frame 156, and lamps are provided at various locations on the glass frame 156. Although not shown in the drawings, the pachinko machine 100 is provided with a glass frame opening sensor that detects that the glass frame 156 is opened and an inner frame opening sensor that detects that the inner frame 103 is opened. .

  Below the glass frame 156, a launcher 138 that is rotated by a launcher motor 602, which will be described later, a launcher 140 that is attached to the tip of the launcher 138 and launches a ball toward the game area 104, which will be described later, A launch rail 142 for guiding a ball launched by the heel 140 to an outer rail 106 described later, a storage tray 144 for temporarily storing the ball and supplying the stored ball to the launch rail 142 in sequence, An effect button 146 is provided for changing the effect display by the decorative symbol display device 110, which will be described later, when the player can perform a pressing operation and detects the operation at a predetermined time. This effect button 146 may be called a chance button and has a built-in lamp (effect button lamp).

  Further, below the launcher 138 and the launcher 140, a launcher handle 148 for controlling the launcher 138 to operate the launch intensity of the sphere toward the game area 104 is disposed. Below the 144, a lower plate 150 is provided for storing overflow balls that cannot be stored in the storage plate 144. In the vicinity of the lower plate in the internal path connecting the storage plate 144 and the lower plate 150, a lower plate full sensor (not shown) is provided. The lower pan full sensor has a switch portion. When the lower pan 150 is full, the switch portion is pushed by a ball, and a lower pan full tank error is output from the lower pan full sensor.

  Furthermore, a sound emitting unit for emitting sound from a low-frequency speaker (not shown) is provided on the left side of the lower plate 150 shown in FIG.

  FIG. 2 is a schematic front view of the game board 102 as viewed from the front.

  The game board 102 shown in FIG. 2 is illuminated by board illumination lamps (not shown) provided above and on the left and right. In addition, an outer rail 106 and an inner rail 108 are disposed on the game board 102, and a game area 104 in which a game ball (hereinafter sometimes simply referred to as “ball”) can roll is defined. ing.

  In the center of the game area 104, an effect device 200 is provided. In the effect device 200, a horizontally long decorative symbol display device 110 is arranged at substantially the center, and a normal symbol display device 112, a special symbol display device 114, a normal symbol hold lamp 116, and a special symbol hold around the periphery thereof. A lamp 118 and a high-probability medium lamp 120 are provided. Hereinafter, the normal symbol may be referred to as “general symbol” and the special symbol may be referred to as “special symbol”.

  The rendering device 200 performs rendering by operating the movable part, and details will be described later.

  The decorative symbol display device 110 is a display device for displaying a decorative symbol (see FIG. 3B) and various images used for production during a game. In this embodiment, the decorative symbol display device 110 is a liquid crystal display (Liquid Crystal Display). Constitute. The decorative symbol display device 110 shown in FIG. 2 is arranged at the approximate center of the game area 104 in the vertical and horizontal directions, and corresponds to an example of an image display unit according to the present invention. The decorative symbol display device 110 divides the display screen into four display regions, a left symbol display region 110a, a middle symbol display region 110b, a right symbol display region 110c, and an effect display region 110d. The symbol display area 110b and the left symbol display area 110c display different decorative symbols, and the effect display area 110d displays an image used for the effect. Further, the positions and sizes of the display areas 110a, 110b, 110c, and 110d can be freely changed within the display screen of the decorative symbol display device 110. The decorative symbol display device 110 is replaced with a liquid crystal display, and other display devices such as a dot matrix display device, a 7-segment display device, a plasma display, an organic electroluminescence (EL) display, a drum display device, and a leaf display device. May be adopted.

  The general-purpose display device 112 is a display device for displaying a general-purpose image (see FIG. 3C), and is configured by a 7-segment LED (Light Emitting Diode) in this embodiment. The special figure display device 114 is a display device for displaying a special figure (see FIG. 3A), and is configured by a 7-segment LED in this embodiment.

  The general-purpose hold lamp 116 is a lamp for indicating the number of general-purpose variable games that are held (details will be described later). In this embodiment, it is possible to hold up to two general-purpose variable games. . The special figure hold lamp 118 is a lamp for indicating the number of special figure variable games that are held (details will be described later). In this embodiment, up to four special figure variable games can be held. . The high-probability lamp 120 is a lamp for indicating that the gaming state is a high probability state (a gaming state in which a winning probability of a jackpot game described later is set higher than a normal probability), or a high probability state. Yes, it is turned on when the gaming state is changed from the low probability state to the high probability state, and is turned off when the gaming state is changed from the high probability state to the low probability state.

  Further, around the effect device 200, a general winning opening 122, a general drawing starting opening 124, a first special drawing starting opening 126, a second special drawing starting opening 128, and a variable winning opening 130 are arranged. ing.

  In the present embodiment, a plurality of general winning holes 122 are arranged on the game board 102, and when a predetermined ball detection sensor (general winning hole sensor) (not shown) detects a ball entering the general winning holes 122 ( In the case of winning in the general winning opening 122), a payout device 552 described later is driven, and a predetermined number (10 in the present embodiment) of balls is discharged as a prize ball to the storage tray 144 shown in FIG. The ball discharged to the storage tray 144 can be freely taken out by the player, and with these configurations, the prize ball is paid out to the player based on the winning. The ball that has entered the general winning opening 122 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side. In this embodiment, a ball to be paid out to a player as a consideration for winning is sometimes referred to as a “prize ball”, and a ball lent to a player is sometimes referred to as “rental ball”. They are called “balls (game balls)”.

  The usual start port 124 is called a gate or a through chucker. The ball that has entered the normal start port 124 passes through a predetermined region connected to the normal start port 124 in the game area. Unlike the ball that entered the general winning opening 122, the ball that entered the normal start port 124 is not discharged to the amusement island side. The game board 102 is provided with a predetermined ball detection sensor (gate sensor) for detecting a ball passing through the predetermined area. When the gate sensor detects a game ball, the pachinko machine 100 displays a normal display. The usual figure variation game by the device 112 is started.

  In the present embodiment, only one first special figure starting port 126 is disposed at the center of the game board 102. When a predetermined ball detection sensor (first start port sensor) detects a ball entering the first special figure start port 126, a payout device 552 described later is driven, and a predetermined number (three in this embodiment) is driven. 1 is discharged as a prize ball to the storage tray 144 shown in FIG. 1, and a special figure changing game by the special figure display device 114 is started. The ball that has entered the first special figure starting port 126 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  In the present embodiment, only one second special figure starting port 128 is disposed directly below the first special figure starting port 126. In the vicinity of the second special figure starting port 128, a pair of blade members 1281 that can be opened and closed by a solenoid are provided, and the pair of blade members 1281 and the second special figure starting port 128 are combined with an electric tulip ( Sometimes referred to as “Den Chu”. The pair of blade members 1281 are members that change the difficulty level of winning a prize to the second special figure starting port 128. That is, it is impossible to enter the second special figure starting port 128 with the pair of blade members 1281 closed. On the other hand, when the universal figure change game is won and the universal figure display device 112 wins and stops and displays the symbol, the pair of blade members 1281 opens and closes a predetermined number of times at predetermined time intervals, and the second special figure start port 128 is opened. It becomes possible to enter the ball. When a predetermined ball detection sensor (second start port sensor) detects a ball entering the second special figure start port 128, a payout device 552, which will be described later, is driven, and a predetermined number (5 in this embodiment) is driven. The ball is discharged as a prize ball to the storage tray 144 shown in FIG. 1, and a special figure changing game by the special figure display device 114 is started. The ball that has entered the second special figure starting port 128 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  In the present embodiment, only one variable winning opening 130 is disposed below the center of the game board 102. The variable winning opening 130 is made into a state where a ball can be entered or a state where it is impossible to enter a ball by a door member 1301 which can be opened and closed by a solenoid. In other words, while the door member 1301 is closed, it is impossible to enter the variable prize opening 130, but if the special figure variable game is won and the special figure display device 114 stops displaying the jackpot symbol, The member 1301 opens and closes at a predetermined time interval (for example, an opening time of 29 seconds and a closing time of 1.5 seconds) and at a predetermined number of times (for example, 15 times), so that it is possible to enter the variable winning opening 130. The variable winning opening 130 may be called a big winning opening, and the door member 1301 and the variable winning opening 130 may be collectively called an attacker. When a predetermined ball detection sensor (count sensor) detects a ball entering the variable winning opening 130, a payout device 552, which will be described later, is driven, and a predetermined number (15 balls in this embodiment) of balls is shown as a winning ball. 1 is discharged to the storage tray 144 shown in FIG. The ball that has entered the variable prize opening 130 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  Further, a plurality of disk-shaped hitting direction changing members 132 and game nails 134 called windmills are arranged in the vicinity of these winning openings and starting openings, and at the bottom of the inner rail 108, An out port 136 is provided for guiding a ball that has not won any prize opening or starting port to the back side of the pachinko machine 100 and then discharging it to the game island side.

  The pachinko machine 100 supplies the ball stored in the storage tray 144 by the player to the launch position of the launch rail 142, drives the launch motor 602 with strength according to the operation amount of the launch handle 148 of the player, The launcher 138 and the launcher 140 are passed through the outer rail 106 and the inner rail 108 to launch into the game area 104. That is, a game ball is driven into the game area 104 shown in FIG. 2 from the left side of the figure. Then, the ball that has reached the upper part of the game area 104 falls downward while changing the advancing direction by the hitting direction changing member 132, the game nail 134, etc., and a winning opening (general winning opening 122, variable winning opening 130) or starting opening (First special figure start port 126, second special figure start port 128), or the out port 136 without winning any of the winning port and start port, or just passing the normal start port 124 To reach.

  In FIG. 2, a line representing the center of the game area 104 in the left-right direction is indicated by a two-dot chain line C. As shown in FIG. 2, the game area 104 is provided with more game nails 134 on the left side where game balls are driven into the game area 104 than on the right side.

<Director>
Next, the rendering device 200 of the pachinko machine 100 will be described.

  A 7-segment display movable object 211, a warp device 230, and a front stage 234 are disposed on the front side of the effect device 200, and a decorative design is provided on the back side (the opposite side to the player side) of the effect device 200. A display device 110 and a shutter member 250 are provided. That is, in the rendering device 200, the decorative symbol display device 110 and the shutter member 250 are located behind the 7-segment display movable object 211, the warp device 230, and the front stage 234.

  The 7-segment display movable object 211 is a movable object having a 7-segment display device 2111 capable of displaying 2-digit numbers. Detailed description of the 7-segment display movable object 211 will be described later.

  The warp device 230 discharges the game ball that has entered the entrance 232 provided at the upper left of the effect device 200 to the front stage 234 below the front surface of the effect device 200, and the game ball discharged to the front stage 234 is the first. When passing through the discharge path 238 provided at the lower center of the rendering device 200 above the 1 special figure starting port 126, it is easy to enter the special figure starting port 126.

  The shutter member 250 includes a grid-like left door 250a and right door 250b, and is disposed between the decorative symbol display device 110 and the front stage 234. Belts wound around two pulleys (not shown) are respectively fixed to the upper portions of the left door 250a and the right door 250b. That is, the left door 250a and the right door 250b move to the left and right with the operation of the belt driven by the motor via the pulley. The shutter member 250 shields the player so that it is difficult for the player to visually recognize the decorative symbol display device 110 when the left and right doors 250a and 250b are completely closed. As the closed left and right doors 250a and 250b open, the left end of the left door 250a and the right end of the right door 250b each come into contact with a stopper (not shown), and the left and right doors 250a and 250b It cannot be opened. Although not shown in the drawings, door detection sensors for detecting the left and right doors 250a and 250b immediately before contacting the stopper are provided. Even when the left and right doors 250a and 250b are fully opened, the inner ends of the left and right doors 250a and 250b slightly overlap with the outer ends of the display screen of the decorative symbol display device 110, but the player can display the decorative symbol display device 110. Are all visible. Further, the left and right doors 250a and 250b can be stopped at arbitrary positions, for example, only a part of the decorative design is shielded so that the player can identify which decorative design the displayed decorative design is. You can do that. Note that the left and right doors 250a and 250b may make it possible to visually recognize a part of the decorative pattern display device 110 behind the lattice hole, or block the shoji part of the lattice hole with a translucent lens body to decorate the rear. The display by the symbol display device 110 may be vaguely visible to the player, or the shoji part of the lattice holes may be completely blocked (shielded), and the decorative symbol display device 110 at the rear may be completely invisible. .

  Furthermore, the rendering device 200 includes a lamp 220 and a decorative object 221. The lamp 220 is provided on the right side of the decorative symbol display device 110. In addition, the decorative object 221 is provided below the lamp 220 (slightly lower right of the decorative symbol display device 110). A game ball discharged to the front stage 234 via the warp device 230 can enter the decoration 221, and the decoration 221 provides an effect based on the entry of the game ball.

<Type of design>
Next, with reference to FIGS. 3A to 3C, the special drawing display device 114, the decorative symbol display device 110, and the special drawing display device 112 of the pachinko machine 100 will be described with respect to the special drawing and the type of the general drawing. To do.

  FIG. 3A shows an example of a special display stop display mode. There are three types of special display stop display modes according to the present embodiment: “Special Figure 1” which is a jackpot symbol, “Special Figure 2” which is a special jackpot symbol, and “Special Figure 3” which is a missed symbol. . When the special figure variation game is started on the condition that a predetermined ball detection sensor detects that a ball has won the first special figure start port 126 or the second special figure start port 128, the special figure display device 114 Performs “variable display of special figure” by repeating all lighting of seven segments and lighting of one central segment. Then, when the variation time determined before the start of the special figure elapses, in order to notify the winning of the special figure variable game, “Special Figure 1” or “Special Figure 2” is stopped and displayed. In the case of notifying the disconnection, “Special Figure 3” is stopped and displayed. In addition, the white part in a figure shows the location of the segment which turns off, and the black part shows the location of the segment which lights up.

  When the special figure display device 114 stops and displays the special figure 1 corresponding to the big hit, the big hit game is started, and when the special figure 2 corresponding to the special big hit is stopped and displayed, the special big hit game is started. The The difference between the jackpot game and the special jackpot game is simply the difference between the next special figure variation game and the probability of winning the jackpot is high (special jackpot game) or low (jackpot game). Even in the special jackpot game, the door member 1301 of the variable prize opening 130 shown in FIG. Hereinafter, opening / closing control of the door member 1301 at the variable winning opening 130 is started, and the opening / closing operation of the door member 1301 is repeated two or more predetermined times until there is a predetermined number of balls in the variable winning opening 130. -The period until the closing control is finished is called "hit game (state)".

  FIG. 3B shows an example of a decorative design. There are 10 types of decoration patterns of the present embodiment: “Decoration 1” to “Decoration 10”. The left symbol display area 110a of the decorative symbol display device 110, the middle symbol, on condition that a predetermined ball detection sensor detects that a ball has won the first special symbol start port 126 or the second special diagram start port 128 In the respective symbol display areas of the display area 110b and the right symbol display area 110c, “decoration 1” → “decoration 2” → “decoration 3” →... “Decoration 9” → “decoration 10” → “decoration 1” → Perform “decorative symbol variation display” to switch the display in the order. When notifying the jackpot, a symbol combination corresponding to the jackpot in the symbol display areas 110a to 110c (in this embodiment, a combination of decorative symbols having the same number (for example, “decoration 2—decoration 2—decoration 2”). )) Is stopped and a special jackpot is notified, a combination of symbols corresponding to the special jackpot (in this embodiment, a combination of decorative symbols of the same odd-numbered numbers (for example, “decoration 1-decoration 1-decoration”). 1 ”)) is stopped and displayed. On the other hand, when notifying of a detachment, a symbol combination other than the symbol combination corresponding to the jackpot is stopped and displayed in the symbol display areas 110a to 110c. If there is a variable display of the decorative pattern on hold, the variable display is started.

  In the pachinko machine 100 according to the present embodiment, as will be described later, the determination of whether or not a special jackpot game is a big hit is made by a lottery of hardware random numbers. Do by.

  FIG. 3C shows an example of a normal stop display mode. In the present embodiment, there are two types of stoppage display modes of the normal figure, “general figure 1” which is a winning symbol and “general figure 2” which is a missed symbol. In the case where a general-purpose display game is started on the condition that a predetermined ball detection sensor detects that a ball has passed through the general-purpose start opening 124, the general-purpose display device 112 displays that all seven segments are turned on. Then, the “variable display of the usual map” is performed by repeatedly turning on one central segment. Then, when notifying the winning of the common figure variable game, the “general figure 1” is stopped and displayed, and when notifying the usual figure variable game being lost, the “normal figure 2” is stopped and displayed.

  In the pachinko machine 100 according to the present embodiment, as will be described later, the determination as to whether or not the game is a win in the general game display game is performed by lottery of software random numbers.

<Control unit>
Next, the circuit configuration of the control unit of the pachinko machine 100 will be described in detail with reference to FIG. This figure shows a circuit block diagram of the control unit.

  The control unit of the pachinko machine 100 according to the present embodiment is roughly classified according to a main control unit 300 that controls the central part of the game and a command signal (hereinafter simply referred to as “command”) transmitted by the main control unit 300. The sub-control unit 400 that mainly controls the effect based on the display image, the effect control unit 700 that controls the effect by the movable object and the lamp in response to the command transmitted by the sub-control unit 400, and the main control unit In accordance with a command transmitted by 300, a payout control unit 550 that mainly performs control related to payout of game balls, a fire control unit 600 that performs game ball fire control, and a power source that controls the power supplied to the pachinko machine 100 It is comprised by the management part 650.

<Main control unit>
First, the main control unit 300 of the pachinko machine 100 will be described.

  The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, and temporary data. A RAM (RWM) 308 for storing data, an I / O 310 for controlling input / output of various devices, a counter timer 312 for measuring time and the number of times, and a WDT 313 for monitoring abnormalities in program processing. It is installed. The CPU 304 shown in FIG. 4 operates by inputting a clock signal having a predetermined period output from the crystal oscillator 314b as a system clock. Note that other storage means may be used for the ROM 306 and the RAM 308, and this is the same for the sub-control unit 400 described later.

  In addition, the basic circuit 302 includes a counter circuit 316 used as a hardware random number counter that changes a numerical value in a range of 0 to 65535 every time a clock signal output from the crystal oscillator 314a is received (this circuit includes two circuits). A sensor circuit 320 for receiving signals output from the various sensors 318 and outputting the results of amplification and comparison with the reference voltage to the counter circuit 316 and the basic circuit 302; A display circuit 322 for performing display control of the special figure display device 114, a display circuit 324 for performing display control of the general figure display device 112, and various status display units 326 (a general figure hold lamp 116, a special figure hold lamp) 118, a high-accuracy medium lamp 120, etc.) display circuit 328, the second special figure starting port 128, the variable winning port 130, etc. Connecting the solenoid circuit 332 for controlling the solenoids 330 for opening and closing. Various sensors 318 shown in FIG. 4 include the glass frame opening sensor, the inner frame opening sensor, the lower pan full tank sensor, etc., and the above-described general prize opening sensor, which is a ball detection sensor, a gate sensor, a first start opening sensor, A second start port sensor, a count sensor, and the like are included, but the door detection sensor described above is not included.

  When the ball detection sensor 318 as the first start port sensor detects that the ball has won the first special figure start port 126, the sensor circuit 320 outputs a signal indicating that the ball has been detected to the counter circuit 316. To do. Upon receiving this signal, the counter circuit 316 latches the value of the counter corresponding to the first special figure starting port 126 at that timing, and stores the latched value in the built-in counter value corresponding to the first special figure starting port 126. Store in the register. Similarly, when the counter circuit 316 receives a signal indicating that the ball has won the second special figure starting port 128, the counter circuit 316 latches the value at the timing of the counter corresponding to the second special figure starting port 128. The latched value is stored in a built-in counter value storage register corresponding to the second special figure starting port 128.

  Further, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 is connected to an information input circuit 652 provided in an external game shop computer (not shown) or the like via the information output circuit 334. The game information (for example, game state) of the pachinko machine 100 is output.

  The main control unit 300 is provided with a voltage monitoring circuit 336 that monitors the voltage value of the power source supplied from the power management unit 650 to the main control unit 300. The voltage monitoring circuit 336 is a voltage value of the power source. Is less than a predetermined value (9v in this embodiment), a low voltage signal indicating that the voltage has dropped is output to the basic circuit 302.

  In addition, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when the power is turned on. When the activation signal is input, main control unit main processing described later is started.

  The main control unit 300 includes an output interface for transmitting a command to the sub-control unit 400 and an output interface for transmitting a command to the payout control unit 550. With this configuration, the sub-control unit 400 In addition, communication with the payout control unit 550 is enabled. Information communication between the main control unit 300, the sub control unit 400, and the payout control unit 550 is one-way communication, and the main control unit 300 can transmit signals such as commands to the sub control unit 400 and the payout control unit 550. However, the sub-control unit 400 and the payout control unit 550 are configured such that signals such as commands cannot be transmitted to the main control unit 300.

<Discharge control unit, launch control unit, power supply management unit>
Next, the payout control unit 550, the launch control unit 600, and the power supply management unit 650 of the pachinko machine 100 will be described.

  The payout control unit 550 controls the payout device 552 mainly based on a signal such as a command transmitted from the main control unit 300, and the payout of the winning ball or the rental ball is completed based on a control signal output from the payout sensor 554. In addition to detecting whether or not the game has been performed, communication with a card unit 654 provided separately from the pachinko machine 100 or a game store computer (not shown) is performed via the interface unit 556.

  The firing control unit 600 outputs a control signal output from the payout control unit 550 for instructing permission or stop of firing, and an operation amount of the launch handle 148 by the player output from a launch intensity output circuit provided in the launch handle 148. Based on the control signal instructing the corresponding launch intensity, the launch motor 602 that drives the launcher 138 and the launcher 140 is controlled, and the ball feeder 604 that supplies the ball from the storage plate 144 to the launch rail 142 is controlled. .

  The power management unit 650 converts the AC power supplied from the outside to the pachinko machine 100 into a DC voltage, converts it to a predetermined voltage, and supplies it to the main control unit 300, the payout control unit 550, and various devices. As will be described later, power is not directly supplied from the power management unit 650 to the sub-control unit 400 or the effect control unit 700. Further, the power management unit 650 supplies a power storage circuit (for example, a power supply circuit) for supplying power to a predetermined part (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power supply is cut off. Capacitor).

<Sub control unit>
Next, the sub control unit 400 of the pachinko machine 100 will be described with reference to FIG. This figure shows a circuit block diagram of the sub-control unit 400 and the like.

  The sub-control unit 400 includes a basic circuit 402 that controls the entire sub-control unit 400 based mainly on commands transmitted from the main control unit 300. The basic circuit 402 includes a CPU 404 and a temporary control. A RAM (RWM) 408 for storing data, an I / O 410 for controlling input / output of various devices, a counter timer 412 for measuring time and frequency, and a WDT 413 for monitoring an abnormality in program processing It is equipped with. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 414 as a system clock. In addition, a P-ROM (Programmable-Read Only Memory) 406 is connected to the basic circuit 402. The P-ROM 406 stores programs and data for controlling the sub control unit 400.

  Further, a sound source IC 418, a motor control circuit 420, a sensor output circuit 421, a VDP (Video Display Processor) 425, an effect button 146 (see FIG. 1), and an effect button lamp 417 are connected to the basic circuit 402. The sound source IC 418 includes a sound ROM (S-ROM) that stores data such as voice and music, and controls a speaker 416 (and an amplifier) such as a high-frequency speaker and a low-frequency speaker. The motor control circuit 420 is for controlling the motor that drives the shutter member 250 shown in FIG. The sensor output circuit 421 is for transmitting a detection result from the above-described door detection sensor that detects the left and right doors 250 a and 250 b of the shutter member 250 to the basic circuit 402. The VDP 425 includes a computer graphic ROM (C-ROM), and controls the decorative symbol display device (liquid crystal display) 110 shown in FIG. The C-ROM stores various effect image data for enhancing the effect during the game.

<Production control unit>
Next, the effect control unit 700 of the pachinko machine 100 will be described with reference to FIG.

  Information communication between the sub-control unit 400 and the production control unit 700 can be bidirectional (mutual communication). The effect control unit 700 includes a basic circuit 702 that controls driving of a movable object for effecting and lighting of various lamps based on a command or the like transmitted by the sub-control unit 400. Similar to the basic circuit 402 of the sub-control unit 400, this basic circuit 702 also includes a CPU 704, a RAM (RWM) 708 for temporarily storing data, an I / O 710 for controlling input / output of various devices, time, A counter timer 712 for measuring the number of times and a WDT 713 for monitoring an abnormality in program processing are mounted. The CPU 704 operates by inputting a clock signal having a predetermined cycle output from the crystal oscillator 714 as a system clock. Also, the basic circuit 702 is connected to the P-ROM 706, similarly to the basic circuit 402 of the sub-control unit 400. The P-ROM 706 stores programs and data for controlling the effect control unit 700.

  An effect drive control circuit 720 is connected to the basic circuit 702 of the effect control unit 700. The effect drive device control circuit 720 is for performing drive control of various effect drive devices 210 for driving a movable object such as the 7-segment display movable object 211 shown in FIG. 5 will be described by taking the 7-segment display movable object 211 as an example, and corresponds to a stepping motor that moves the 7-segment display movable object 211 and a 7-segment display apparatus 2111. The various effect driving devices 210 perform movement control of the 7-segment display movable object 211 and display control of the 7-segment display device 2111. In addition, a lamp substrate 760 is connected to the basic circuit 702 via an effect expansion substrate 750. Information is transmitted between the effect control unit 700, the effect expansion board 750, and the lamp board 760 by serial communication. For this reason, the production control unit 700 is provided with a serial communication control circuit 701, and the production expansion board 750 and the lamp board 760 are provided with serial communication drive circuits 751 and 761, respectively. The effect control unit 700 transmits lighting pattern setting information of various lamps 423 to the lamp substrate 760 via the effect expansion board 750. The lamp 423 shown in FIG. 5 includes a lamp 220 provided on the game board 102 such as a panel illumination lamp, a glass frame 156, etc. in addition to the lamp 220 provided on the right side of the decorative symbol display device 110 shown in FIG. Lamps provided at various locations on the game platform frame. The lamp substrate 760 receives the lighting pattern setting information and controls lighting of the various lamps 423.

  In addition, the power management unit 650 supplies DC power to the effect expansion board 750. The effect expansion board 750 supplied with power from the power management unit 650 supplies power to the effect control unit 700, and further, the effect control unit 700 supplies power to the sub-control unit 400.

<Main control unit main processing>
Next, main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the main control unit.

  As described above, the main control unit 300 is provided with the start signal output circuit (reset signal output circuit) 338 that outputs the start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 to which this activation signal has been input executes a main control unit main process shown in FIG. 6 in accordance with a control program that is reset-started by a reset interrupt and stored in advance in the game control ROM 306.

  In step S101, initial setting 1 is performed. In this initial setting 1, setting of a stack initial value (temporary setting) to the stack pointer (SP) of the CPU 304, setting of an interrupt mask, initial setting of the I / O port 310, initial setting of various variables stored in the RAM 308, WDT 313 Allow operation and set initial values. In this embodiment, a numerical value corresponding to 32.8 ms is set as an initial value in WDT 313.

  In step S102, the value of the counter of WDT 313 is cleared, and the time measurement by WDT 313 is restarted.

  In step S103, whether or not the low voltage signal is on, that is, the voltage value of the power supply that the voltage monitoring circuit 336 supplies from the power management unit 650 to the main control unit 300 is a predetermined value (in this embodiment, 9v), it is monitored whether or not a low voltage signal indicating that the voltage has dropped is output. If the low voltage signal is on (when the CPU 304 detects that the power supply has been shut off), the process returns to step S102. If the low voltage signal is off (if the CPU 304 has not detected the power supply being cut off), the process proceeds to step S102. The process proceeds to S104. Even when the predetermined value (9 V) is not yet reached immediately after the power is turned on, the process returns to step S102, and step S103 is repeatedly executed until the supply voltage becomes equal to or higher than the predetermined value.

  In step S104, initial setting 2 is performed. In this initial setting 2, a process for setting a numerical value for determining a cycle for executing a main control unit timer interrupt process, which will be described later, to the counter / timer 312, a predetermined port of the I / O 310 (for example, a test output port, Processing for outputting a clear signal from the output port to the sub-control unit 400, setting for permitting writing to the RAM 308, and the like are performed.

  In step S105, it is determined whether or not to return to the state before power interruption (before power interruption), and when the state before power interruption does not return (when the basic circuit 302 of the main control unit 300 is set to the initial state). ) Proceeds to an initialization process (step S107).

  Specifically, first, a RAM clear signal transmitted when a store clerk or the like of a game shop operates a RAM clear switch provided on a power supply board is turned on (indicating that there has been an operation), That is, it is determined whether or not RAM clear is necessary. If the RAM clear signal is on (RAM clear is necessary), the process proceeds to step S107 to set the basic circuit 302 to the initial state. On the other hand, when the RAM clear signal is OFF (when the RAM clear is not necessary), the power status information stored in the power status storage area provided in the RAM 308 is read, and whether the power status information is information indicating suspend. Determine whether or not. If the power status information is not information indicating suspend, the process proceeds to step S107 to set the basic circuit 302 to the initial state. If the power status information is information indicating suspend, a predetermined area of the RAM 308 is set. A checksum is calculated by adding all the 1-byte data stored in (for example, all areas) to a 1-byte register whose initial value is 0, and the calculated checksum results in a specific value (for example, 0) (whether or not the checksum result is normal). If the checksum result is a specific value (eg, 0) (if the checksum result is normal), the process proceeds to step S106 to return to the state before the power interruption, and the checksum result is a specific value. If it is other than a value (for example, 0) (if the result of the checksum is abnormal), the process proceeds to step S107 in order to set the pachinko machine 100 to the initial state. Similarly, if the power status information indicates information other than “suspend”, the process proceeds to step S107.

  In step S106, power recovery processing is performed. In this power recovery process, the value of the stack pointer stored in the stack pointer save area provided in the RAM 308 at the time of power failure is read out and reset to the stack pointer (this setting). In addition, the value of each register stored in the register save area provided in the RAM 308 at the time of power interruption is read out, reset to each register, and then the interrupt permission is set. Thereafter, as a result of the CPU 304 executing the control program based on the reset stack pointer and registers, the pachinko machine 100 returns to the state when the power is turned off. That is, the processing is resumed from the instruction next to the instruction (predetermined in steps S108 and S109) performed immediately before branching to the timer interrupt processing (described later) immediately before the power interruption. In addition, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. In step S106, EH is set as a power recovery command in the transmission information storage area. This power recovery command is a command indicating that the power has been restored to the state at the time of power-off, and is transmitted to the sub-control unit 400 in step S215 in the timer interrupt process of the main control unit 300, which will be described later.

  In step S107, initialization processing is performed. In this initialization processing, interrupt prohibition setting, stack initial value setting to the stack pointer, initialization of all storage areas of the RAM 308, and the like are performed. Further, here, a normal return command is set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S107) of the main control unit 300 has been performed. Similar to the power recovery command, the sub-control in step S215 of the timer interrupt process of the main control unit 300 is performed. Transmitted to unit 400.

  In step S108, after setting for interrupt inhibition, basic random number initial value update processing is performed. In this basic random number initial value update process, two initial value generation random number counters for generating the initial values of the normal figure winning random number counter and the special figure random value counter, the normal figure timer random number value, and the special figure timer random number counter, respectively. Two random number counters for generating numerical values are updated. For example, if the range of values that can be taken as normal timer random numbers is 0 to 20, a value is acquired from a random number counter storage area for generating a normal timer random value provided in the RAM 308, and 1 is added to the acquired value. Then, it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 21, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are similarly updated. Further, after this basic random number initial value update process is completed, an interrupt permission is set, and the process proceeds to step S109.

  In step S109, effect random number update processing is performed. In this effect random number update process, a random number counter for generating an effect random number used by the main control unit 300 is updated.

  The main control unit 300 repeatedly executes the processes of steps S108 and S109 except during a timer interrupt process that starts every predetermined period.

<Main controller timer interrupt processing>
Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of main controller timer interrupt processing.

  The main control unit 300 includes a counter / timer 312 that generates a timer interrupt signal at a predetermined cycle (in this embodiment, about once every 2 ms), and the main control unit timer interrupt processing is triggered by this timer interrupt signal. Start with a predetermined period.

  In step S201, timer interrupt start processing is performed. In this timer interrupt start process, a process of temporarily saving the value of each register of the CPU 304 to the stack area is performed.

  In step S202, WDT is periodically performed (this implementation is performed so that the WDT interrupt does not occur (the processing abnormality is not detected)) because the count value of WDT 313 exceeds the initial setting value (32.8 ms in this embodiment). In the example, the restart is performed once in about 2 ms which is the period of the main control unit timer interrupt.

  In step S203, input port state update processing is performed. In this input port state update process, the detection signals of various sensors 318 including the above-mentioned glass frame opening sensor, inner frame opening sensor, lower pan full sensor, and various ball detection sensors via the input port of the I / O 310. Is input and monitored for the presence or absence of a detection signal, and stored in a signal state storage area provided for each of the various sensors 318 in the RAM 308. If the detection signal of the sphere detection sensor is described as an example, in this embodiment, information on the presence / absence of the detection signal of each sphere detection sensor detected in the timer interruption process (about 4 ms before) is stored in the RAM 308 in each RAM 308. This is read from the previous detection signal storage area provided for each sphere detection sensor, and this information is stored in the RAM 308 in the previous detection signal storage area provided for each sphere detection sensor. Information about the presence / absence of the detection signal of each sphere detection sensor detected about 2 ms before) is read from the current detection signal storage area provided for each sphere detection sensor in the RAM 308, and this information is detected as described above. Store in the signal storage area. Further, the detection signal of each sphere detection sensor detected this time is stored in the above-described current detection signal storage area.

  In step S203, the information on the presence / absence of the detection signal of each sphere detection sensor stored in each storage area of the detection signal storage area, the previous detection signal storage area, and the current detection signal storage area is compared. It is determined whether or not the information on the presence / absence of detection signals for the past three times in the sphere detection sensor of the two sphere detection sensors matches. While one game ball passes through one ball detection sensor, this main control unit timer interruption process that is repeatedly started at a very short interval of about 2 ms is started several times. For this reason, every time the main control unit timer interrupt process is activated, in step S203 described above, a detection signal indicating that the same game ball has passed the same ball detection sensor is confirmed. As a result, a detection signal indicating that the same game ball has passed the same ball detection sensor is stored in each of the detection signal storage area, the previous detection signal storage area, and the current detection signal storage area. That is, when the game ball starts to pass through the ball detection sensor, there is no detection signal before, a previous detection signal, and a current detection signal. In the present embodiment, in consideration of erroneous detection of the sphere detection sensor and noise, it is determined that there is a prize when the detection signal is stored twice continuously after no detection signal. In the ROM 306 of the main control unit 300 shown in FIG. 4, winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, that there is a previous detection signal, and that there is a current detection signal) is stored. In this step S203, information on the presence or absence of detection signals for the past three times in each sphere detection sensor is predetermined winning determination pattern information (in this embodiment, no previous detection signal, previous detection signal present, current detection signal present). In the case of the general winning port 122, the variable winning port 130, the first special figure starting port 126, and the second special figure starting port 128, or the ordinary starting port 124. Is determined to have passed. In other words, it is determined that there has been a winning at these winning openings 122 and 130 and these starting openings 124, 126 and 128. For example, when the information on the presence / absence of the detection signals for the past three matches with the above-described winning determination pattern information in the general winning opening sensor that detects the winning at the general winning opening 122, there is a winning at the general winning opening 122. If the information on the presence / absence of the detection signal for the past three times does not match the above-described winning determination pattern information, the subsequent general winning is performed. The process branches to the subsequent process without performing the process associated with winning a prize in the mouth 122. The ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there is a detection signal before, no previous detection signal, no current detection signal). After it is determined that there has been a single win, it is not determined that there has been a win until the information on the presence or absence of detection signals for the past three times matches the winning determination clear pattern information in each ball detection sensor, and the winning determination is cleared. If it matches the pattern information, it is next determined whether or not it matches the winning determination pattern information.

  In step S204 and step S205, basic random number initial value update processing and basic random number update processing are performed. In these basic random number initial value update processing and basic random number update processing, the value of the initial value generation random number counter performed in step S108 is updated, and then the normal winning random number value and special value used in the main control unit 300 are updated. The two random number counters for generating the figure random number values are updated. For example, if the range of values that can be taken as a random number value for a normal winning number is 0 to 100, a value is acquired from a random number counter storage area for generating a normal winning random number value provided in the RAM 308, and 1 is added to the acquired value. Then, it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 101, 0 is stored in the original random number counter storage area. If it is determined that the random number counter has made one round as a result of adding 1 to the acquired value, the value of the initial value generating random number counter corresponding to each random number counter is acquired and stored in the storage area of the random number counter. set. For example, a value is acquired from a random number counter for generating a regular winning random number that fluctuates in a numerical range of 0 to 100, and a result obtained by adding 1 to the acquired value is stored in a predetermined initial value storage area provided in the RAM 308. If the value is equal to the previously set initial value (for example, 7), the value is acquired as an initial value from the initial value generation random number counter corresponding to the random number counter for generating the random number for winning the normal number, The initial value set this time is stored in the above-described initial value storage area in order to determine that the random number counter for generating the winning random number value has made one round next time, in addition to setting it in the random number counter for generating the winning random value Keep it. In addition to the above-described initial value storage area for determining that the random number counter for generating the regular-winning random number next makes one round, it is determined that the random number counter for generating the special figure random number has made one round. An initial value storage area is provided in the RAM 308.

  In step S206, effect random number update processing is performed. In this effect random number update process, a random number counter for generating an effect random number used by the main control unit 300 is updated. Here, the random number counter for generating the production random number value performed in step S109 is updated.

  In step S207, timer update processing is performed. In this timer update process, a normal symbol display symbol update timer for timing the time for the symbol to be changed / stopped on the normal symbol display device 112, and a time for the symbol to be changed / stopped to be displayed on the special symbol display device 114. Various timers including a special figure display symbol update timer, a timer for measuring a predetermined winning effect time, a predetermined opening time, a predetermined closing time, a predetermined end effect period, and the like are updated.

  In step S208, winning prize counter updating processing is performed. In this winning opening counter updating process, when there is a winning (winning) in the winning opening (the general winning opening 122, the first and second special figure starting openings 126, 128, and the variable winning opening 130), The value of the winning ball number storage area provided for each winning opening or each starting port is read, and 1 is added to set the original winning ball number storage area.

  In step S209, a winning acceptance process is performed. In this winning acceptance process, if there is a prize at the first and second special figure starting ports 126 and 128 and the number of special figure variable games held is less than four, it corresponds to the winning starting port. The value is acquired from the counter value storage register of the counter circuit 316 to be a special figure winning random number value. In addition, a value is acquired as a special figure random value from the random number counter for generating the special figure random value described above, and stored in a random value storage area provided in the RAM 308 together with the special figure winning random number value. In addition, when it is detected that the ball has passed through the general figure starting port 124, and the number of the general figure variable games held is less than two, the random number counter for generating the normal figure winning random number value at that timing Is obtained as a random number value for normal winning, and is stored in a random number value storage area provided in the RAM 308 different from that for the above special figure. In this winning acceptance process, if a predetermined ball detection sensor detects a winning (winning) at the first and second special figure starting ports 126, 128, the ordinary starting port 124, or a variable winning port, In the transmission information to be transmitted to the control unit 400, winning acceptance information indicating the presence / absence of winning (winning) of the first and second special figure starting ports 126 and 128, the universal drawing starting port 124, and the variable winning port 130 is set. To do.

  In step S210, a payout request number transmission process is performed. The output schedule information and the payout request information output to the payout control unit 550 are composed of 1 byte, strobe information in bit 7 (indicating that data is set when on), and power supply in bit 6 Input information (indicating that it is the first command transmission after power-on when turned on), bits 4-5 for the current processing type for encryption (0-3), and bits 0-3 for encryption processing The number of subsequent payout requests is indicated.

  In step S211, a normal state update process is performed. This normal state update process performs one of a plurality of processes corresponding to the normal state. For example, in the general diagram state update process in the middle of the normal map change display (the value of the above-mentioned general map display symbol update timer is 1 or more), the 7 segment LED constituting the general map display device 112 is repeatedly turned on and off. Turns off drive control. By performing this control, the general map display device 112 performs a general variable display (general variable game).

  Further, in the general chart state update process at the timing when the normal map change display time has elapsed (the timing at which the value of the general map display symbol update timer has changed from 1 to 0), if the hit flag is on, FIG. When the 7-segment LED constituting the universal display device 112 is controlled to be turned on / off so that the embodiment shown in FIG. The 7-segment LED constituting the ordinary display device 112 is controlled to be turned on / off so as to be in the second mode. Further, the RAM 308 of the main control unit 300 is provided with a setting area for performing various settings in various processes, not limited to the normal state update process. Here, the on / off drive control is performed, and the setting area is set to indicate that the normal stop display is being performed. By performing this control, the normal symbol display device 112 performs a fixed display of either the winning symbol (normal symbol A) or the off symbol (normal symbol B). Thereafter, information indicating the stop period is set in a storage area of a normal stop time management timer provided in the RAM 308 in order to maintain the display for a predetermined stop display period (for example, 500 msec). With this setting, the symbol that has been confirmed and displayed is stopped and displayed for a predetermined period of time, and the player is notified of the result of the normal game.

  In addition, if the result of the usual figure variable game is a win, the usual figure hit flag prepared in the RAM 308 is turned on. In the case where the usual figure hit flag is on, in the usual figure state update process at the timing when the predetermined stop display period ends (when the value of the usual figure stop time management timer is changed from 1 to 0), The normal operation is set in the setting area, and the blade member 1281 is held open by the solenoid 330 for opening and closing the blade member 1281 of the second special figure starting port 128 for a predetermined opening period (for example, 2 seconds). In addition, a signal indicating the open period is set in the storage area of the blade open time management timer provided in the RAM 308.

  In the usual state update process that starts at the timing when the predetermined opening period ends (the timing when the value of the blade opening time management timer is changed from 1 to 0), the blade member has a predetermined closing period (for example, 500 milliseconds). A signal for holding the blade member 1281 in the closed state is output to the solenoid 330 for opening / closing driving of 1281, and information indicating the closing period is set in the storage area of the blade closing time management timer provided in the RAM 308.

  Further, in the normal state update process that starts at the timing when the predetermined closing period ends (when the value of the blade closing time management timer is changed from 1 to 0), the non-operating state is set in the setting area of the RAM 308. To do. Furthermore, if the result of the usual figure fluctuation game is out, the usual figure out flag is turned on as will be described later. When the off-normal flag is on, the normal state update process at the timing when the predetermined stop display period described above ends (the timing at which the normal stop time management timer value changes from 1 to 0) In the setting area of the RAM 308, normal operation inactive is set. In the normal state update process in the case where the normal is not operating, nothing is done and the process proceeds to the next step S212.

  In step S212, a general drawing related lottery process is performed. In this general map-related lottery process, the general map variable game is not performed (the general map non-variable display is being performed) and the opening / closing control of the second special map start port 128 is not performed (the general map is not operating). In addition, when the number of pending variable games is 1 or more, the result of the variable game is won by random lottery based on the random number value stored in the random value storage area. Whether to win or not is determined. When the winning is determined, the winning flag provided in the RAM 308 is set to ON. If unsuccessful, turn off the winning flag. Next, regardless of the result of the hit determination, the value of the random number counter for generating the normal figure timer random value described above is acquired as the normal figure timer random value, and a plurality of fluctuation times are obtained based on the acquired general figure timer random number value. One time is selected for displaying the normal map on the general map display device 112, and this variable display time is stored in the general map variable time storage area provided in the RAM 308 as the normal map variable display time. In addition, the number of pending general figure variable games is stored in the usual figure pending number storage area provided in the RAM 308, and from the number of pending custom figure variable games each time a hit determination is made. The value obtained by subtracting 1 is re-stored in the usual figure number-of-holds storage area. Also, the random number value used for the hit determination is deleted.

  In step S213, special figure state update processing is performed. This special figure state update process performs one of a plurality of processes described below according to the state of the special figure. For example, in the special figure state update process in the middle of the special figure change display (the value of the special figure display symbol update timer described above is 1 or more), the 7 segment LED constituting the special figure display device 114 is repeatedly turned on and off. Turns off drive control.

  Also, in the special figure state update process that starts at the timing when the special figure variation display time has elapsed (the timing when the value of the special figure display symbol update timer changes from 1 to 0), the jackpot flag prepared in the RAM 308 is on and the same When the probability variation flag prepared in the RAM 308 is off, the special figure display device 114 displays the special diagram 1 shown in FIG. 3A. When the jackpot flag is on and the probability variation flag is on, the special diagram display device 114 displays the special variation flag. When the special figure 2 shown in FIG. 3 (a) and the jackpot flag are OFF, the 7-segment LED constituting the special figure display device 114 is turned on / off so as to be in the form of the special figure 3 shown in FIG. 3 (a). In addition to performing drive control, information indicating the stop period is stored in the storage area of the special figure stop time management timer provided in the RAM 308 to maintain the display for a predetermined stop display period (for example, 500 milliseconds). To set. With this setting, the special figure is stopped and displayed, and the result of the special figure variable game is notified to the player. In addition, 4H is additionally stored as transmission information (command type) in the transmission information storage area described above in order to execute the general command rotation stop setting transmission process in the command setting transmission process (step S215).

  Further, in the special figure state update process that starts at the timing when the predetermined stop display period ends (the timing at which the special figure stop time management timer value changes from 1 to 0), if the jackpot flag is on, a predetermined value is displayed. A special figure waiting time management timer provided in the RAM 308 for waiting for a period during which an image for notifying the player that a big hit by the decorative symbol display device 110 is started, that is, a bonus winning period (for example, 3 seconds) is displayed. Information indicating the winning effect period is set in the storage area. Further, 5H is additionally stored as transmission information (command type) in the above-described transmission information storage area in order to execute the general command winning effect setting transmission process in the command setting transmission process (step S215).

  Also, in the special figure state update process that starts at the timing when the predetermined winning effect period ends (the timing when the special figure standby time management timer value changes from 1 to 0), a predetermined release period (for example, 29 seconds or A signal for holding the door member 1301 in an open state in the solenoid 330 for opening and closing the door member 1301 of the variable prize opening 130 (until a winning of a game ball of a predetermined number of balls (for example, 10 balls) is detected in the variable prize opening 130). And information indicating the opening period is set in the storage area of the door opening time management timer provided in the RAM 308. Further, 7H is additionally stored as transmission information (command type) in the above-described transmission information storage area in order to execute the general command big prize opening release setting transmission process in the command setting transmission process (step S215).

  In the special figure state update process that starts at the timing when the predetermined opening period ends (the timing when the door opening time management timer value changes from 1 to 0), the predetermined closing period (for example, 1.5 seconds) is variable. A signal for holding the door member 1301 in a closed state is output to the solenoid 330 for opening and closing the door member 1301 of the winning opening 130, and information indicating the closing period is stored in the storage area of the door closing time management timer provided in the RAM 308. Set. Further, 8H is additionally stored as transmission information (command type) in the above-described transmission information storage area in order to execute the general command big prize opening closing setting transmission processing in the command setting transmission processing (step S215).

  Further, in the special figure state update process that repeats the opening / closing control of the door member 1301 a predetermined number of times (for example, 15 rounds) and starts at the end timing, a predetermined end effect period (for example, 3 seconds), that is, the decorative symbol display device 110. In order to set so as to wait for a period during which an image for informing the player that the jackpot is to be ended is displayed, information indicating the effect waiting period is set in the storage area of the effect waiting time management timer provided in the RAM 308. . Further, 6H is additionally stored as transmission information (command type) in the transmission information storage area described above in order to execute the general command end effect setting transmission process in the command setting transmission process (step S215).

  Further, in the special figure state update process that starts at the timing when the predetermined end production period ends (the timing when the production standby time management timer value changes from 1 to 0), the special area is not in operation in the setting area of the RAM 308. Set.

  On the other hand, if the result of the special figure variation game is out of play, the jackpot flag is turned off. When the jackpot flag is off, the special figure state update process at the timing when the above-described predetermined stop display period ends (the timing when the special figure stop time management timer value changes from 1 to 0) Set special figure inactive in the setting area.

  In the special figure state update process when the special figure is not in operation, nothing is done and the process proceeds to the next step S214.

  In step S214, special drawing related lottery processing is performed. In this special drawing-related lottery process, the special figure variable game is not being performed (the special figure is not being displayed), and the opening / closing control of the variable prize opening 130 is not being performed (the special figure is not being operated), and the holding is suspended. When the number of special figure variable games being played is 1 or more, among the various lotteries using the jackpot determination table, the high probability state transition determination table, the timer number determination table, etc., the jackpot lottery is first performed. Specifically, it is determined whether or not the special figure winning random number value stored in the random value storage area in step S203 is within the numerical range of the lottery data for the first special figure starting port in the jackpot determination table. When the random number value is within the numerical range of the lottery data for the first special figure start opening, information indicating that the special figure variable game is won and the jackpot flag storage area provided in the RAM 308 is a big hit is set. (Here, setting the jackpot information in the RAM 308 is referred to as setting the jackpot flag to ON). On the other hand, when the special figure winning random number value is outside the numerical range of the lottery data for the first special figure starting port, it is determined that the special figure variable game is out of the game, and the jackpot flag storage area provided in the RAM 308 is out of the storage area. (In this case, setting outlier information in the RAM 308 is setting the jackpot flag off). Note that the number of special figure variable games held is stored in the special figure hold number storage area provided in the RAM 308. Each time a hit determination is made, the number of special figure variable games held is determined. The value obtained by subtracting 1 is stored again in this special figure reservation number storage area. In addition, the random number value used for the hit determination is deleted.

  As a specific example, if the gaming state is a low probability state and the special figure winning random number obtained based on the detection of the ball winning to the first special figure starting port 126 is 10100, the jackpot flag is set to ON, When the special figure winning random number is 10200, the jackpot flag is set to OFF. In addition, when the special figure winning random number value acquired based on the detection of the ball winning at the second special figure starting port 128 is 20100, the jackpot flag is set to ON, and when the special figure winning random number value is 20200, the jackpot flag is set. Set to off.

  If the jackpot flag is set to ON, then the probability variation transition determination is performed. Specifically, it is determined whether or not the special figure random value stored in the random value storage area in step S209 is within the numerical range of the transition determination random number, and when the special figure random value is within the numerical range of the lottery data. Sets information indicating the start of a special jackpot game in the storage area of the probability variation (probability variation) flag provided in the RAM 308. (Here, setting the special jackpot game start information in the RAM 308 is referred to as turning on the probability variation flag). On the other hand, if the special figure random number value is outside the numerical range of the lottery data, information indicating that the jackpot game is started is set in the storage area of the probability variation flag (here, the information on the start of the jackpot game is set). Setting in the RAM 308 is referred to as setting the probability variation flag off). For example, when the acquired special figure random number value is 20, the probability variation flag is set to OFF. On the other hand, when the acquired special figure random value is 80, the probability variation flag is set to ON.

  Regardless of the result of the jackpot determination, the process for determining the timer number is performed next. Specifically, the value of the random counter for generating the special figure timer random value described above is acquired as the special figure timer random value. A timer number corresponding to the value of the jackpot flag and the timer random number range including the acquired special figure timer random number value is selected and stored in a predetermined timer number storage area provided in the RAM 308. Further, the fluctuation time corresponding to the timer number is stored as the special figure fluctuation display time in the special figure display symbol update timer, and the general command rotation start setting transmission process is executed in the command setting transmission process (step S215). For this purpose, 1H is additionally stored as transmission information (command type) in the transmission information storage area described above, and the process ends.

  In step S215, command setting transmission processing is performed. The output schedule information transmitted to the sub-control unit 400 is composed of 16 bits, bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14 are command types ( 0H is a basic command, 1H is a symbol change start command, 4H is a symbol change stop command, 5H is a winning effect start command, 6H is an end effect start command, and 7H is a jackpot round Designated command, information for specifying the type of command such as a power recovery command for EH and a RAM clear command for FH, and bits 0 to 10 are command data (predetermined information corresponding to the command type). It is composed.

  Specifically, the strobe information is turned on and off in the command transmission process described above. If the command type is a symbol variation start command, the command data includes information indicating the value of the jackpot flag, the probability variation flag, the timer number selected in the special symbol related lottery process, etc. If it is a case, it includes the value of the jackpot flag, the probability variation flag, etc. If it is a winning effect command and an end effect start command, it includes the value of the probability variation flag, etc. If it is a jackpot round number designation command The value of the probability variation flag, the number of jackpot rounds, etc. are included. When the command type indicates a basic command, device information in the command data, presence / absence of winning at the first special figure starting port 126, presence / absence of winning at the second special figure starting port 128, winning of the variable winning port 130 Includes presence or absence.

  In the general command rotation start setting transmission process described above, the command type is 1H, the jackpot flag value stored in the RAM 308 as the command data, the probability variation flag value, the timer number selected in the special drawing related lottery process, the pending Information indicating the number of special figure variable games being set is set. In the general command rotation stop setting transmission process described above, 4H is set as the command type, and information indicating the value of the jackpot flag, the value of the probability variation flag stored in the RAM 308 is set as the command data. In the above-described general command winning effect setting transmission process, the command type is 5H, the command data is stored in the RAM 308, and the decorative symbol display device 110, the shutter member 250, the various effect driving devices 210, and the various effects are stored during the winning effect period. Information indicating the effect control information to be output to the lamp 423 and the speaker 416, the value of the probability variation flag, the number of the special figure variation games held, etc. are set. In the above-described general command end effect setting transmission process, the command type is 6H, the command data is stored in the RAM 308, the decorative symbol display device 110, the shutter member 250, the various effect driving devices 210, and the various types during the effect waiting period. Information indicating the effect control information to be output to the lamp 423 and the speaker 416, the value of the probability variation flag, the number of the special figure variation games held, etc. are set. In the general command big prize opening release setting transmission process described above, information indicating the command type 7H, the number of jackpot rounds stored in the RAM 308 as the command data, the value of the probability variation flag, the number of the special figure variation games held, etc. Set. In the above-described general command big prize closing setting transmission process, information indicating 8H as the command type, the number of big hits stored in the RAM 308 as the command data, the value of the probability change flag, the number of the special figure variable games held, etc. Set. In step S215, general command special figure hold increase processing is also performed. In this general command special figure hold increasing process, AH is set as the command type.

  In the sub-control unit 400, it is possible to determine the effect control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and the command data included in the output schedule information Based on this information, the contents of the effect control can be determined.

  In step S216, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652 that is separate from the pachinko machine 100 via the information output circuit 334.

  In step S217, device monitoring processing is performed. In this device monitoring process, the signal states of various sensors stored in the signal state storage area in step 203 are read to monitor whether there is a glass frame opening error, an inner frame opening error, or a lower pan full error. When these errors are detected, device information indicating that these errors are detected is set in transmission information to be transmitted to the sub-control unit 400. In addition, the solenoids 330 are driven to control the opening and closing of the second special figure starting port 128 and the variable prize opening 130, and the general diagram display device 112 and the special figure display device 114 are provided via the display circuits 322, 324, and 328. The display data to be output to the various status display units 326 and the like is set in the output port of the I / O 310. Further, the winning acceptance information set in the winning acceptance process (step S209) is output to the sub-control unit 400 via the output port 310.

  In step S218, it is monitored whether or not the low voltage signal is on. Then, when the low voltage signal is on (when power supply shutoff is detected), the process proceeds to step S220. When the low voltage signal is off (power supply shutoff is not detected), the process proceeds to step S219.

  In step S219, timer interrupt end processing is performed. In this timer interrupt end process, the value of each register temporarily saved in step S201 is set in each original register, or interrupt permission is set, and then the process returns to the main process in the main control unit shown in FIG. To do.

  On the other hand, in step S220, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved in a predetermined area of the RAM 308 as return data, and power-off processing such as initialization of input / output ports is performed. After that, the process returns to the main process of the main control unit shown in FIG.

<Sub control section main processing>
Next, the sub control unit main process executed by the CPU 404 of the sub control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of the sub-control unit main process.

  The sub-control unit 400 is provided with a reset signal output circuit that outputs a reset signal when the power is turned on. The CPU 404 of the basic circuit 402 to which this reset signal has been input starts reset by a reset interrupt and executes processing in accordance with a control program stored in advance in the P-ROM 406. First, various initial settings are performed in step S301. In this initial setting, input / output ports are initialized and various variables are initialized. In step S301, a Vsync variable described later is reset to zero.

  In step S302, command input processing (FIG. 8C described later) for inputting various commands transmitted from the main control unit 300 is performed.

  In step S303, it is determined whether or not the Vsync variable assigned to the RAM 408 or the like is 2 or more. The VDP 425 shown in FIG. 5 transmits a Vsync interrupt signal to the CPU 404 of the sub-control unit 400 every 1/60 seconds of a half of a predetermined time T1 = 1/30 s (about 33.3 ms) corresponding to one frame section. To do. The Vsync variable is incremented by 1 by the Vsync interrupt process shown in FIG. That is, as shown in the Vsync interrupt process of FIG. 8B, when a Vsync interrupt from the VDP 425 occurs, the CPU 404 increments the Vsync variable by 1 in step S401.

  Therefore, determining whether or not Vsync variable ≧ 2 in step S303 is equivalent to determining whether or not a time corresponding to a predetermined time T1 = 1/30 s corresponding to one frame period has elapsed. If step S303 is negative, the process returns to step S302 to repeat the command input process. When step S303 is affirmed, that is, when a time corresponding to one frame section T1 = 1/30 s has elapsed, effect control to be executed in one frame section is performed after step S304.

  First, in step S304, the Vsync variable is reset to zero.

  In step S305, the effect data for controlling the decorative symbol display device 110, the shutter member 250, the various effect driving devices 210, the various lamps 423, the speaker 416, and the like are updated in accordance with various commands transmitted from the main control unit 300. To do. That is, in the setting area prepared in the RAM 408, based on various commands transmitted from the main control unit 300, effect data representing effects by the decorative symbol display device 110, effect data representing effects by the shutter member 250, Production data representing production by the speaker 416 is set. Further, the RAM 408 of the sub-control unit 400 is provided with a transmission command setting area, and drives various effect driving devices 210 and various lamps 423 based on various commands transmitted from the main control unit 300. The production control command is set in the transmission command setting area.

  In step S306, sound output processing for transmitting sound output setting information of the speaker 416 to the sound source IC 418 is executed based on the effect data set in the setting area of the RAM 408.

  In step S307, when it is detected that the effect button 146 has been pressed during the effect control, lighting / extinguishing (or blinking, etc.) of the effect button lamp 417 is controlled in response to the pressing of the effect button 146.

  In step S308, the shutter member 250 is operated using the motor control circuit 426 and the sensor output detection circuit 421 based on the effect data set in the setting area of the RAM 408.

  In step S309, the effect control command set in the transmission command setting area provided in the RAM 408 is transmitted to the effect control unit 700.

  Further, in step S310, display control processing using the VDP 425 and VRAM 424 shown in FIG. 5 is executed, and the process returns to step S302. In the display control process, the CPU 404 of the sub-control unit 400 transfers the image data stored in the C-ROM to the VRAM 424 shown in FIG. 5 based on the effect data set in the setting area of the RAM 408. The transferred image data is stored in a storage area (hereinafter referred to as a display area) in the VRAM 424 for output to the decorative symbol display device 110. The VDP 425 outputs the image data stored in the display area to the decorative symbol display device 110 at every timing corresponding to one frame section T1, and the decorative symbol display device 110 displays an image based on the image data. The The CPU 404 instructs the VDP 425 to transfer the image data scheduled to be displayed stored in the C-ROM to a predetermined area other than the display area of the VRAM 424 in advance, and when the predetermined display timing is reached, the CPU 404 The VDP 425 may be instructed to store image data stored in a predetermined area other than the display area in the display area. Since the time taken to store image data other than the display area of the VRAM 424 in the display area of the VRAM 424 is shorter than the time required to transfer the image data stored in the C-ROM to the VRAM 424, it is transferred to the VRAM 424 in advance. As a result, the processing time during transfer may be distributed.

  The CPU 404 of the sub-control unit 400 repeatedly executes the above processing thereafter, except for interruption due to Vsync interrupt processing, strobe processing, and chance button interrupt processing described later.

<Vsync interrupt processing>
As described above, when a Vsync interrupt is generated from the VDP 425, the CPU 404 increments the Vsync variable by 1 in step S401 shown in FIG.

<Command input processing>
Next, the command input process (step S302) in the sub-control unit main process will be described in detail with reference to FIG. This figure is a flowchart showing the flow of command input processing.

  The RAM 408 mounted on the basic circuit 402 of the sub control unit 400 is provided with a command storage area. In step S215 in the main control unit timer interrupt process shown in FIG. 7, the sub control unit 400 executes a strobe interrupt process, which will be described later, on various commands transmitted from the main control unit 300 to the sub control unit 400. And stored as an unprocessed command in the command storage area. The command storage area stores a symbol variation start command, a symbol variation stop command, a RAM clear command, a special symbol hold increase command, and the like. In step S501 shown in FIG. 8C, the contents of the command storage area provided in the RAM 408 are checked to determine whether or not an unprocessed command remains. If an unprocessed command remains in the command storage area, the process proceeds to step S502. If an unprocessed command does not remain in the command storage area, the process ends and returns to the sub-control unit main process. . In step S502, a process corresponding to the unprocessed command is performed, and the process returns to the sub control unit main process.

<Strobe interrupt processing>
Next, strobe interrupt processing of the sub control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of strobe interrupt processing.

  This strobe interrupt process is a process executed when the sub control unit 400 detects a strobe signal output from the main control unit 300. That is, as described above, the strobe signal is included as strobe information in the command transmitted to the sub-control unit 400. In the command setting transmission process (step S215) of the main control unit timer interrupt process shown in FIG. When a command is transmitted from the control unit 300 to the sub-control unit 400 and the sub-control unit 400 detects a strobe signal in the transmitted command, this strobe interrupt process is executed. In step S601 of the strobe interrupt process, the command output from the main control unit 300 is stored as an unprocessed command in the command storage area provided in the RAM 408.

<Direction button interruption processing>
Next, the effect button interruption process of the sub-control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of the effect button interruption process.

  This effect button interruption process is a process executed when the sub-control unit 400 detects pressing of the effect button 146 shown in FIG. 1 during the effect control.

  The RAM 408 of the sub-control unit 400 is provided with a number counter storage area. In step S701 of the effect button interruption process, a value is acquired from the number counter for measuring the number of times the effect button 146 is pressed, which is stored in the number counter storage area of the RAM 408, and 1 is added to the acquired value. To the original number counter storage area.

  In step S702, an effect for controlling the decorative symbol display device 110, the shutter member 250, the various effect driving devices 210, the various lamps 423, the speaker 416, and the like according to the number of times stored in the frequency counter storage area of the RAM 408. Update the data. For example, if the number of times stored in the number counter storage area is 5, the effect data for changing the image displayed on the decorative symbol display device 110 is set in the setting area of the RAM 408, and the number of times is 10 times. For example, an effect control command for moving the 7-segment display movable object 211 shown in FIG. 2 or displaying a predetermined number on the 7-segment display device 2111 is set in the transmission command setting area of the RAM 408. The effect button 146 shown in FIG. 1 corresponds to an example of the specific operation means according to the present invention. By operating the effect button 146, movement of the 7-segment display movable object 211 and display of the 7-segment display device 2111 are performed, and the player's interest can be improved.

Further, when the ball detection sensor 318 as the first start port sensor detects that a ball has won the first special view start port 126 or the second special view start port 128, the main control unit 300 to the sub control unit. The sub control unit 400 that transmits the winning information to 400 and receives the winning information causes the sub-control unit 400 to move the 7-segment display movable object 211 or to display a predetermined number on the 7-segment display device 2111. May be set in the transmission command setting area of the RAM 408. By doing so, the winning of the player can be improved by moving the 7-segment display movable object 211 and displaying the 7-segment display device 2111 by winning.
<Production control unit main processing>
Next, an effect control unit main process executed by the CPU 704 of the effect control unit 700 will be described with reference to FIG. This figure is a flowchart showing the flow of the main process of the production control unit.

  Similar to the sub-control unit 400, the effect control unit 700 is provided with a reset signal output circuit that outputs a reset signal when the power is turned on. The CPU 704 of the basic circuit 702 to which this reset signal is input starts resetting by a reset interrupt and executes processing according to a control program stored in advance in the P-ROM 706. First, in step S901, various initial settings are performed. In this initial setting, input / output ports are initialized and various variables are initialized.

  As described above, the production control command is transmitted from the sub-control unit 400 to the production control unit 700 (FIG. 8A, step S309). The RAM 708 of the effect control unit 700 is also provided with a command storage area. When an effect control command is received, the received command is stored in the command storage area. In step S902, the command storage area of the RAM 708 is referenced to determine whether a command has been received from the sub-control unit 400. This step S902 is repeatedly executed until the received command is stored in the command storage area. In the lamp control process (step S903), the 7-segment display device display control process (step S904), and the 7-segment display movable object movement control process (step S905), a control process based on the received effect control command is performed. .

  In the lamp control process in step S903, the lamp shown in FIG. 2 is transmitted via the serial communication control circuit 701, the effect expansion board 750, and the lamp board 760 shown in FIG. 5 based on the effect control command stored in the command storage area. The lighting / extinguishing (flashing) of various lamps 423 such as 220 is controlled.

  In the 7-segment display device display control process in step S904, the effect drive device control circuit 720 shown in FIG. 5 performs display control of the 7-segment display device 2111 based on the effect control command stored in the command storage area. Further, in the 7-segment display movable object movement control process of step S905, the 7-segment display movable object 211 is moved to the effect drive control circuit 720 shown in FIG. 5 based on the effect control command stored in the command storage area. Control the stepping motor. When the process of step S905 is completed, the process returns to step S902.

  Next, the 7-segment display movable object 211 shown in FIG. 2 will be described in detail.

  FIG. 10 is a diagram showing the moving state of the 7-segment display movable object 211 shown in FIG. 2 from the player side in a stepwise manner. FIG. 11 shows the 7-segment display movable object 211 shown in FIG. It is the figure which showed the mode from the player side front diagonally right upper.

  The 7-segment display movable object 211 shown in FIG. 2 is moved by the movable object moving means from the standby position, which is the initial position, to the maximum movement position through a halfway position. That is, the 7-segment display movable object 211 moves in a predetermined range including a standby position, a maximum movement position, and a midway position between the standby position and the maximum movement position. The movable object moving means is provided in the effect device 200, but in the state shown in FIG. 2, most of the movable object moving means is hidden by a decorative member or the like.

  FIG. 10A is a diagram showing the 7-segment display movable object 211 in the standby position from the player side front, and FIG. 11A shows the state shown in FIG. It is a figure shown from the top.

  Decorative members and the like are removed from the rendering device 200 shown in FIGS. 10 and 11, and a movable object moving means 212 is shown in FIG. The movable object moving means 212 includes a drive arm 2121 and an auxiliary arm 2122. Here, the driving arm 2121 is rotated by receiving a driving force from a stepping motor (not shown), and the auxiliary arm 2122 is driven by the driving arm 2121. A more detailed description of the movable object moving means 212 will be described later.

  Although omitted in FIG. 11, a decorative symbol display device 110 is also shown in FIG. The 7-segment display movable object 211 in the standby position is positioned on the player side with respect to the decorative symbol display device 110 in a posture facing the player side. That is, the 7-segment display movable object 211 in the standby position is in a posture in which the 7-segment display device 2111 faces a direction in which the player can read a 2-digit number. Here, the orientation that can be read by the player corresponds to the direction in which the number has directionality and the number is correctly displayed in accordance with the directionality. The 7-segment display movable object 211 starts to move from the standby position and moves on the player side with respect to the decorative symbol display device 110. In addition, the center 211c of the 7-segment display movable object 211 at the standby position is located outside the area where the decorative symbol display device 110 is provided. This standby position corresponds to an example of the first position referred to in the present invention.

  Further, the description will be made with reference to FIG. As described above, a game ball is driven into the game area 104 shown in FIG. 2 from the left side of the figure, and the game area 104 is provided with more game nails 134 on the left side than on the right side. The 7-segment display movable object 211 shown in FIG. 2 is also at the same standby position as the 7-segment display movable object 211 shown in FIG. 10A, and the center 211c of the 7-segment display movable object 211 shown in FIG. It is in. That is, the standby position of the 7-segment display movable object 211 is 7 segments on the right side of the approximate center portion of the area in which the decorative symbol display device 110 disposed approximately in the center in the left-right direction of each of the pachinko machine 100 and the game area 104 is provided. This is the position where the center 211c of the movable display object 211 comes. Thereby, the game area on the left side of the game board 102 can be widened, and the size of the movable object itself can be increased. Further, the moving range of the movable object can be widened without narrowing the game area. In this embodiment, the standby position of the 7-segment display movable object 211 is at the upper right of the decorative symbol display device 110, but the decorative symbol display device 110 is within a range that does not affect the game area where the game ball can roll. You may arrange | position in the predetermined position of the right side rather than.

  FIG. 10B is a diagram showing the 7-segment display movable object 211 in the midway position from the player side front, and FIG. 11B shows the state shown in FIG. It is a figure shown from the top. FIG. 10C is a view showing the 7-segment display movable object 211 at the maximum movement position from the front side of the player, and FIG. 11C shows the state shown in FIG. It is a figure shown from the front right diagonal. In FIG. 10C, the 7-segment display movable object 211 in the standby position is represented by a dotted line, and the 7-segment display movable object 211 in the middle position is represented by a one-dot chain line.

  The midway position is diagonally below and to the left of the standby position. On the other hand, the maximum movement position is directly below the standby position and is obliquely below and to the right of the intermediate position. That is, the midway position is a position deviating from the straight line L (see the two-dot chain line shown in FIG. 10C) connecting the standby position and the maximum movement position. This halfway position corresponds to an example of the third position referred to in the present invention. The maximum movement position is a position where the center 211c of the 7-segment display movable object 211 comes to the player side in a substantially central portion of the area where the decorative symbol display device 110 is provided. This maximum movement position corresponds to an example of the second position in the present invention. The 7-segment display movable object 211 in the standby position moves to the left along the arcuate movement path that protrudes to the maximum movement position via the intermediate position. In this embodiment, since the movement path from the standby position to the maximum movement position is long and complicated, the movement mode of the 7-segment display movable object 211 can be shown to the player longer, It is possible to give the player time to be aware of the expectation and improve the interest of the player. In addition, since the moving path of the 7-segment display movable object 211 is arcuate, it is possible to enhance the effect of production rather than linear movement, and to move the movable object compared to the case of moving along a more complicated moving path than arcuate. The configuration to be moved can be simplified. Further, the 7-segment display movable object 211 is inclined to the left as it goes downward, and can be combined with an arcuate movement path convex to the left to provide a smart and speedy effect. In addition, since the 7-segment display movable object 211 moves in the range overlapping the decorative symbol display device 110, it is possible to perform an effect in which the display mode of the decorative symbol display device 110 and the movement mode of the 7-segment display movable object 211 are linked. , The interest of the player can be improved. Furthermore, since the 7-segment display movable object 211 completely overlaps the decorative symbol display device 110 at the maximum movement position, an effect is produced in which the display mode of the decorative symbol display device 110 and the movement mode of the 7-segment display movable object 211 overlap. In addition, it is possible to attract the player's attention to the 7-segment display movable object 211 rather than the decorative symbol display device 110, and to improve the interest of the player.

  The 7-segment display movable object 211 maintains a posture in which the 7-segment display device 2111 faces a direction in which a player can read a 2-digit number. That is, the posture at the middle position and the posture at the maximum movement position are the same as the posture at the standby position, and the posture during movement is the same as the posture at the standby position. For this reason, it is possible to produce an effect in which the aspects of the 7-segment display movable object 211 at different positions are made uniform. In addition, when the stand-by position of the moving 7-segment display movable object 211 is the same as the posture of the intermediate position, the player predicts that the posture at the maximum moving position is the same, and confirms that the prediction and the result are the same. One can get a sense of accomplishment and exhilaration. Furthermore, it is possible to prevent a player from recognizing the 7-segment display movable object 211 due to the different postures of the 7-segment display movable object 211. In addition, it is possible to reduce the eye strain of the player as compared with the case of viewing the 7-segment display movable object 211 that moves while changing the posture.

  Further, the 7-segment display movable object 211 that has started to move from the standby position ends its movement when it moves to the maximum movement position. However, due to the production, the movement is temporarily stopped during the movement (for example, at the halfway position). The robot moves to the maximum movement position at once without stopping or stopping.

  The 7-segment display movable object 211 that has moved to the maximum movement position moves in the reverse direction on the movement route described so far, and returns to the standby position.

  FIG. 12 is a diagram showing the movement of the 7-segment display movable object 211 shown in FIG. 2 from the front side opposite to the player side step by step, and FIG. 13 is the 7-segment display movable object shown in FIG. It is the figure which showed a mode that 211 moved from the diagonally upper left front side on the opposite side to the player side in steps.

  FIG. 12A is a view showing the 7-segment display movable object 211 in the standby position from the front side opposite to the player side, and FIG. 13A shows the state shown in FIG. It is a figure shown from the diagonally upper left side on the opposite side to the side. Moreover, FIG.12 (b) is a figure which shows the 7 segment display movable body 211 in the middle position from the opposite side front side, and FIG.13 (b) shows a mode shown to FIG.12 (b). It is a figure shown from the diagonally upper right front side opposite to the player side. Moreover, FIG.12 (c) is a figure which shows the 7 segment display movable object 211 in a maximum movement position from the front opposite side to a player side, and FIG.13 (c) is a mode shown to FIG.12 (c). Is a view showing the front side diagonally from the upper side opposite to the player side.

  12 and 13 show the base 2120 of the movable object moving means 212 and the stepping motor 2123. The stepping motor 2123 is attached to the base 2120. As shown in FIG. 12A, the gear of the stepping motor 2123 meshes with a gear 2121a provided on the drive arm 2121. The drive arm 2121 receives the driving force from the stepping motor 2123 and rotates. . The auxiliary arm 2122 is driven by the drive arm 2121. 12 and 13, the decorative symbol display device 110 is not shown, but in FIG. 12, the region where the decorative symbol display device 110 is provided is indicated by a one-dot chain line.

  Both the drive arm 2121 and the auxiliary arm 2122 are U-shaped members, and one end sides of the drive arm 2121 and the auxiliary arm 2122 are rotatably supported by rotation shafts 2121 b and 2122 a provided on the base 2120. In addition, as shown in FIG. 12, rotation shafts 2121c and 2122b are also provided at the other ends of the drive arm 2121 and the auxiliary arm 2122, respectively. The 7-segment display movable object 211 is supported by the drive arm 2121 via the rotation shaft 2121c on the other end side, and is also supported by the auxiliary arm 2122 via the rotation shaft 2122b on the other end side. The rotary shafts 2121c and 2122b are pivotable.

  FIG. 12A shows a partially enlarged cross-sectional view around the rotation shaft 2121b provided at the end of the drive arm 2121 on the stepping motor 2123 side, in a two-dot chain line circle. . In the circle of the two-dot chain line, the upper side of the figure is the player side, and the lower side is the back side opposite to the player side. A torsion spring 2121d is fitted on the rotating shaft 2121b. The torsion spring 2121d biases the drive arm 2121 upward. By the action of this torsion spring 2121d, the 7-segment display movable object 211 is urged toward the standby position. In addition, the drive arm 2121 floats from the base 2120 to the player side by the torsion spring 2121d. Therefore, in this embodiment, as shown in the circle of the two-dot chain line, in order to prevent the drive arm 2121 from floating, a presser that presses one end side (root side) of the drive arm 2121 toward the back side. A member 2124 is provided.

  Further, the 7-segment display device 2111 (see FIGS. 10 and 11) of the 7-segment display movable object 211 is an electrical operation unit that is configured by a light emitting diode and that operates based on reception of a control signal. Therefore, a control signal is transmitted to the 7-segment display device 2111 from the effect driving device control circuit 720 shown in FIG. The drive arm 2121 is a prismatic hollow member, and a harness 2125 in which a plurality of signal lines for transmitting control signals to the 7-segment display device 2111 are bundled is passed through the hollow interior. That is, the harness 2125 is disposed on the back side of the surface 2121f (see FIG. 10A) of the drive arm 2121 facing the player. As described above, since the movable object is provided with the electric operation means, it is possible to perform various effects by combining the movement mode of the movable object and the operation mode of the electric operation means, and to improve the interest of the player. it can. Further, even if the 7-segment display movable object 211 moves, the 7-segment display device 2111 maintains the posture, so that there is no possibility that the harness 2125 connected to the 7-segment display device 2111 may be entangled or disconnected due to force. The durability of the harness 2125 can be improved. Furthermore, since the harness 2125 can be comfortably hidden by the drive arm 2121, the appearance quality is improved.

  Further, when the 7-segment display movable object 211 is in the standby position, the drive arm 2121 and the auxiliary arm 2122 are separated in the vertical direction and have a substantially parallel positional relationship. As shown in FIG. 13, the drive arm 2121 is located on the player side (front side), and the auxiliary arm 2122 is located on the back side (rear side) opposite to the player side. The drive arm 2121 approaches the auxiliary arm 2122 as the 7-segment display movable object 211 approaches the maximum movement position. As described above, the drive arm 2121 overlaps the auxiliary arm 2122 at the maximum movement position. As shown in FIG. 13, the auxiliary arm 2122 is provided with a notch 2122 c for avoiding interference with the drive arm 2121. Due to the notch 2122c, the drive arm 2121 overlaps the auxiliary arm 2122 as shown in FIG. 12 (c) and FIG. 13 (c) at the maximum movement position without contacting the auxiliary arm 2122.

  Next, the lighting / extinguishing (flashing) mode of the 7-segment display movable object 211 in the 7-segment display device 2111 will be described.

  FIG. 14 is a diagram illustrating an example of a lighting / extinguishing (flashing) mode in the 7-segment display device 2111.

  In the example described here, the 7-segment display movable object 211 is at the standby position when the decorative symbol display on the decorative symbol display device 110 is started. When the decorative symbol variation display starts, the seven-segment display movable object 211 repeats blinking of the center segment of the seven-segment display device 2111 (while varying display) while the variation display is being performed. To the maximum travel position via a midway position.

  FIG. 14A shows the 7-segment display movable object 211 at the standby position when the decorative symbol variation display on the decorative symbol display device 110 is started. In this figure, the white portion indicates the location of the segment that is turned off, and the black portion indicates the location of the segment that is turned on (the same applies to the following drawings). In the 7-segment display device 2111 of the segment display movable object 211 shown in FIG. 14 (a), only the central one segment is lit out of the first seven segments, and the second seven digits. Of these segments, only the central one segment is lit.

  FIG. 14B shows the 7-segment display movable object 211 immediately after reaching the midway position during the decorative symbol variation display on the decorative symbol display device 110. In the 7-segment display device 2111 shown in FIG. 14B, all seven segments of the first digit are turned off and all seven segments of the second digit are also turned off.

  FIG. 14C shows the 7-segment display movable object 211 immediately after reaching the maximum movement position during the decorative symbol variation display on the decorative symbol display device 110. In the 7-segment display device 2111 shown in FIG. 14 (c), only the central one segment is lit among the seven segments of the first digit, and among the seven segments of the second digit, Only the central one segment is lit.

  FIG. 14D shows the 7-segment display movable object 211 when the decorative symbol display on the decorative symbol display device 110 is still continued even when the 7-segment display movable object 211 reaches the maximum movement position. Has been. In the 7-segment display device 2111 shown in FIG. 14D, “4” is displayed by the first seven segments, and “2” is displayed by the second seven segments. That is, “24” is displayed (stop display).

  Next, it is a figure which shows the aspect different from the lighting / light extinction (flashing) aspect in the 7 segment display apparatus 2111 shown in FIG.

  FIG. 15 is a diagram illustrating an example of a blinking mode of the 7-segment display device 2111 at the standby position.

  FIG. 15A shows the 7-segment display movable object 211 during the decorative display variation display in the decorative design display device 110. Unlike the 7-segment display movable object 211 shown in FIG. 14 (a), the 7-segment display movable object 211 shown in FIG. 15 (a) does not repeat the blinking of the central segment, but has a predetermined number at the standby position. Is displayed. That is, the 7-segment display device 2111 shown in FIG. 15A displays “4” by 7 segments in the first digit and “2” by 7 segments in the second digit at the standby position. Then, the number “24” is displayed.

  Here, the variation forms by the decorative symbol display device 110 of the present embodiment are roughly classified into two types: no reach and reach. Reach (normal reach) generally stops and displays a decorative symbol in which two symbol display areas (for example, left and right symbol display areas 110a and 110c) are equal, and the remaining one symbol display area (for example, middle symbol display area 110b) varies. When the stop symbol indicating that the displayed state, that is, the result of the lottery is an advantageous result for the player, is a specific combination of a plurality of symbols, the specific combination is displayed on the decorative symbol display device 110. Whether or not the above specific combination is established in the display mode in which a part of the symbol is displayed and the symbols that have not yet been stopped are changed, in other words, the stop mode of the remaining one symbol that is variably displayed. It is a state to be determined. Here, this normal reach and the normal reach with special fluctuation display added to improve the production effect (long reach, normal reverse reach, etc.), and the normal reach with special fluctuation display added are also included. Widely called reach.

  FIG. 15B shows a 7-segment display movable object 211 when the decorative symbol variation display in the decorative symbol display device 110 is in a reach mode. In the decorative symbol display device 110 shown in FIG. 15B, the “decoration 7” in which the left and right symbol display areas 110a and 110c are equal is stopped and displayed, and the remaining one middle symbol display area 110b is variably displayed, and the reach mode is changed. it's shown. Further, the 7-segment display movable object 211 shown in FIG. 15B is in the standby position, and the 7-segment display device 2111 displays “4” by 7 segments in the first digit and 7 in the second digit. “2” is displayed by the number of segments, and the number “24” is displayed.

  FIG. 15C shows the 7-segment display movable object 211 when the symbol combination “decoration 7-decoration 7-decoration 7” corresponding to the special jackpot is displayed on the ornamental symbol display device 110. Yes. Similarly to the 7-segment display movable object 211 shown in FIG. 15B, the 7-segment display movable object 211 shown in FIG. Further, the 7-segment display device 2111 of the movable 7-segment display 211 also displays the number “24” in the same manner as the 7-segment display device 2111 shown in FIG. It should be noted that the 7-segment display device 2111 is also used when the stop symbol combination is other than the symbol combination corresponding to the special jackpot, that is, when the symbol combination corresponding to the jackpot or the symbol combination corresponding to the loss is displayed. May display a predetermined number. Further, the 7-segment display movable object 211 shown in FIG. 15C may be the 7-segment display movable object 211 that has once moved to the maximum movement position and then returned to the standby position.

  FIG. 15D shows the 7-segment display movable object 211 when the dignified character is displayed on the decorative symbol display device 110. In the decorative symbol display device 110 shown in FIG. 15D, a decorative symbol variation display is displayed, and a frog character is displayed in the lower left. The 7-segment display movable object 211 shown in FIG. 15D is also in the standby position, and the 7-segment display device 2111 also displays the number “24”.

  FIG. 16 is a diagram illustrating an example of a blinking mode of the 7-segment display device 2111 at the maximum movement position.

  FIG. 16A shows the 7-segment display movable object 211 immediately after reaching the maximum movement position during the decorative symbol variation display on the decorative symbol display device 110. Unlike the 7-segment display movable object 211 shown in FIG. 14C, the 7-segment display movable object 211 shown in FIG. 16A does not repeat the blinking of the center segment even when the maximum movement position is reached. When the maximum movement position is reached, the blinking is terminated and the display is switched to a number display. That is, when the 7-segment display device 2111 shown in FIG. 16A reaches the maximum movement position, it displays “0” by 7 segments in the first digit and 7 segments in the second digit. “7” is displayed, and the number “07” is displayed.

  FIG. 16B shows a 7-segment display movable object 211 when the decorative symbol variation display in the decorative symbol display device 110 is in a reach mode. In the decorative symbol display device 110 shown in FIG. 16B, the “decoration 7” in which the left and right symbol display regions 110a and 110c are equal is stopped and displayed, and the remaining one middle symbol display region 110b is variably displayed. it's shown. Further, the 7-segment display movable object 211 shown in FIG. 16B is at the maximum movement position. The 7-segment display movable object 211 can move to the maximum movement position before the decorative symbol variation display on the decorative symbol display device 110 reaches the reach mode, and can display the seven segments shown in FIG. 14 (c). As in the case of the animal 211, the blinking of the central segment may be repeated at the maximum movement position, or the blinking of the central segment may be repeated for a while even in the reach mode. Alternatively, the 7-segment display movable object 211 may reach the maximum movement position at the same time as the reach mode. The 7-segment display device 2111 shown in FIG. 16B displays “0” by 7 segments of the first digit and “7” by 7 segments of the second digit. A number is displayed. The 7-segment display device 2111 is positioned in front of the remaining one symbol display area 110b (player side) of the decorative symbol display device 110. When the middle symbol display area 110b shown in FIG. 16B stops and displays “decoration 7”, the symbol combination “decoration 7-decoration 7-decoration 7” corresponding to the special jackpot shown in FIG. 3B is obtained. . The 7-segment display device 2111 shown in FIG. 16B displays the number “07” that is the same as the number of “decoration 7”, and the player is expected to win a special jackpot. Will improve. As described above, the 7-segment display movable object 211 is also used as an effect when the player is expected to be in an advantageous state for the player, that is, as a notice for winning the jackpot. When the 7-segment display movable object 211 is used for notice notification, for example, before the special drawing related lottery process (step S214) shown in FIG. 7 is executed, a win is won in the winning acceptance process (step S209). Is determined in advance using the acquired special figure winning random number. If the jackpot is won in this preliminary determination, the preliminary control information is transmitted from the main control unit 300 to the secondary control unit 400, and the secondary control unit 400 that has received the preliminary notification information moves the 7-segment display movable object 211. A production control command for causing the 7-segment display device 2111 to display a predetermined number (here, “07”) is set in the transmission command setting area of the RAM 408. In addition, even if the jackpot is not won in the prior determination, the sub-control unit 400 that has transmitted the prior notice information from the main control unit 300 to the sub-control unit 400 with a predetermined probability and receives the prior notice information has seven segments. An effect control command for moving the display movable object 211 or displaying a predetermined number on the 7-segment display device 2111 may be set in the transmission command setting area of the RAM 408. By doing so, the 7-segment display movable object 211 can be used as a false notice of notice, and the interest of the player is further improved.

  FIG. 16C shows the 7-segment display movable object 211 when the symbol combination “decoration 7-decoration 7-decoration 7” corresponding to the special jackpot is displayed on the ornament symbol display device 110. Yes. Similarly to the 7-segment display movable object 211 shown in FIG. 16B, the 7-segment display movable object 211 shown in FIG. 16C is also at the maximum movement position, and the 7-segment display device 2111 is also shown in FIG. Similarly to the 7-segment display device 2111 shown in FIG. The 7-segment display movable object 211 moves to the maximum movement position from before the decorative symbol display device 110 displays the stop symbol combination, and displays the number “07” before displaying the stop symbol combination. It is also possible to display the number “07” at the same time as displaying the combination of stop symbols. Alternatively, before displaying the combination of stop symbols, numbers other than “07” are displayed, or a plurality of numbers including “07” are continuously switched to display them in a variable manner. The number “07” may be displayed (stop display) simultaneously with the combination of symbols. Further, the 7-segment display movable object 211 may reach the maximum movement position at the same time as displaying the combination of stop symbols. Furthermore, the 7-segment display device 2111 may display a predetermined number even when the stop symbol combination is other than the symbol combination corresponding to the special jackpot.

  FIG. 16 (d) shows a 7-segment display movable object 211 when a frog character is displayed on the decorative symbol display device 110. In the decorative symbol display device 110 shown in FIG. 16D, a decorative symbol variation display is displayed, and a frog character is displayed in the lower left. The 7-segment display movable object 211 shown in FIG. 16D is also at the maximum movement position, and the 7-segment display device 2111 also displays the number “07”. When the character of a spear is displayed on the decorative symbol display device 110 and the 7-segment display device 2111 displays a number “07”, the decorative symbol display device 110 has a reach mode as shown in FIG. It may be displayed. By doing so, the 7-segment display movable object 211 plays a role of notifying the player that the reach mode is displayed, that is, a notice of reaching to reach.

  Note that a liquid crystal display device or the like may be used instead of the 7-segment display device 2111. The liquid crystal display device has a higher degree of freedom of an image to be displayed than the 7-segment display device 2111. However, the display device maintains its posture even when a movable object moves. There is no need to prepare data. Therefore, it is possible to shorten the production period of the image data and reduce the burden on the creator.

  Subsequently, a pachinko machine according to another embodiment will be described. In the following description, differences from the pachinko machine 100 according to the first embodiment described so far will be mainly described, and overlapping descriptions will be omitted. Further, the same components as those described so far will be described with the same reference numerals as those used so far.

  FIG. 17 is a diagram illustrating a movable object in the pachinko machine according to the second embodiment.

  The pachinko machine of the second embodiment has a character movable object 260 shown in FIG. 17 instead of the 7-segment display movable object 211 of the pachinko machine of the first embodiment. The character movable object 260 is also moved from the standby position to the maximum movement position by way of the movable object moving means 212 shown in FIGS.

  FIG. 17A is a view (front view) showing the character movable object 260 from the front side of the player, and FIG. 17B is a partial cross-sectional view of the character movable object 260 viewed from the side. It is a figure (side view) and the figure (c) is the figure (back view) which showed the character movable object 260 from the opposite side front side with respect to a player side.

  The base 261 of the character movable object 260 shown in FIG. 17A is provided with an upper groove 2611 and a lower slit 2612 that extend in the left-right direction, respectively. It can move in the direction (see arrow in the figure). A driving source for moving the puppet character 262 in the left-right direction is a motor 263 that can rotate forward and backward as shown in FIG. The motor 263 operates based on the reception of the control signal from the effect driving device control circuit 720 shown in FIG. Therefore, the motor 263 serves as an electrical actuating means for the character movable object 260. The auxiliary arm 2122 is also a prismatic hollow member like the drive arm 2121, and a harness (not shown) for transmitting a control signal to the motor 263 passes through the hollow arm. As shown in FIG. 17C, the auxiliary arm 2122 is provided with a pulley 264. In FIG. 17C, the motor 263 serving as a drive source for the spear character doll 262 is provided on the right side of the character movable object 260, and the pulley 264 is provided on the left side. A belt 265 is wound around both the 263 and 261 with the motor 263 as one end and the pulley 261 as the other end. A connecting piece 2651 connected to the character doll 262 through the lower slit 2612 is provided at the lower portion of the belt 265. Further, as shown in FIG. 17B, the character doll 262 is provided with a projecting piece 2621 that enters the upper groove 2611. The character doll 262 is always held in the same posture by the connecting piece 2651 and the projecting piece 2621, and the belt 265 is driven in the left-right direction when the motor 263 rotates forward and backward, and the character doll 262 is moved in the left-right direction by the connecting piece 2651. To do. The drive arm 2121 rotates in response to a driving force from a stepping motor 2123 (not shown). FIG. 17C shows the character movable object 260 in the standby position.

  FIG. 18 is a diagram showing the movable object moving means in the pachinko machine of the third embodiment.

  The pachinko machine of the third embodiment has a movable object moving means 270 shown in FIG. 18 instead of the movable object moving means 212 of the pachinko machine of the first embodiment. The movable object moving means 270 moves the same movable object as the 7-segment display movable object 211 shown in FIGS.

  FIG. 18A is a diagram showing the 7-segment display movable object 211 in the standby position from the player side front, and FIG. 18B is the player segment front view in the 7-segment display movable object 211 in the middle position. The figure (c) is a figure which shows the 7 segment display movable body 211 in a maximum movement position from the player side front.

  Most of the movable object moving means 270 in the third embodiment is also hidden by a decorative member or the like, but here, the decorative member or the like is removed, and FIG. 18 shows the movable object moving means 270. ing. The movable object moving means 270 includes a base 271, a drive member 272, an auxiliary arm 273, and a motor 274. The base 271 is attached to the upper right of the decorative symbol display device 110. Further, the driving member 272 of the third embodiment moves in the left-right direction in response to the driving force from the motor 274 indicated by a one-dot chain line. The drive member 272 has a base portion 2721 and a rail portion 2722. The rail portion 2722 is greatly inclined to the right and moves together with the base portion 2721. The rail portion 2722 has a substantially U-shaped cross section, and the rail portion 2722 has a groove 2722b in which a player-side surface 2722a is recessed on the back surface side.

  As shown in FIG. 18B and FIG. 18C, the base 271 is provided with an upper groove 2711 and a lower groove 2712 that extend in the left-right direction and are parallel to each other, and the drive member 272 has these upper grooves 2711. It can move in the left-right direction along the lower groove 2712. That is, the drive arm 272 is provided with a not-shown protruding piece that enters the upper groove 2711 and the lower groove 2712, and the drive member 272 is guided by the upper groove 2711 and the lower groove 2712. The base 271 is provided with a driving slit 2713 between the upper groove 2711 and the lower groove 2712. The base portion 2721 of the drive member 272 is provided with a transmission piece (not shown) that enters the drive slit 2713. The motor 274 is rotatable forward and backward. When the motor 274 is driven, a transmission piece (not shown) that has entered the drive slit 2713 is moved in the left-right direction, and the drive member 272 is moved in the left-right direction. .

  In the upper right corner of the 7-segment display movable object 211, a shaft piece 2112 that enters the groove 2721b of the rail portion 2722 is provided. The shaft piece 2112 can be automatically moved along the groove 2721 b of the rail portion 2722. The shaft piece 2112 is a hollow member, and a harness (not shown) for transmitting a control signal to the 7-segment display device 2111 passes through the hollow piece. On the other hand, a rotation shaft 2113 is provided at the upper left corner of the 7-segment display movable object 211, and is connected to one end of the auxiliary arm 273 so as to be rotatable about the rotation shaft 2113. The other end 2731 of the auxiliary arm 273 is rotatably connected to a frame (not shown), and the auxiliary arm 273 forms a link mechanism. The auxiliary arm 273 rotates so as to swing up and down using the other end 2731 as a rotation fulcrum.

  As shown in FIG. 18A, the drive member 272 is close to the right side of the base 271. The upper edge 2114 of the 7-segment display movable object 211 in the standby position is at the same height as the upper end portion of the groove 2721b of the rail portion 2722, and the auxiliary arm 273 is in a horizontal posture. The center 211c of the 7-segment display device in the 7-segment display movable object 211 is on the right side of the game area. That is, also in the third embodiment, the decorative symbol display device 110 is arranged at the center in the left-right direction of each of the pachinko machine and the game area 104, and the center 211c of the 7-segment display movable object 211 at the standby position is It is located away from the area where the decorative symbol display device 110 is provided, and is located obliquely upward to the right from the central region 110c of the region where the decorative symbol display device 110 is provided. This standby position corresponds to an example of the first position referred to in the present invention.

  As shown in FIG. 18B, the drive member 272 is located at the approximate center of the base 271 in the left-right direction. Further, the upper edge 2114 of the 7-segment display movable object 211 in the middle position is at the same height position as the lower groove 2712, and the auxiliary arm 273 is in an oblique posture extending toward the lower groove 2721. The midway position is almost directly below the standby position, and the center 211c of the 7-segment display movable object 211 at the midway position is in the area where the decorative symbol display device 110 is provided. It is out of the area 110c.

  As shown in FIG. 18C, the drive member 272 is close to the left side of the base 271. Further, the center 211c of the 7-segment display movable object 211 at the maximum movement position enters the central area 110c (see FIGS. 1A and 1B) of the area where the decorative symbol display device 110 is provided. Yes. The auxiliary arm 273 extends toward the central region 110c, and has an oblique posture facing downward as compared to when the 7-segment display movable object 211 is in the middle position. This maximum movement position is diagonally to the left of the midway position and the standby position. Therefore, the intermediate position described with reference to FIG. 5B is a position deviating from the straight line connecting the standby position and the maximum movement position, and this intermediate position corresponds to an example of the third position in the present invention. The maximum movement position corresponds to an example of the second position referred to in the present invention.

  FIG. 19 is a diagram showing the movable object moving means in the pachinko machine of the fourth embodiment.

  The pachinko machine of the fourth embodiment has a movable object moving means 280 shown in FIG. 19 instead of the movable object moving means 212 of the pachinko machine of the first embodiment. This movable object moving means 280 moves the same movable object as the 7-segment display movable object 211 shown in FIGS.

  FIG. 19A is a diagram showing the 7-segment display movable object 211 in the standby position from the player side front, and FIG. 19B is the player segment front view in the 7-segment display movable object 211 in the middle position. The figure (c) is a figure which shows the 7 segment display movable body 211 in a maximum movement position from the player side front. Further, FIG. 19D is a diagram showing the 7-segment display movable object 211 in the standby position from the front side opposite to the player side, and FIG. 19E is the 7-segment display movable object in the middle position. 211 is a diagram showing the front side opposite to the player side, and FIG. 11F is a diagram showing the seven-segment display movable object 211 in the maximum movement position from the front side opposite to the player side.

  Most of the movable object moving means 280 in the fourth embodiment is also hidden by a decorative member or the like, but here, the decorative member or the like is removed, and FIG. 19 shows the movable object moving means 280. ing. The configuration of the movable object moving means 280 is a configuration in which the auxiliary arm 2122 is removed from the movable object moving means 212 of the pachinko machine of the first embodiment. In this movable object moving means 280, by removing the auxiliary arm 2122, the 7-segment display movable object 211 is supported by only the drive arm 2801 so as to be rotatable about the rotation shaft 2801c (see FIG. 19E). The posture is unstable, and during the movement from the standby position shown in FIG. 19A or FIG. 19D to the maximum movement position shown in FIG. 19C or FIG. The posture of the segment display movable object 211 changes. That is, the 7-segment display movable object 211 is balanced by its own weight in a posture (hereinafter referred to as a normal posture) in which the player can read a two-digit number at the standby position and the maximum movement position. However, while moving from the standby position to the middle position shown in FIG. 19B or FIG. 19E, the normal posture cannot be maintained, and the left side is lowered from the normal posture as viewed from the player side. As shown in FIG. 19 (b), the posture is most inclined to the left at the middle position. The 7-segment display movable object 211 that has reached the standby position returns to the normal posture from the downward-sloping posture toward the maximum movement position, and returns to the normal posture at the maximum movement position, as shown in 19 (c). That is, when the 7-segment display movable object 211 reaches the maximum movement position, the 7-segment display movable object 211 can change its posture with respect to the drive arm 2801 by the rotation shaft 2801c and can maintain the normal posture.

  Further, the 7-segment display movable object 211 shown in FIG. 19 sets the position deviated from the area 110e where the decorative symbol display device 110 is provided as the standby position, and the position on the player side at the substantially central portion of the area as the maximum movement position. And move. Therefore, the 7-segment display movable object 211 and the decorative symbol display device 110 do not overlap at the standby position, and it is possible to perform effects or perform effects in conjunction with each other.

  Also in the fourth embodiment, two-digit numbers are displayed in a normal posture at the standby position and the maximum movement position of the 7-segment display movable object 211. Therefore, it is possible to produce a presentation with uniformity in the display mode and improve the interest of the player.

  FIG. 20 is a diagram illustrating an example in which a decorative cover member is provided in the pachinko machine according to the first embodiment.

  FIG. 20A shows a decorative cover member 222. The decorative cover member 222 is attached to the game board 102 shown in FIG. 2 so as to surround an area 110e where the decorative symbol display device 110 is provided.

  FIG. 20B is a diagram showing the 7-segment display movable object 211 in the standby position. This figure shows a part of the game board 102 to which the decorative cover member 222 shown in FIG. Further, a decorative symbol display device 110 is also attached to the game board 102. The decorative cover member 222 shields the 7-segment display movable object 211 at the standby position. In FIG. 20B, the dotted line indicates that the 7-segment display movable object 211 in the standby position is located on the back side of the decorative cover member 222. Therefore, the decorative cover member 222 shown in FIG. 20 corresponds to an example of the shielding member according to the present invention.

  FIG. 20 (c) is a diagram showing the 7-segment display movable object 211 in the middle position. In the 7-segment display movable object 211 in the middle position shown in this figure, the lower half is applied to the decorative symbol display device 110, and the upper half is still located on the back side of the decorative cover member 222.

  FIG. 20D is a diagram showing the 7-segment display movable object 211 in the maximum movement position. The 7-segment display movable object 211 located at the maximum movement position shown in this figure is pulled out from the back side of the decorative cover member 222, and the whole is applied to the decorative symbol display device 110.

  In the example provided with the decorative cover member 222 described with reference to FIG. 20, since the 7-segment display movable object 211 is shielded by the decorative cover member 222 at the standby position, the 7-segment display movable object 211 has moved from the standby position. The impression of the 7-segment display movable object 211 can be enhanced.

  The embodiment described above corresponds to the embodiment of the first game stand and the embodiment of the second game stand of the present invention, but the embodiment described below is an embodiment of the first game stand. Of the embodiments of the second gaming table, this corresponds only to the embodiment of the second gaming table. Also in the following description, it demonstrates centering on difference with the pachinko machine demonstrated so far, and the overlapping description is abbreviate | omitted. Further, the same components as those described so far will be described with the same reference numerals as those used so far.

  FIG. 21 is a diagram showing an example of the second game machine according to the present invention.

  In this embodiment, the movable object moving means 290 moves the liquid crystal display movable object 215 instead of the 7-segment display movable object 211. The liquid crystal display movable object 215 is mounted with a liquid crystal display device and moves within a predetermined range including a standby position, a maximum movement position, and a movement position deviating from a straight line connecting the standby position and the maximum movement position. On the liquid crystal display device of the liquid crystal display movable object 215, an effect display related to the effect is displayed.

  FIG. 21A is a diagram illustrating the liquid crystal display movable object 215 in the standby position from the player side front, and FIG. 21B is the liquid crystal display movable object 215 in the maximum movement position from the player side front. FIG. FIG. 21C is a view showing the liquid crystal display movable object 215 at the standby position from the front side opposite to the player side, as in FIG. 21A, and FIG. It is a figure which shows the liquid crystal display movable body 215 in the maximum movement position similarly to b) from the front opposite side to a player side.

  The liquid crystal display device of the liquid crystal display movable object 215 shown in FIG. 21 displays the effect display in a predetermined direction in which the vertical and horizontal directions are predetermined at the maximum movement position. 21 also has a configuration in which the auxiliary arm 2122 is removed from the movable object moving means 212 of the pachinko machine of the first embodiment, and the liquid crystal display movable object 215 includes only the drive arm 2901. Is supported by. However, in this modification, the liquid crystal display movable object 215 is not rotatably supported by the drive arm 2901, and the liquid crystal display movable object 215 is fixed to the drive arm 2901 so as not to rotate. The liquid crystal display movable object 215 has a rectangular shape as shown in FIG. 21, and moves from the standby position shown in FIGS. 21A and 21C to the maximum moving position shown in FIGS. The posture changes. In other words, the rectangular liquid crystal display movable object 215 is in a vertically long posture at the standby position, and the driving arm 2901 rotates so that the liquid crystal display movable object 215 is moved from the standby position to the maximum movement position from the player side. The liquid crystal display movable object 215 is in a horizontally long posture at the maximum movement position by rotating in the clockwise direction as seen (see the arrow shown in FIG. 21A).

  FIG. 22A is a diagram showing the vertical and horizontal directions of the liquid crystal display movable object at the maximum movement position, and FIG. 22B is a diagram showing the vertical and horizontal directions of the liquid crystal display movable object at the standby position. .

  22 (a) and 22 (b), “up”, “down”, “left”, and “right” indicated by shading on the outside indicate the actual directions on the game board 102 surface. It is a display which shows. On the other hand, the display of “up”, “down”, “left”, and “right” shown inside the shaded display is a display that indicates the direction based on the direction of the liquid crystal display movable object 215 at the maximum movement position. is there. Accordingly, in FIG. 22A at the maximum movement position, the indications “up”, “down”, “left”, and “right” shown on the inside are “up”, “down”, and “left” on the outside shown by shading. ”And“ right ”display. However, in FIG. 22B at the standby position, the liquid crystal display movable object 215 is rotated 90 degrees in the clockwise direction as viewed from the player side from the position at the maximum movement position. Therefore, the direction in which the liquid crystal display movable object 215 is “up” at the maximum movement position is the “left” direction on the game board 102 surface in the standby position, and the liquid crystal display movable object 215 is in the maximum movement position. In the standby position, the direction that was “down” becomes the “right” direction on the surface of the game board 102. In addition, the direction that was “left” at the maximum moving position of the liquid crystal display movable object 215 is the “down” direction on the game board 102 surface at the standby position, and the liquid crystal display movable object 215 is at the maximum movement position. The direction that was “right” is the “up” direction on the surface of the game board 102 at the standby position.

  As shown in FIG. 21, the pachinko machine of this modification includes a geomagnetic sensor 216 that detects the orientation of the liquid crystal display movable object 215 on the back surface of the liquid crystal display movable object 215. The geomagnetic sensor 216 detects the direction in the vertical direction and the horizontal direction. A plurality of geomagnetic sensors 216 may be provided for the vertical direction and the horizontal direction.

  FIG. 23 shows a circuit block diagram of the effect control unit 700 of the pachinko machine provided with the geomagnetic sensor shown in FIG.

  The geomagnetic sensor 216 is connected to the basic circuit 702 of the effect control unit 700 via the sensor output detection circuit 721. The geomagnetic sensor 216 outputs a detection signal indicating the direction of the liquid crystal display movable object 215. The sensor output detection circuit 721 shown in FIG. 22 determines whether or not a detection signal from the geomagnetic sensor 216 is detected at every predetermined timing (for example, about every 2 ms), and when the detection signal is detected, the detection signal is basically used. Output to the circuit 702.

  The driving arm 2901 shown in FIG. 21 is also a prismatic hollow member, and in the hollow are a plurality of signal lines for transmitting control signals to the liquid crystal display device of the liquid crystal display movable object 215 and detection signals from the geomagnetic sensor 216. Is routed through a harness 2902 in which signal lines for transmitting are bundled together. For this reason, it is not necessary to provide the sensor output detection circuit 721, the production drive control circuit 720, and the power supply means for supplying power on the movable object side, and the structure of the movable object can be simplified. Further, since the harness 2901 can be comfortably hidden by the drive arm 2901, the appearance quality is improved.

  FIG. 24A is a flowchart showing the flow of the production control unit main process, and FIG. 24B is a flowchart showing the flow of the production control unit interruption process.

  In the effect control unit main process shown in FIG. 24A, step S904 of the effect control unit main process in the first embodiment shown in FIG. 9 is replaced with the liquid crystal display display control process (step S914), and step S905 is the liquid crystal display. Except for replacing the movable object movement control process (step S915), it is the same as the effect control unit main process in the first embodiment shown in FIG.

  In the liquid crystal display device display control process of step S914 shown in FIG. 24A, the liquid crystal display movable object is sent to the effect drive device control circuit 720 based on the effect control command stored in the command storage area of the RAM 708 shown in FIG. The display control of the liquid crystal display device mounted on 215 is performed. In the liquid crystal display movable object movement control process in step S915, a stepping motor 2903 (FIGS. 21C and 21D) that moves the liquid crystal display movable object 215 to the effect driving device control circuit 720 based on the effect control command. ))).

  The effect control unit interruption process shown in FIG. 24B is a process activated when the CPU 704 of the effect control unit 700 shown in FIG. 23 receives the detection signal from the geomagnetic sensor 216 via the sensor output detection circuit 721. is there. In this process, based on the detection signal indicating the orientation of the liquid crystal display movable object 215, movable object inclination information indicating how many times the liquid crystal display movable object 215 is inclined with respect to the maximum movement position is generated (step S921). ).

  In the liquid crystal display device display control process (step S914) shown in FIG. 24A, the maximum movement position is set in the liquid crystal display device based on the movable object tilt information generated in this way for the effect drive device control circuit 720. Control is performed to display an effect display that is always in the same direction as the effect display of a predetermined orientation displayed at. For example, in the control of the effect display at the standby position, the control is performed to display the effect display rotated 90 degrees in the clockwise direction as viewed from the player side from the effect display at the maximum movement position. Referring to FIG. 22, control is performed so that the direction of “up” at the maximum movement position of the effect display displayed on the liquid crystal display device is “left” on the surface of the game board 102 at the standby position. To do. As a result, the liquid crystal display device of the liquid crystal display movable object 215 displays an effect display in a predetermined direction regardless of the position of the liquid crystal display movable object 215, that is, in any posture. Therefore, the CPU 704 of the effect control unit 700 that executes the liquid crystal display device display control process (step S914) shown in FIG. 24A corresponds to an example of the display control means according to the present invention. As described above, in the second gaming machine embodiment of the present invention, the direction of the effect display is changed based on the inclination of the liquid crystal display movable object 215, and the effect display is always displayed in a predetermined direction. For this reason, it is possible to easily display the effect display in a predetermined direction without grasping the inclination of the liquid crystal display movable object 215. That is, display data corresponding to the tilt of the liquid crystal display movable object 215 is not prepared and displayed, but the display data of the effect display in a predetermined direction is simply rotated according to the inclination of the liquid crystal display movable object 215 and displayed. Therefore, the control becomes easy and the production of display data becomes easy. Further, even if the liquid crystal display movable object 215 moves, it can be immediately reflected in the display.

  The effect display here includes letters, numbers, symbols, images, and the like.

  FIG. 25 is a diagram illustrating an example of effect display.

  FIG. 25 shows two examples of effect display. (A)-(c) shows the example which displays a decoration symbol as an effect display, and (d)-(f) shows the example which displays a character image as an effect display. FIGS. 9A and 9D are diagrams showing the liquid crystal display movable object 215 in the standby position, and FIGS. 9B and 9E are diagrams showing the liquid crystal display movable object 215 in the middle position. FIGS. 7C and 7F are diagrams showing the liquid crystal display movable object 215 in the maximum movement position. The display data of the decorative design and the display data of the character image are stored in the P-POM 706 of the effect control unit 700 shown in FIG. 23, and this P-POM 706 corresponds to an example of the storage means referred to in the present invention.

  In the example shown in FIGS. 7A to 7C, the decoration 7 is set in a predetermined direction in which the player can read (see FIG. 10C), and the decoration 7 is put on standby in the predetermined direction. It is displayed at the position, at the middle position, at the maximum movement position, and even during the movement. The orientation that can be read by the player here corresponds to the orientation in which the numbers are correctly displayed according to the directionality as described above. It should be noted that not only for numbers but for images with directionality, the direction in which the image is correctly displayed according to the directionality may be set as a predetermined direction.

  In the example shown in (d) to (f) of the figure, with respect to the image of the character with a cross-legged character, the direction with the head facing upward (see (f) in the figure) is set as a predetermined direction. The character image is displayed in the orientation at the standby position, at the middle position, at the maximum movement position, and even during the movement.

  Further, the content of the effect display may change as long as the direction is the same. For example, if you want to display images of multiple boys at the maximum movement position with the head facing up in a predetermined direction, display the robot image with the head up at the standby position. In addition, at the standby position, an image of a single boy with his head facing up may be displayed. The boy's pose and facial expression may be changed as long as the head is directed upward.

  In this example, the liquid crystal display movable object 215 moves in a direction parallel to the surface of the game board 102. However, when the movable object moves in a direction perpendicular to the game board surface, a front-rear direction geomagnetic sensor is used. You may prepare. In addition to the geomagnetic sensor, any device that detects the direction of a movable object such as a gyro sensor or an acceleration sensor may be used.

  Further, here, the liquid crystal display device of the liquid crystal display movable object 215 displays an effect display in a predetermined direction regardless of the position of the liquid crystal display movable object 215, but the liquid crystal display movable object 215 is the maximum. An effect display in a predetermined direction is displayed on the liquid crystal display device only when it is in the movement position, and an effect display in a direction different from the predetermined direction is displayed on the liquid crystal display device when it is in a position different from the maximum movement position. May be displayed.

  In the embodiment of the second game stand of the present invention described above, a variety of effects can be performed by combining the movement mode of the liquid crystal display movable object 215 and the display mode of the liquid crystal display device, thereby improving the interest of the player. Can be made. Further, when the liquid crystal display movable object 215 moves to the maximum movement position, the effect display is displayed on the liquid crystal display device in the predetermined direction. Therefore, it is possible to produce an effect that can increase the player's expectation. Furthermore, since the effect display is displayed in the predetermined direction, the recognizability of the effect display is improved and the player's interest is not reduced compared to the case where the effect display is displayed in a direction other than the predetermined direction. For this reason, the player can concentrate on the game. Furthermore, since the movement path from the standby position to the maximum movement position is longer and complicated than when the movement path is a straight line, the movement mode of the liquid crystal display movable object 215 can be shown to the player for a longer time, and the player is expected It gives time to make people feel conscious. In addition, it is possible to provide an effect in which the effect display modes at different positions of the liquid crystal display movable object 215 are made uniform, thereby improving the interest of the player. Further, since the vertical relationship between the effect display at the standby position of the moving liquid crystal display movable object 215 and the midway position is the same, the player predicts that the effect display has the same vertical relationship at the maximum movement position, and the prediction and the result are the same. By confirming this, the player can obtain a sense of accomplishment and exhilaration. Furthermore, when the liquid crystal display movable object 215 moves, the player can be shown an aspect in which the vertical relationship of the effect display is always the same, and the player's interest in the game can be improved. In addition, it is possible to prevent a decrease in recognition of the player's identification information due to the difference in the vertical display of the effect display. Furthermore, the eye strain of the player can be reduced as compared with the case where an effect display in which the vertical relationship is changed during movement of the liquid crystal display movable object 215 is seen.

  As described above, the embodiment in which the present invention is applied to a pachinko machine (bullet ball game machine) has been described in detail. The present invention can also be applied to a spinning machine (slot machine) using.

  FIG. 26 shows an example of a slot machine to which the present invention can be applied.

  A slot machine 900 shown in FIG. 26 includes a main body 901 and a front door 902 that is attached to the front surface of the main body 901 and can be opened and closed with respect to the main body 901. Inside the center of the main body 901 (not shown in FIG. 26), three reels (left reel 910, middle reel 911, right reel 912) having a plurality of types of symbols arranged on the outer peripheral surface are stored. It is configured to rotate inside. These reels 910 to 912 are rotationally driven by a driving means such as a stepping motor.

  In the slot machine 900 shown in FIG. 26, an appropriate number of symbols are printed on the belt-like member at equal intervals, and the reels 910 to 912 are configured by affixing the belt-like member to a predetermined circular cylindrical frame material. . When viewed from the player, the symbols on the reels 910 to 912 are generally displayed three in the vertical direction from the symbol display window 913 so that a total of nine symbols can be seen. Then, by rotating the reels 910 to 912, the combination of symbols that can be seen by the player varies. That is, each of the reels 910 to 912 functions as a display unit that displays a combination of a plurality of types of symbols in a variable manner. In addition to the reel, an electronic image display device such as a liquid crystal display device can also be used as such a display means. In this embodiment, three reels are provided in the center of the slot machine 900, but the number of reels and the installation position of the reels are not limited to this.

  Backlights (not shown in FIG. 26) for illuminating individual symbols displayed on the symbol display window 913 are arranged on the rear surfaces of the reels 910 to 912. It is desirable that the backlight is shielded for each symbol so that the individual symbols can be illuminated evenly. In the slot machine 900, an optical sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each of the reels 910 to 912. The light projecting unit and the light receiving unit of the optical sensor. A light shielding piece of a certain length provided on the reel passes between the two. Based on the detection result of this sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 910 to 912 are stopped so that the target symbol is displayed on the winning line.

  The winning line display lamp 920 is a lamp indicating a winning line 914 that is valid. The effective pay line is determined in advance by the number of medals bet as a game medium. There are five pay lines 914. For example, when one medal is bet, the middle horizontal pay line is valid, and when two medals are betted, the upper horizontal win line and the lower horizontal pay line are added. If three are valid and three medals are bet, five lines including a right-down winning line and an upper-right winning line are valid as winning lines. The number of winning lines 914 is not limited to five. For example, when one medal is bet, the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the right Five lines, the down line and the upper right line, may be valid as the winning lines.

  The notification lamp 923 is, for example, a lamp that informs the player that a specific winning combination (specifically, a bonus) has been won internally in an internal lottery to be described later, or that a bonus game is in progress. The game medal insertable lamp 924 is a lamp for notifying that the player can insert a game medal. The replay lamp 922 notifies the player that the current game is replayable (the medal need not be inserted) when winning a replay that is one of the winning combinations in the previous game. It is a lamp. The reel panel lamp 928 is an effect lamp.

  The bet buttons 930 to 932 are buttons for inserting a predetermined number of medals (referred to as credits) stored electronically in the slot machine 900. In the present embodiment, every time the bet button 930 is pressed, a maximum of three cards are inserted, two when the bet button 931 is pressed, and two when the bet button 932 is pressed. It has become so. Hereinafter, the bet button 932 is also referred to as a MAX bet button. Note that the game medal insertion lamp 929 lights up a number of lamps corresponding to the number of inserted medals, and when a specified number of medals are inserted, a game start is informed that a game start operation is possible. The lamp 921 is turned on.

  The medal slot 934 is an slot for the player to insert a medal when starting a game. In other words, the medal can be inserted electronically by the bet buttons 930 to 932, or an actual medal can be inserted (insertion operation) from the medal insertion slot 934. is there. The stored number display 925 is a display for displaying the number of medals electronically stored in the slot machine 900. The game information display 926 is a display for displaying various internal information (for example, the number of medals paid out during the bonus game) as numerical values. The payout number display 927 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination.

  The start lever 935 is a lever type switch for starting the rotation of the reels 910 to 912. That is, when a desired medal number is inserted into the medal insertion slot 934 or when the start lever 935 is operated by operating the bet buttons 930 to 932, the reels 910 to 912 start rotating. The operation on the start lever 935 is referred to as a game start operation.

  The stop button unit 936 is provided with stop buttons 937 to 939. The stop buttons 937 to 939 are button-type switches for individually stopping the reels 910 to 912 that have started rotating by operating the start lever 935, and are associated with the reels 910 to 912. Hereinafter, the operation on the stop buttons 937 to 939 is referred to as a stop operation, the first stop operation is referred to as a first stop operation, the next stop operation is referred to as a second stop operation, and the last stop operation is referred to as a third stop operation. Note that a light emitter may be provided inside each stop button 937 to 939. When the stop button 937 to 939 can be operated, the light emitter can be turned on to notify the player.

  The medal return button 933 is a button that is pressed to remove a medal when the inserted medal is clogged. The payment button 934 is a button for adjusting the medals electronically stored in the slot machine 900 and the bet medals and discharging them from the medal payout exit 955. Door key hole 940 is a hole into which a key for unlocking front door 902 of slot machine 900 is inserted. The medal payout exit 955 is a payout exit for paying out medals.

  The sound hole 960 is a hole for outputting the sound of a speaker provided inside the slot machine 900 to the outside. Side lamps 944 provided at the left and right portions of the front door 902 are decorative lamps for exciting games. A rendering device 990 is disposed above the front door 902. The effect device 990 includes a door (shutter) member 963 including two right doors 963a and 963b that can be opened and closed in a horizontal direction, and a liquid crystal display device 957 (illustrated) disposed on the back side of the door member 963. When the two right doors 963a and 963b are opened in the horizontal direction in front of the liquid crystal display device 957, the display screen of the liquid crystal display device 957 (not shown) is displayed in front of the slot machine 900 (player). Side). This liquid crystal display device 957 is of a transmissive type, and the back side opposite to the player side can be seen through. Note that the display screen of the liquid crystal display device 957 has a rectangular shape and is configured so that the player can visually recognize the entire display screen. In the slot machine 900 shown in FIG. 26, the display screen is a rectangular flat surface, but may be a square flat surface. In addition, a decorative object (not shown) may be provided on the periphery of the display screen, and a part of the peripheral edge of the display screen may be hidden by the decorative object, so that the display screen looks irregular. Furthermore, the display screen may have a curved surface.

  In the slot machine 900 shown in FIG. 26, a movable object that moves behind the transmissive liquid crystal display device 957 is provided, and the start lever 935 and stop buttons 937 to 939 correspond to an example of specific operation means that can be operated by the player. The present invention can be applied by moving the movable object based on the operation of the.

  Note that a non-transmissive liquid crystal display device may be used instead of the transmissive liquid crystal display device 957. In this case, a movable object that moves on the player side of the liquid crystal display device 957 is provided, and the present invention is provided. May be applied. Furthermore, even if it is not a liquid crystal display device, it should just be comprised so that various effect images and various game information can be displayed, for example, it consists of a dot matrix display, an organic EL display, a plasma display, or a projector and a screen. A display device or the like may be used.

  Further, the present invention may be applied to an arrange ball game machine, a ball ball game machine, and a pinball machine. In addition, the present invention is a gaming machine (for example, a casino machine, a video game machine, an encapsulated pachinko gaming machine) that can be played when the gaming medium is inserted, and a gaming machine that uses the gaming medium itself for the game (for example, It may be applied to a medal dropping game machine). Here, “inserting game media” means “betting”, and “bet” is also agreed. “Input of game media” includes “input of currency” and “input of electronic money”. A casino machine is a casino where the game can be started by inserting a currency, and when the lottery result is a win, the symbol set in association with the corresponding selection result stops and the player pays out as a bonus. Machine.

  FIG. 27 is a diagram showing an example of a casino machine to which the present invention can be applied.

  The casino machine 950 shown in FIG. 27 also includes specific operation means that can be operated by the player and a transmissive liquid crystal display device 951. Also in this casino machine 950, a movable object that moves behind the transmissive liquid crystal display device 951 is provided, and the movable object is moved based on the operation of the specific operation means, and the present invention is applied. Can do.

It is the external appearance perspective view which looked at the pachinko machine 100 from the front side (player side). 1 is a schematic front view of a game board 102 as viewed from the front. (A) shows an example of a special display stop display mode, (b) shows an example of a decorative design, and (c) shows an example of a normal stop display mode. It is. The circuit block diagram of a control part is shown. A circuit block diagram of the sub-control unit 400 and the like is shown. It is a flowchart which shows the flow of a main control part main process. It is a flowchart which shows the flow of a main control part timer interruption process. (A) is a flowchart showing a flow of the sub-control unit main process, (b) is a flowchart showing a Vsync interrupt flow, (c) is a flowchart showing a flow of command input processing, and (d) is a strobe. It is a flowchart which shows the flow of an interruption process, (e) is a flowchart which shows the flow of an effect button interruption process. It is a flowchart which shows the flow of an effect control part main process. It is the figure which showed a mode that the 7 segment display movable body 211 shown in FIG. 2 moved from the player side front in steps. It is the figure which showed a mode that the 7 segment display movable body 211 shown in FIG. 2 moves from the player side front diagonally right upward. It is the figure which showed a mode that the 7 segment display movable body 211 shown in FIG. 2 moved from the front side on the opposite side to the player side in steps. It is the figure which showed a mode that the 7 segment display movable body 211 shown in FIG. 2 moved from the diagonally upper left front side on the opposite side to the player side in steps. It is a figure which shows the example of the lighting / light extinction (flashing) aspect in 7 segment display apparatus 2111. FIG. It is a figure which shows the example of the blink aspect of the 7 segment display apparatus 2111 in a standby position. It is a figure which shows the example of the blink aspect of the 7 segment display apparatus 2111 in the maximum movement position. It is a figure which shows the movable body in the pachinko machine of 2nd Example. It is a figure which shows the movable body moving means in the pachinko machine of 3rd Example. It is a figure which shows the movable body moving means in the pachinko machine of 4th Example. It is a figure which shows the example which provided the decoration cover member in the pachinko machine of 1st Example. It is a figure which shows the Example of the 2nd game stand of this invention. (A) is a figure which shows the up-and-down, right-and-left direction of the liquid-crystal display movable object in a maximum movement position, (b) is a figure which shows the up-down and right-and-left direction of the liquid-crystal display movable object in a stand-by position. FIG. 22 is a circuit block diagram of an effect control unit 700 of a pachinko machine including the geomagnetic sensor shown in FIG. (A) is a flowchart which shows the flow of an effect control part main process, (b) is a flowchart which shows the flow of an effect control part interruption process. It is a figure which shows the example of effect display. It is a figure which shows an example of the slot machine which can apply this invention. It is a figure which shows an example of the casino machine which can apply this invention.

Explanation of symbols

DESCRIPTION OF SYMBOLS 100 Pachinko machine 102 Game board 104 Game area 110 Decoration symbol display apparatus 1100 Image display area 146 Effect button 250 Shutter member 211 7 segment display movable object 211 1 7 segment display apparatus 212 Movable object moving means 2121 Drive arm 2122 Auxiliary arm 2123 Stepping motor 300 Main control unit 304 CPU
306 ROM
308 RAM
400 Sub-control unit 404 CPU
700 Production control unit 704 CPU
706 P-ROM
708 RAM

Claims (24)

  1. In a game machine that increases or decreases the opportunity to give a predetermined game value to the player by controlling whether or not to take a state advantageous to the player,
    A movable object that moves within a predetermined range including a first position, a second position, a first position and a third position that deviates from a straight line connecting the second position, and a movable object moving means that moves the movable object. Prepared,
    The movable object moving means moves the movable object from the first position to the second position via at least the third position,
    The game machine characterized in that the movable object has at least the same posture at the first position and the posture at the second position.
  2. The game machine according to claim 1, wherein the movable object has at least the same posture in each of the first position, the second position, and the third position.
  3. The game machine according to claim 1 or 2, wherein the movable object maintains the same posture.
  4. The movable object has an electrical operation means that operates based on reception of a predetermined signal,
    The game machine according to claim 1, wherein the movable object moving means has a harness for transmitting the predetermined signal to the electrical actuating means.
  5. The game table according to claim 4, wherein the electrical operation means is an effect display means for displaying an effect display relating to the effect.
  6. In a game machine that increases or decreases the opportunity to give a predetermined game value to the player by controlling whether or not to take a state advantageous to the player,
    A movable object that moves within a predetermined range including a first position, a second position, a first position and a third position that deviates from a straight line connecting the second position, and a movable object moving means that moves the movable object. Prepared,
    The movable object moving means moves the movable object from the first position to the second position via at least the third position,
    The game machine according to claim 1, wherein the movable object displays an effect display relating to the effect at the second position in a predetermined direction in which the vertical and horizontal directions are predetermined.
  7. The game machine according to claim 6, wherein the movable object displays the effect display in the predetermined direction even at the first position.
  8. The game machine according to claim 6 or 7, wherein the movable object displays the effect display in the predetermined direction even at the third position.
  9. The game machine according to claim 6, wherein the movable object displays the effect display in the predetermined direction while moving from the first position to the second position.
  10. Comprising direction detecting means for detecting the direction of the movable object,
    The game according to any one of claims 6 to 9, wherein the movable object changes the direction of the effect display based on the direction detected by the direction detection means, and displays the effect display in the predetermined direction. Stand.
  11. The movable object has an electrical display means for electrically displaying the effect display;
    This game table
    Storage means for storing display data representing the effect display;
    Display control means for performing control for causing the electrical display means to display the effect display based on the display data,
    The said display control means performs control which displays the said production | presentation display in the said predetermined direction on the said electrical display means based on the direction which the said direction detection means detected. Amusement stand.
  12. The game machine according to claim 11, wherein the movable object moving means has a harness for transmitting the predetermined signal to the electrical operating means.
  13. The movable object moving means includes a drive source that generates a drive force for moving the movable object, and a drive force transmission unit that transmits the drive force generated by the drive source to the movable object.
    The gaming table according to claim 12, wherein the harness is disposed on a back side opposite to the player side of a surface of the driving force transmission unit facing the player side.
  14. The game machine according to claim 13, wherein the movable object is supported by the driving force transmission unit via a rotation shaft, and is rotatable about the rotation shaft.
  15. An image display unit for displaying images;
    The game machine according to claim 1, wherein the movable object moves on the player side or the back side opposite to the player side with respect to the image display unit.
  16. The game according to claim 15, wherein the movable object moves with the position where the center of the movable object comes out of the area where the image display unit is provided as the first position. Stand.
  17. A game area in which a game ball is driven and the game ball that is driven rolls,
    Launching means for driving game balls into the game area from either the left or right side;
    The movable object is in the game area, and the position where the center of the movable object comes to the opposite side to either the left or right side where the launching means strikes the game ball in the game area is the first position. The game table according to claim 15 or 16, wherein the game table moves.
  18. The image display unit is arranged at the approximate center in the left-right direction of the game table,
    The movable object moves with the position where the center of the movable object is located on the back side opposite to the player side or the player side of the area where the image display unit is provided as the second position. The game table according to claim 15 to 17, characterized by the above.
  19. The image display unit is arranged at the approximate center in the left-right direction of the game table,
    The movable object moves with the position where the center of the movable object is located on the back side opposite to the player side or the player side of the substantially central portion of the area where the image display unit is provided as the second position. The game table according to claim 1, wherein the game table is a game table.
  20. The game machine according to claim 1, wherein the movable object moves from the first position to the second position through a substantially arcuate path.
  21. The game table according to claim 1, further comprising a shielding member that shields the movable object at the first position.
  22. The game machine according to any one of claims 1 to 21, wherein the movable object moving means is configured to move the movable object when the player is expected to be in the advantageous state.
  23. A specific operation means operable by the player,
    The game machine according to any one of claims 1 to 22, wherein the movable object moving means moves the movable object based on the operation of the specific operation means.
  24. A detection means capable of detecting a game medium,
    The game machine according to any one of claims 1 to 23, wherein the movable object moving means moves the movable object based on the fact that the detection means detects a game medium.
JP2008335205A 2008-12-26 2008-12-26 Amusement stand Active JP5200275B2 (en)

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Cited By (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012115430A (en) * 2010-11-30 2012-06-21 Toyomaru Industry Co Ltd Game machine
JP2013051981A (en) * 2011-08-31 2013-03-21 Daiichi Shokai Co Ltd Game machine
JP2013063212A (en) * 2011-09-20 2013-04-11 Daiichi Shokai Co Ltd Game machine
JP2013085747A (en) * 2011-10-19 2013-05-13 Asama Seisakusho:Kk Movable decorative apparatus for game machine
JP5475899B1 (en) * 2013-02-07 2014-04-16 株式会社ユニバーサルエンターテインメント Game machine and game machine management method
JP2014150871A (en) * 2013-02-06 2014-08-25 Universal Entertainment Corp Game machine, and game machine managing method
JP2014151214A (en) * 2014-03-28 2014-08-25 Universal Entertainment Corp Game machine
JP2015154961A (en) * 2015-04-20 2015-08-27 株式会社大都技研 game machine
JP2015186631A (en) * 2015-06-29 2015-10-29 豊丸産業株式会社 Game machine
JP2015186632A (en) * 2015-06-29 2015-10-29 豊丸産業株式会社 Game machine
JP2016135395A (en) * 2016-04-28 2016-07-28 株式会社大一商会 Game machine
JP2016163837A (en) * 2016-06-16 2016-09-08 豊丸産業株式会社 Pachinko machine
JP2016209069A (en) * 2015-04-30 2016-12-15 株式会社ディ・ライト Game machine
JP2016214698A (en) * 2015-05-22 2016-12-22 株式会社大都技研 Game machine
JP2018083107A (en) * 2018-01-25 2018-05-31 株式会社三洋物産 Game machine
JP2018099186A (en) * 2016-12-19 2018-06-28 株式会社藤商事 Game machine

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CN101488009B (en) * 2008-01-16 2011-12-21 贵阳铝镁设计研究院有限公司 System for transferring frequency converter PID function by PLC/DCS single-channel correcting feedback

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JP2003236086A (en) * 2002-02-18 2003-08-26 Daiichi Shokai Co Ltd Game machine
JP2008200217A (en) * 2007-02-19 2008-09-04 Samii Kk Game machine
JP2009268729A (en) * 2008-05-08 2009-11-19 Fujishoji Co Ltd Pinball game machine

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JP2003236086A (en) * 2002-02-18 2003-08-26 Daiichi Shokai Co Ltd Game machine
JP2008200217A (en) * 2007-02-19 2008-09-04 Samii Kk Game machine
JP2009268729A (en) * 2008-05-08 2009-11-19 Fujishoji Co Ltd Pinball game machine

Cited By (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012115430A (en) * 2010-11-30 2012-06-21 Toyomaru Industry Co Ltd Game machine
JP2013051981A (en) * 2011-08-31 2013-03-21 Daiichi Shokai Co Ltd Game machine
JP2013063212A (en) * 2011-09-20 2013-04-11 Daiichi Shokai Co Ltd Game machine
JP2013085747A (en) * 2011-10-19 2013-05-13 Asama Seisakusho:Kk Movable decorative apparatus for game machine
JP2014150871A (en) * 2013-02-06 2014-08-25 Universal Entertainment Corp Game machine, and game machine managing method
JP5475899B1 (en) * 2013-02-07 2014-04-16 株式会社ユニバーサルエンターテインメント Game machine and game machine management method
JP2014151214A (en) * 2014-03-28 2014-08-25 Universal Entertainment Corp Game machine
JP2015154961A (en) * 2015-04-20 2015-08-27 株式会社大都技研 game machine
JP2016209069A (en) * 2015-04-30 2016-12-15 株式会社ディ・ライト Game machine
JP2016214698A (en) * 2015-05-22 2016-12-22 株式会社大都技研 Game machine
JP2015186631A (en) * 2015-06-29 2015-10-29 豊丸産業株式会社 Game machine
JP2015186632A (en) * 2015-06-29 2015-10-29 豊丸産業株式会社 Game machine
JP2016135395A (en) * 2016-04-28 2016-07-28 株式会社大一商会 Game machine
JP2016163837A (en) * 2016-06-16 2016-09-08 豊丸産業株式会社 Pachinko machine
JP2018099186A (en) * 2016-12-19 2018-06-28 株式会社藤商事 Game machine
JP2018083107A (en) * 2018-01-25 2018-05-31 株式会社三洋物産 Game machine

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