JP2011147549A - Game machine - Google Patents

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Publication number
JP2011147549A
JP2011147549A JP2010010320A JP2010010320A JP2011147549A JP 2011147549 A JP2011147549 A JP 2011147549A JP 2010010320 A JP2010010320 A JP 2010010320A JP 2010010320 A JP2010010320 A JP 2010010320A JP 2011147549 A JP2011147549 A JP 2011147549A
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effect
display
game
means
detection
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JP2010010320A
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JP5397238B2 (en
Inventor
Minoru Sakamoto
実 坂本
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Taiyo Elec Co Ltd
タイヨーエレック株式会社
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Abstract

<P>PROBLEM TO BE SOLVED: To simplify a structure even while having "a function of suppressing inappropriate actions represented by a hitting action" in a game machine provided with a performance button. <P>SOLUTION: The game machine includes: a performance means for executing a performance on a game; a performance button provided on a game ball storage tray member, brought into a compressed state when pressurized, and brought into a projecting state when the pressurizing operation is released; a detection means for detecting that the performance button is in the sunken state; a detection time measuring means for measuring the time during which the detection means continuously detects the sunken state; and a performance execution means for determining that the detection of the sunken state by the detection means is appropriate and executing an operation performance in the performance means when the time measured in the detection time measuring means reaches a predetermined time during an operation valid period in which the operation of the performance button is validated, and determining that the detection of the sunken state by the detection means is inappropriate and executing an abnormality reporting performance in the performance means when the detection of the sunken state by the detection means is released before the measured time reaches the predetermined time. <P>COPYRIGHT: (C)2011,JPO&amp;INPIT

Description

  The present invention relates to a gaming machine and can be applied to a so-called seven machine, a winged article, a right article, or a ball-type gaming machine such as an arrangement ball.

  The ball game machine has (1) an outer frame, (2) a main body frame that can be opened and closed on one side along the left-right direction of the outer frame, and (3) a front portion that faces the player ( A game board held by the main body frame in a state of being directed forward), and (4) a transparent plate (usually a glass plate) that covers the front part of the game board, and can be opened and closed on the front side of the main body frame A front frame mounted in a state, and (5) a storage unit for storing game balls to be paid out from a payout device behind the main body frame, and more than a front frame mounting position on the front side of the main body frame. An upper plate member (game ball storage plate member) mounted in a state that can be opened and closed downward, and (6) an upper plate in the front side of the main body frame in order to store game balls overflowing from the upper plate member A lower plate member or the like is provided below the mounting portion of the member.

  This type of ball-type gaming machine (pachinko machine) is usually provided with a start winning device, a variable display device, and a big winning device on the game board, and the game ball wins the start winning device. Therefore, it is determined whether or not to generate a big hit (that is, whether or not to win). Then, in the variable display device, after performing the effect display (fluctuation display) using the special symbol for a predetermined time, the stop symbol indicating the result of the success / failure determination is for a certain time (for example, 0.6 seconds). Stopped display.

  In addition, when the stop symbol (big hit symbol) indicating that the result of this determination is “big hit” is stopped and displayed on the variable display device, the gaming machine starts a big hit game (special game) and constitutes a big winning device. The opening / closing member is opened to change the closed prize-winning device to the open state. As a result, it is possible or easy to win the game ball to the big winning opening constituting the big winning device. Thereafter, when a predetermined number of game balls are won in the grand prize winning opening or a predetermined time elapses, the opening / closing member is temporarily closed to close the grand winning device and applied to the opening / closing member. Complete one unit drive. When this “unit driving of the opening / closing member” is repeated a predetermined number of times (so-called “round number”), the gaming machine ends the big hit game.

  Among such ball-type game machines, there is one that can change various effects by “button operation of effect buttons”. In other words, a push-type (push-type) production button is provided on the upper plate member, etc., and the player performs a push operation on the production button during the “valid period of button operation”, thereby producing an effect display (variation display). ) And the like (see Patent Document 1).

  In addition, this type of ball-type gaming machine can be used as a target for fraudulent acts such as “unfairly expanding opportunities to generate favorable conditions for players” by improperly vibrating the game board. May be. For example, at the timing when the game ball reaches the vicinity of the start winning device, the game board is improperly vibrated through “an act of improper vibration (so-called dozing action)” on the upper plate member or the like. And, by this vibration, an illegal act of “unauthorizedly winning a game ball that should not be won by the start winning device and illegally expanding the possibility of occurrence of a big hit game and an opportunity for paying out a prize ball” is performed. Sometimes. In addition, the dodging action may cause damage to the gaming machine or cause discomfort to surrounding players, which is not a desirable action in games. For this reason, in a ball-type game machine, a “device for detecting vibration (vibration detecting device)” is installed on an upper plate member or the like for the purpose of preventing this kind of sticking action. (See Patent Document 2).

JP-A-2005-143819 JP 2004-223004 A

  However, in a conventional gaming machine equipped with an “effect button”, if a “function to suppress a sticking action” is to be added, a “unit including an effect button (a sensor for detecting that the effect button has been operated). It is common sense to separately install a unit including a vibration detection device, a unit including a vibration detection device (a unit for detecting the occurrence of vibration), and the like separately on an upper plate member or the like. For this reason, the structure of the gaming machine is complicated by the provision of both units.

  The present invention has been made in order to solve such a problem, and the object of the present invention is a “function to suppress an inappropriate act represented by a dodge action” in a gaming machine including a production button. Is to simplify the structure.

The gaming machine according to claim 1,
An outer frame,
A body frame attached to the outer frame so as to be openable and closable;
A game board held by the body frame;
A front frame that is mounted in a releasable state on the front side of the main body frame while having a transparent plate that covers the front side of the game board;
A storage portion that is mounted in a state of projecting toward the front surface side of the main body frame with respect to a portion of the front surface portion side of the main body frame that is below the mounting position of the front surface frame, and stores a game ball. A game ball storage tray member comprising:
Production means for performing a game production,
An effect button that is provided in the game ball storage dish member so that the player is involved in the game performance, and that is in an immersive state when pressed by the player, and that protrudes when the pressing operation is released,
A gaming machine comprising
Detecting means for detecting that the effect button is in an immersive state;
Detection time measuring means for measuring the time during which the detection means continuously detects the immersion state;
An operation enabling means for enabling the operation of the effect button;
When the time measured by the detection time measuring means reaches a predetermined time during the operation effective period in which the operation of the effect button is validated by the operation validation means, the detection of the immersive state by the detection means is appropriate. It is determined that there is an operation effect corresponding to the pressing operation in the effect means, and the detection means detects the immersion state before the time measured by the detection time measurement means reaches the predetermined time. When it is solved, the effect execution means for determining that the detection of the immersive state by the detection means is inappropriate and executing the abnormality notification effect in the effect means,
It is characterized by providing.

  In the gaming machine according to the first aspect of the present invention, since the dodging action is detected using the “detection means for detecting that the effect button has been operated”, the “dedicated device for detecting the dozing action (dokkiki It is possible to suppress the throbbing action without installing a sensor dedicated to detection). In other words, the effect button has an immersive direction (direction in which the effect button is changed to an immersive state) and a protruding direction (indicating the effect button in an intruding state) with respect to a predetermined mounting part (top plate portion) or the like constituting the game ball storage dish member It is supported in such a state that it can be advanced and retracted in the direction of changing to. Then, when the player presses the production button, the production button is in an immersive state, and when the detected object provided in the production button enters the detection area of the detection means, the production button is operated (the production button is in the immersive state). Is detected by the detecting means.

  In addition, in a gaming machine in which an effect button is provided on the game ball storage tray member, when the player vibrates the game ball storage tray member by hitting or striking the game ball storage tray member (i.e. When the act is performed), the effect button may vibrate integrally with the attachment site (top plate portion or the like), and the detected object may enter the detection area of the detection means. And, “the time during which the detection object enters the detection area of the detection means due to vibration” is “the detection area of the detection means by the player pressing operation (pressing operation performed by a human)”. Therefore, the operation effect and the abnormality notification effect are alternatively performed based on the length of the time.

  That is, in the gaming machine of the first aspect of the present invention, a predetermined time is set in advance (for example, stored in a predetermined time storage means), and the time during which it is detected that the effect button is in an immersive state (hereinafter referred to as detection time). .) Executes an “operation effect” when it reaches a predetermined time, and performs an “abnormality notification effect” when the detection time does not reach the predetermined time. Therefore, the sticking action can be suppressed without installing a dedicated device for detecting the sticking action. Therefore, according to the first aspect of the present invention, in the gaming machine provided with the effect button, the structure can be simplified while being provided with “a function of suppressing an inappropriate action represented by a pounding action”.

  In addition, in the gaming machine of the first aspect of the present invention, since the abnormality notification effect is performed when the detection time does not reach the predetermined time, the operation effect is accompanied by the “inappropriate detection of the effect button due to the sticking action (false detection)”. Can be prevented. Therefore, according to the invention of claim 1, it is possible to improve the quality of the gaming machine provided with the effect button. In the gaming machine according to the first aspect of the present invention, it is possible to prevent “an inappropriate act other than the dodging action” by changing the setting of the predetermined time (see Modification 1 described later).

  Here, the gaming machine of the invention of each claim may include, for example, a predetermined time storage means for storing a predetermined time. Specifically, on the side of the manufacturer of the gaming machine or the pachinko hall, it is assumed that “the time of the immersion state that can continuously occur when the player presses the effect button is the specific time”. Then, this “specific time” is stored as a “predetermined time” in a predetermined time storage means, and an operation effect and an abnormality notification are made depending on whether or not the time measured by the detection time measuring means reaches this “predetermined time”. It is good also as performing a production alternatively.

  In the gaming machine according to the invention of each claim, the “validating means” determines whether or not “validation of the operation of the effect button” is possible (whether or not the operation valid period can be started) in consideration of “the scheduled execution time”. You can choose. The effect executing means may execute the abnormality notification effect on the condition that “the detection means detects that the immersive state is inappropriate (incorrect detection) during the operation effective period”. However, as in the invention of claim 4 described later, “determining that the detection of the immersive state by the detection means is inappropriate (false detection) regardless of whether the operation is valid or not. It is good also as performing abnormality alert | presentation effect on "condition."

  The “effect means” of the invention of each claim includes effect display means (liquid crystal display device or the like) for effect display on the game, sound generation means (speaker) for producing the game effect sound, Any one or two or more of an electric decoration means (lamp device) that performs decoration, a movable object that performs a game effect operation, and a vibration device that applies vibration of the gaming machine can be exemplified. In addition, in the claimed invention, “being involved in a game effect” means “changing the effect executed in the effect means”, and “operation effect” means “with operation of the operation means” "Direction that has been changed."

Here, the gaming machine of the invention of each claim is
“Main variable display that is configured to determine whether or not to generate a big hit and that is controlled by the main control unit that controls the basic progress of the game, and that the result of the determination is fixed and displayed via a variable display. Means,
Display control controlled by a sub-control unit that receives a display control command transmitted from the main control unit, and the result of the determination of success / failure is confirmed and displayed via variable display, and the effect display means that constitutes the effect means;
Having
May be a feature.

  In this case, the main variable display means and the effect display means may be configured by separate display devices, or may be configured by different portions of the display units configured by the same display device. Further, in a gaming machine provided with a main variable display means and an effect display means, the display content of the effect display means is usually easier for the player to recognize than the display content of the main variable display means. For example, (a) the effect display means displays a larger symbol than the main variable display means, (b) the effect display means displays a symbol that is established as a character / number, and the main variable display means displays a character / number. (C) Arranging the effect display means closer to the center of the game board surface than the main variable display means, or two or more of (a) to (c) For example, the display contents of the effect display means are easier to recognize than the display contents of the main variable display means. The operation effect and the abnormality notification effect may be performed only by the effect display means among the main variable display means and the effect display means. The display control command includes an effect pattern designation command (fluctuation pattern designation command) for specifying the effect pattern (fluctuation pattern) determined by the effect pattern decision means (fluctuation pattern decision means), a special symbol stop information designation command ( And stop symbol designation command (to be described later).

The gaming machine according to claim 2 is the gaming machine according to claim 1,
Basic time storage means for storing a time of 1 / N or less (N is a positive number of 2 or more) of the predetermined time as a basic time;
And a prohibiting unit that prohibits the production execution unit from executing the abnormality notification production when the time measured by the detection time measurement unit is equal to or shorter than the basic time. Features.

  In the invention of claim 2, (a) the state of various switches arranged in the gaming machine (change of ON-0FF), input / output of various control signals (including control commands), generation of static electricity, etc. Accompanying noise, (b) vibrations of various actuators, motors, solenoids, etc. arranged in the gaming machine, (c) vibrations that can occur on a daily basis when playing a game (vibrations that do not vibrate the game board) Based on the above, it is intended to prevent the abnormality notification effect from being executed. Note that “N” in the invention of claim 2 may be a positive number of 2 or more, and is not necessarily an integer (a positive integer). For example, a positive number selected from “4.0” to “8.0” (specifically, “5.0”, “4.5”, etc.) can be selected.

The gaming machine of the invention of claim 3 is the gaming machine of claim 1 or 2,
The game ball storage dish member is
A back plate portion that is supported so as to be openable and closable on the front surface side of the main body frame;
A plate body portion disposed in a state of projecting forward on the front surface portion side of the back plate portion, and an attachment portion to which the detection means is attached;
Comprising
The dish main body is formed of a base portion on which the mounting portion is provided and a synthetic resin, and is mounted on the upper surface portion of the base portion so as to be positioned above the mounting portion at a predetermined distance. A plate body cover part that forms a plate part,
The effect button can be moved up and down while being held by a substantially cylindrical holding part provided in the dish body cover part to change a distance from the detection means, and is interposed between the dish body cover part The detected body is protruded downward while being biased upward by the biasing means,
When the effect button is pressed downward against the urging force of the urging means to cause the detected object to enter the detection area of the detection means, the effect button is in an immersive state by the detection means. Is detected.

  The invention of claim 3 shows a specific configuration of the game ball storage dish member and the effect button. In the invention of claim 3, a structure in which the production buttons are integrally assembled is adopted on “a synthetic resin top plate (a top plate having a configuration like a leaf spring) having a structure that is easy to bend and transmit vibration”. Therefore, the detection means can detect “the effect button is in an immersive state” with high sensitivity. Therefore, according to the gaming machine according to the third aspect of the present invention, it is possible to more reliably detect that the player has vibrated the game ball storage tray member (that the dodging action has been performed) and more reliably perform the abnormality notification effect. Can be executed.

The gaming machine according to claim 4 is the gaming machine according to any one of claims 1 to 3,
If the effect execution means determines that the detection of the immersive state is inappropriate regardless of whether the operation is valid, the effect notification effect is executed in the effect means. .

  In the gaming machine of the fourth aspect, the operation effect is executed when the effect button is operated during the operation effective period, but the operation effect is not executed even if the effect button is operated outside the operation effective period. On the other hand, if it is determined that the detection of the immersive state is inappropriate (false detection) regardless of whether or not the operation is valid, an abnormality notification effect is executed. In other words, a “button unit (a button unit made up of a production button and a detection means)” that should function effectively only during the operation effective period can be changed to “ It can effectively function as a “unit for detecting vibration”. In other words, the “button unit” is used to make the “button unit”, which should not make sense outside the operation valid period, function as a means for detecting an abnormality regardless of whether the operation is valid. The period can be expanded.

The gaming machine of the invention of each claim is
“A determination unit for determining whether or not to generate a big hit due to the winning of a game ball at the start port,
When the success / failure determination means derives a result indicating that the result of the determination of success / failure is a big hit, a big hit game execution means for executing the big hit game;
An effect display means that constitutes the effect means, the determination result symbol indicating the result of the success / failure determination is stopped and displayed via a variable display, and the jackpot effect display is performed when the jackpot game execution means is activated,
With
The operation effective period may be provided uniformly or under a predetermined condition during at least one of the symbol variation display and the big hit effect display.

  The “abnormality notification effect” is, for example, an effect suggesting that there is a possibility that unauthorized vibration has been given to the game ball storage dish member. This “abnormality notification effect” may be performed as an effect that is completely different from the “normal effect (used in the meaning of an effect performed other than for abnormality notification)”. You may perform by superimposing the content of alerting | reporting. Further, examples of the “abnormality notification effect” include “the effect of notifying the stop of the pounding action”, “the penalty effect (a disadvantageous effect)”, or a combination thereof. Here, as the former “production that announces the stop of the dodge action”, “the production including characters (telop etc.) that announce the stop of the doki action (display using a composite image of the normal effect and the characters, etc.) ) "," Display of marks, figures, etc. indicating or suggesting prohibition of dodging ".

  In addition, examples of “penalty effects (unfavorable effects)” include “effects with low reliability”. For example, when “highly reliable performance” and “low reliability production” are scheduled as “normal production”, “high reliability production” is executed as “operation production” As the “abnormality notification effect”, a mode in which an effect with lower reliability than the “effect executed as an operation effect” is executed can be exemplified. Here, among the effects performed as a premise when notifying the result of the success / failure determination, “the effect that has a high probability of being executed when a big hit notification that the result of the determination of success / failure is subsequently made a big hit” is performed. Is referred to as “a highly reliable effect”, and “an effect that is less likely to be executed when a jackpot notification that the result of the determination of success / failure is a jackpot is performed” is referred to as a “low-reliability effect”. In the case where the effect display means constitutes the effect means, for example, the difference in “reliability” can be expressed by the presence / absence of reach display, the number and type of character symbols and background symbols displayed on the effect display means, etc. .

  When the sound producing device (speaker) constitutes the production means, the difference in “reliability” can be expressed by the mode of the sound effect (music piece, size, type, tempo, timbre, etc.). ) Constitutes the production means, it is possible to express the difference in “reliability” depending on the mode of illumination (color, brightness, etc.). Further, when the sound producing device (speaker) constitutes the production means, the “abnormality notification production” can be exemplified by a mode in which “warning sound” is generated. Further, in the case where the lighting device (lamp device) constitutes the production means, the “abnormality notification production” is exemplified by a mode in which the electric decoration is brightened (the warning illumination is used) compared to the “operation production production”. it can

  Here, in this specification, “front” and “front” indicate “front with respect to the gaming machine (that is, a direction close to the player)”, and “rear” and “back” indicate gaming machines. "Rear (that is, a direction away from the player)". Further, “left” indicates “left” as viewed from the player, and “right” indicates “right as viewed from the player”. Further, in “a member that can be opened and closed like a door (hereinafter referred to as“ door type member ”), such as a main body frame, a front frame, an upper dish member (game ball storage dish member), a lower dish member, etc. “Left”, “right”, “front”, “rear”, and the like are based on the case where these door-type members are in use, that is, in the closed state.

  As described above, according to the invention of each claim, in a gaming machine equipped with a production button, it is possible to simplify the structure while providing “a function of suppressing inappropriate acts represented by dodging acts”. it can.

It is a perspective view which shows the game machine which concerns on each Example of this invention. It is a front view which shows the game machine which concerns on each Example of this invention. It is a schematic explanatory view for explaining a main body frame and the like in the gaming machine according to each embodiment of the present invention. It is a schematic top view for demonstrating an upper plate member in the game machine which concerns on each Example of this invention. It is a schematic longitudinal cross-sectional view for demonstrating an upper plate member in the game machine which concerns on each Example of this invention. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a schematic exploded longitudinal sectional view for explaining an upper plate member in a gaming machine according to each embodiment of the present invention. It is a disassembled longitudinal cross-sectional view of an effect button unit. (A) And (b) is a schematic explanatory drawing for demonstrating the production button which concerns on each Example of this invention. It is explanatory drawing for demonstrating a photosensor (detection means). It is a schematic top view for demonstrating the state in which appropriate operation was performed to the production | presentation button in the game machine which concerns on each Example of this invention. It is a schematic top view for demonstrating the state in which the improper vibration was given to the upper plate member in the game machine which concerns on each Example of this invention. It is a front view which shows a game board in the game machine which concerns on each Example of this invention. (A) is a schematic front view of a lower left display apparatus, (b) is a schematic front view of a lower right display apparatus. It is a back view which shows the game machine which concerns on each Example of this invention. It is a block diagram which shows the electronic control apparatus which concerns on each Example of this invention. It is a block diagram which shows the electronic control apparatus which concerns on each Example of this invention. It is a block diagram which shows the electronic control apparatus which concerns on each Example of this invention. It is a block diagram which shows the electronic control apparatus which concerns on each Example of this invention. It is a conceptual explanatory drawing for demonstrating a display layer. (A) is a schematic front view which shows a special symbol display part in each Example of this invention, (b) is a schematic front view which shows the display screen of an effect display apparatus in each Example of this invention. is there. It is a schematic explanatory drawing which shows the aspect of the stop symbol of this symbol, and the stop symbol of a pseudo symbol in the gaming machine which concerns on the Example of this invention. (A)-(c) is explanatory drawing for demonstrating the symbol fluctuation effect display performed by the game machine which concerns on the Example of this invention. It is explanatory drawing for demonstrating the symbol change effect display performed by the game machine which concerns on the Example of this invention. (A) And (b) is a conceptual explanatory drawing for demonstrating a display layer. (A) And (b) is a conceptual explanatory drawing for demonstrating a display layer. It is explanatory drawing for demonstrating the symbol change effect display performed by the game machine which concerns on the Example of this invention. (A) And (b) is explanatory drawing which showed notably the mode that a command was output from the main control part in the gaming machine which concerns on each Example. It is a flowchart which shows a game control process in the game machine which concerns on each Example. It is a flowchart which shows a demonstration display process in the game machine which concerns on each Example. It is a flowchart which shows a normal electric accessory game process in the game machine which concerns on each Example. It is a flowchart which shows a special symbol game process in the game machine which concerns on each Example. It is a flowchart which shows a special symbol game process in the game machine which concerns on each Example. It is a flowchart which shows a success / failure determination process in the gaming machine according to each embodiment. It is a flowchart which shows a symbol change start process in the game machine which concerns on each Example. It is explanatory drawing which shows the content of the production pattern table (variation pattern table) which concerns on each Example. It is explanatory drawing which shows the content of the production pattern table (variation pattern table) which concerns on each Example. It is a flowchart for demonstrating production control processing in the gaming machine according to each embodiment. It is a flowchart for demonstrating a demonstration effect process in the game machine which concerns on each Example. It is a flowchart which shows a button determination process in the game machine which concerns on each Example. It is a flowchart which shows a design change effect relevant process in the gaming machine which concerns on each Example. FIG. 6 is a flowchart for explaining abnormality notification processing in the gaming machine according to the first embodiment. FIG. 3 is a time chart for explaining the features of the gaming machine according to the first embodiment. FIG. 3 is a time chart for explaining the features of the gaming machine according to the first embodiment. FIG. 10 is a flowchart for explaining abnormality notification processing in the gaming machine according to the second embodiment. It is a flowchart for demonstrating abnormal variation processing in the gaming machine according to the second embodiment. It is explanatory drawing for demonstrating the symbol fluctuation effect display performed by the game machine which concerns on Example 2 of this invention. It is explanatory drawing for demonstrating the symbol fluctuation effect display performed by the game machine which concerns on Example 2 of this invention. It is a flowchart which shows the button determination process concerning the modification 1. It is a flowchart for demonstrating the abnormality alerting | reporting process which concerns on the modification 1. It is explanatory drawing for demonstrating the symbol fluctuation effect display performed in the modification 1. FIG. It is a schematic longitudinal cross-sectional view for demonstrating the upper plate member which comprises the game machine of the modification 2. FIG.

  Hereinafter, an embodiment showing the best mode for carrying out the invention will be described with reference to the drawings. In each example described below, each specific example in which the invention according to each claim is applied to a gaming machine (pachinko machine) 1 referred to as a “seven machine” will be described.

(1) Mechanical structure a. First, the overall structure of the gaming machine 1 will be described with reference to FIGS. As shown in FIGS. 1 and 2, the gaming machine 1 includes an outer frame 2 and a gaming machine main body H attached to the outer frame 2. The outer frame 2 is fixed to an installation site provided in the island facility of the pachinko hall and supports the gaming machine main body H. The outer frame 2 includes an outer frame main body 21 (see FIGS. 1 and 2) configured by a substantially rectangular frame-like body, and a front plate portion 22 that covers a lower front portion of the outer frame main body 21.

  The gaming machine main body H is rotatably attached to the left end side of the outer frame 2 using upper and lower hinges H1 and H2 (see FIG. 1) on the left end side of the outer frame 2. The gaming machine main body H is a portion of the gaming machine 1 excluding the outer frame 2, and as shown in FIG. 1, the main body frame 3, the front frame 4, the upper dish member 5, and the lower dish member 6. The game board 10 (see FIG. 12), the back mechanism board 102 (see FIG. 14), and the like are the main parts. Further, as shown in FIG. 3, the main body frame 3 is fitted into the outer frame 2 and is pivotally supported so as to be openable and closable with respect to the outer frame 2. A locking device 7 is mounted on the right end side of the main body frame 3.

  The main body frame 3 is entirely made of plastic, and is constituted by a frame-like body as shown in FIG. The main body frame 3 includes a frame main body portion 3b including a window portion 3M in an upper half portion, and a protruding portion 3c protruding in a substantially rectangular frame shape from the back surface portion of the frame main body portion 3b. And the main body frame 3 comprises the holding | maintenance part for hold | maintaining the game board 10 using this protrusion part 3c. That is, the holding tool 3f is mounted on the protruding end surface of the projecting portion 3c in a state where the holding tool 3f can rotate on the left and right sides of the window 3M and the right and left sides of the window 3M. The game board 10 is held by the main body frame 3 by bringing the protruding end of the game board 10 into contact with the rear surface of the game board 10.

  When the main body frame 3 holds the game board 10, the “game area 11 configured on the front surface portion 10 a of the game board 10” can be viewed from the front of the main body frame 3 through the window 3 </ b> M. Further, a back mechanism board 102 (see FIG. 14) is mounted on the back surface portion of the game board 10 so as to cover the back surface portion. A game ball payout device 109 for paying out game balls to the upper plate member 5 is provided on the back mechanism board 102 (see FIG. 14).

  As shown in FIG. 1, the front frame 4 is disposed on the front side of the main body frame 3 and is supported at the left end of the main body frame 3 so as to be openable and closable. The front frame 4 has a visual recognition window 41a at the center thereof. This visual window 41a is provided in a state penetrating the front and rear of the front frame 4, and is opened in a substantially circumferential shape corresponding to the outer peripheral shape of the game area 11 (see FIG. 12) formed on the board surface of the game board 10. When the front frame 4 is closed, the game area 11 disposed behind the front frame 4 can be viewed from the front through the viewing window 41a.

  As shown in FIG. 1, the front frame 4 includes a frame main body 41, a glass plate 43 attached to the frame main body 41, and a holder (not shown) for holding the glass plate 43 on the frame main body 41. And constitutes an openable / closable door member (glass door). Speakers SP1 and SP2 (see FIG. 16) are built in on the left and right sides of the upper end portion of the front frame 4, respectively. In the gaming machine 1, speakers SP3 and SP4 (see FIG. 16) are also incorporated in the left and right ends of the front plate portion 22. In the gaming machine 1, sound effects and other sounds (sounds) corresponding to the gaming state are generated using the speakers SP1 to SP4.

  As shown in FIGS. 1 and 2, an upper plate member 5 and a lower plate member 6 are provided in a portion below the front frame 4 in the front portion of the gaming machine main body H. Of these, the upper plate member 5 constitutes a specific example of the “game ball storage plate member” of the present invention, and is a portion of the front surface side of the main body frame 3 that is below the mounting position of the front frame 4. Is mounted in a state of protruding to the front surface side of the main body frame 3. Further, as shown in FIG. 1, the upper plate member 5 has a back plate portion 51 supported so as to be openable and closable at a portion of the front surface side of the main body frame 3 that is below the mounting position of the front frame 4. And a dish main body 52 disposed in a state of projecting forward on the front surface side of the back plate 51. Further, the upper plate member 5 is provided with a storage portion 5A for storing game balls paid out from the game ball paying device 109 in a recessed state. Here, the upper plate member 5 will be further described with reference to FIGS. 1, 2, and 4 to 11.

  As shown in FIGS. 5 and 6, the dish body 52 constituting the upper dish member 5 includes a base part 53 disposed below, a ball tray member 54 and a dish mounted on the upper surface part of the base part 53. A main body cover member 55. Among these, the back plate portion 51 is constituted by a substantially plate-like body having a substantially rectangular front shape (see FIG. 1), and uses a pair of hinges (not shown) disposed on the left end side of the main body frame 3. Thus, the main body frame 3 is rotatably mounted on the left end side. As shown in FIG. 4, the back plate portion 51 has a configuration in which a base plate portion 51 a and a base sheet metal portion 51 b are stacked in the front and back, and the left end side of the back plate portion 51 has A penetrating passage hole 5b is provided. Further, a substantially cylindrical receiving passage member 51c projects rearward from the left end side of the rear surface portion of the back plate portion 51. The front end portion of the receiving passage member 51c communicates with the rear end portion of the passage hole 5b.

  In the front portion of the main body frame 3, there is a game at a position aligned with the rear end portion of the receiving passage member 51 c (the position aligned when the upper plate member 5 is closed with respect to the main body frame 3). A discharge port (not shown) for discharging a game ball paid out from the ball payout device 109 to the front of the main body frame 3 is opened. The game ball discharged to the front of the main body frame 3 through the discharge port passes through the receiving passage member 51c and the passage hole 5b in this order, and can reach the front side of the back plate portion 51.

  As shown in FIG. 1, the base portion 53 protrudes forward from the front surface portion of the back plate portion 51 while exhibiting an external shape configured by dividing an approximately elliptic sphere into four equal parts. The planar shape of the upper surface portion of the base portion 53 is a substantially semi-oval (a semi-oval formed by dividing an oval along its long axis). That is, the base 53 has a substantially semi-oval major axis along the front surface of the back plate 51, and a substantially semi-circular arc-shaped portion projects forward of the front surface of the back plate 51. Thus, it is attached to the front surface portion of the back plate portion 51. Further, as shown in FIGS. 5 and 6, the base 53 has a component storage space 53a that opens upward, and a ball rental display board 410 (see FIG. 15) or effect in the component storage space 53a. Various components such as a button substrate 228 (see FIG. 16) are accommodated.

  As shown in FIGS. 1 and 4, the ball tray member 54 and the dish body cover member 55 are members that constitute the upper surface part of the dish body part 51, and both cooperate to “ “Semi-oval planar shape”. Specifically, the ball tray member 54 is attached to a portion of the upper surface portion of the base portion 53 that is closer to the rear of the left and right central portions from the left end side, and the dish body cover member 55 is the other of the upper surface portion of the base portion 53. It is attached to the part of. Further, as shown in FIGS. 4 and 5, the ball tray member 54 has a bottom 54a (the gourd is long) with a straight rear end edge and a curved portion excluding the rear end edge of the peripheral edge. A bottom portion 54a) having a planar shape such as a divided body divided into two along the axis, and a wall body portion 54b raised from a portion excluding the rear end edge portion in the peripheral portion of the bottom portion 54a. Yes. That is, the ball tray member 54 is provided with an “incomplete dish-shaped body” whose rear end edge is opened.

  The ball tray member 54 is mounted on the upper surface of the base 53 in a state where the linear rear end edge is in contact with the front surface of the back plate 51, and the rear end is closed by the back plate 51. It becomes a state. That is, as shown in FIGS. 1 and 4, the ball tray member 54 constitutes a storage portion 5 </ b> A that opens upward in cooperation with the back plate portion 51. The game balls that are paid out from the game ball payout device 109 and discharged to the front of the main body frame 3 through the discharge port (not shown) of the main body frame 3 pass through the receiving passage member 51c and the passage hole 5b in this order. Then, the storage unit 5A is entered.

  The dish main body cover member 55 is configured using a synthetic resin plate, and is attached to a portion of the upper surface portion of the dish main body portion 51 excluding the attachment portion of the ball tray member 54 as shown in FIG. As shown in FIG. 5, the dish body cover member 55 is supported by a base portion 53 (a support portion of the base portion 53), and the upper portion of the component storage space 53 a is sealed. . That is, the peripheral edge portion of the plate body cover member 55 is supported by the inner wall portion 53d of the base portion 53 and the rib 53e disposed in the base portion 53, and the top plate portion (ceiling) of the component storage space 53a. Part).

  As shown in FIGS. 5 and 6, in the dish main body cover member 55, a mounting hole 55 b is provided at a position corresponding to a substantially central part (a central part in the left-right direction and the front-rear direction) of the upper surface part of the dish main body part 51. ing. The mounting hole 55b has a substantially circular opening shape and penetrates the dish body cover member 55 in the thickness direction. Further, a portion surrounding the attachment hole 55b in the upper surface portion of the dish body cover member 55 is a recess 55d having a substantially ring-shaped (substantially ring shape concentric with the attachment hole 55b). Further, as shown in FIG. 4, a rental button 5 c, a return button 5 q, and a balance display portion 5 r are provided at the right end portion of the dish body cover member 55. Further, an effect button substrate 228 (see FIG. 16) is disposed in a portion of the base portion 53 that constitutes the bottom portion of the component storage space 53a and is located below the attachment hole 55b.

  As shown in FIG. 5, the effect button unit 30 is attached to the dish body cover member 55 using the attachment holes 55b. As shown in FIGS. 6 and 7, the effect button unit 30 includes a holding member 31, an effect button 32, a detected object 35, and a coil spring 36.

  The holding member 31 constitutes an attachment member (bracket) for attaching the effect button 32 to the dish body cover member 55, and is a member for holding the effect button 32 in a state in which the effect button 32 can be moved up and down. As shown in FIG. 7, the holding member 31 has a substantially container shape having an opening at the upper end. That is, the holding member 31 includes a main body portion 31a configured in a substantially cylindrical shape and a bottom plate portion 31b integrated with a lower end portion of the main body portion 31a.

  As shown in FIG.7 and FIG.8, from the upper end part of the main-body part 31a, the flange part 31c which comprises the attachment allowance to the dish main body cover member 55 protrudes toward an outer peripheral side (diameter direction outer side), and the main-body part 31a Guide grooves 31d and 31d are provided at two opposing positions on the inner wall surface of the. The guide grooves 31d and 31d are formed in a long shape in the axial direction of the main body 31a at a position separated by 180 degrees around the axis of the main body 31a, and the inner and lower walls of the main body 31a. Opened at the end face. Further, the bottom plate portion 31b is formed in a substantially disc shape, and an insertion hole 31f (a hole through which a detection target body 35 described later) is inserted in a thickness direction at a position eccentric from the center portion.

  As shown in FIG.7 and FIG.8, the production button 32 is comprised by the substantially container shape which has arrange | positioned the opening part in the lower end part. In other words, the production button 32 is formed from two places on the bottom side of the cylindrical portion 32b, the ceiling portion 32a having a substantially circular plate shape in plan view, the cylindrical portion 32b hanging from the outer peripheral side of the ceiling portion 32a, and Guide protrusions 32d and 32d protruding outward in the radial direction of the portion 32b (see FIG. 8). These guide protrusions 32d and 32d are provided at positions separated by 180 degrees around the axis of the cylindrical portion 32b and are slidable in the aforementioned guide grooves 31d and 31d.

  As shown in FIG. 7, the detected object 35 is configured by a vertically long plate-like body, and is suspended from the lower surface portion of the ceiling portion 32a.

  When the production button unit 30 is assembled, first, the production button 32 is inserted into the main body 31a from the lower side (see arrow A in FIG. 7). At this time, as shown in FIG. 8B, the guide protrusions 32d and 32d are inserted into the corresponding guide grooves 31d and 31d, respectively, and are positioned around the axis of the effect button 32. Thereby, the production button 32 can be moved up and down while the outer peripheral surface thereof is in sliding contact with the inner peripheral surface of the main body 31a. However, the vertical width of the guide grooves 31d and 31d opened at the lower end of the main body 31a is made shorter than the vertical width of the main body 31a, and the upper ends of the guide grooves 31d and 31d face downward (hereinafter referred to as “regulation”). It is referred to as “surface”.

  Accordingly, when the effect button 32 is slid upward within the main body 31a, the guide protrusions 32d and 32d abut against the corresponding restricting surfaces 31g and 31g, so that the effect button 32 may come out above the main body 31a. Is prevented. As shown in FIG. 8B, when the guide protrusions 32d and 32d are brought into contact with the regulating surfaces 31g and 31g, the upper half of the effect button 32 protrudes above the main body 31a. (See FIGS. 5 and 6).

  In this way, the bottom plate portion 31b is integrated (adhered, crimped, screwed, etc.) to the lower end portion of the main body portion 31a into which the effect button 32 is inserted. However, as shown in FIG. 6, when the bottom plate portion 31b is integrated with the main body portion 31a, a coil spring 36 is interposed between the ceiling portion 32a and the bottom plate portion 31b in a compressed state, and the object to be detected. 35 is inserted into the insertion hole 31f. Thus, the effect button 32 is urged upward by the urging force of the coil spring 36, and the guide protrusions 32d and 32d are brought into contact with the regulating surfaces 31g and 31g. Further, when the main body 31a and the bottom plate 31b are integrated, the lower end side of the body 35 to be detected protrudes below the bottom plate 31b through the insertion hole 31f.

  The effect button unit 30 described above is attached to the plate body cover member 55 from above. That is, the outer diameter of the main body portion 31a is a size that can be inserted into the mounting hole 55b, but the outer diameter of the flange portion 31c is a size that cannot be inserted into the mounting hole 55b. The body button 31a is inserted into the mounting hole 55b, and the flange 31c is accommodated in the recess 55d while the flange 31c is accommodated in the recess 55d, so that the effect button unit 30 is attached to the dish body cover member 55. Complete (see FIG. 5). Thereby, the production button 32 is supported by the dish body cover member 55 via the holding member 31 and the coil spring 36.

  As shown in FIG. 5, in this effect button unit 30, when no pressing operation is performed on the effect button 32, the upper half portion (ceiling portion 32 a) of the effect button 32 is above the upper surface portion of the dish body cover member 55. Protruding state. That is, if no press operation is performed on the effect button 32, the effect button 32 protrudes to the upper limit position, that is, the “projection state”. On the other hand, when the pressing operation is performed on the effect button 32, as shown in FIG. 10, the effect button 32 descends against the urging force of the coil spring 36, and enters the holding member 31 (downward). . That is, when a press operation is performed on the effect button 32, the upper surface portion of the effect button 32 is substantially flush with the upper surface portion of the dish body cover member 55, that is, the “immersion state”.

  In this embodiment, the “protrusion state of the effect button 32” is exemplified by “a state in which the upper half of the effect button 32 protrudes upward from the upper surface portion of the dish body cover member 55”. As an example of the “immersion state”, the “state in which the upper surface portion of the effect button 32 is substantially flush with the upper surface portion of the plate body cover member 55” has been illustrated, but the “projection state” and “immersion state” of the invention of each claim Is not limited to this. For example, in both the “protruding state” and the “immersion state”, the “upper surface portion of the effect button 32” protrudes from the “upper surface portion of the dish body cover member 55”, and the “state in which the protruding amount increases” is set. The “projection state” may be used, and the “state where the projection amount is reduced” may be the “immersion state”. Further, the “protruding state” is “a state in which the upper surface portion of the effect button 32 protrudes from the upper surface portion of the dish body cover member 55”, and the “immersion state” is “the upper surface portion of the effect button 32 is the upper surface of the dish body cover member 55. It is good also as a state which retracts from a part. That is, in the “effect button 32” disposed so as to be retractable from the reference position in accordance with the pressing operation, the “state where the effect button 32 becomes the reference position” is set to the “projecting state”, and the “effect button 32 is moved from the reference position. The “retracted state” can be referred to as the “immersive state”.

  As described above, the effect button substrate 228 (see FIG. 16) is disposed in a portion of the base portion 53 located below the attachment hole 55b. As shown in FIG. 5, a transmission type photosensor (photointerrupter) 38 is attached to the effect button substrate 228 via an attachment member 38x. The photo sensor 38 constitutes a specific example of the detecting means, and is electrically connected to the effect button board 228 (see FIG. 16). That is, the photo sensor 38 is connected to the sub control board 220 via the effect button board 228. Further, as shown in FIG. 9, the photosensor 38 has a configuration in which a light emitting element 38a formed of an LED and a light receiving element 38b formed of a phototransistor are arranged facing each other at a predetermined interval. .

  In this photosensor 38, the space 38c between the light emitting element 38a and the light receiving element 38b is opened upward and is positioned directly below the detected body 35, and has a size that allows the detected body 35 to enter. Yes. And the site | part located on "the route through which the light emitted from the light emitting element 38a passes in the space part 38c until it injects into the light receiving element 38b" comprises the detection area 38k.

  In the gaming machine 1, as shown in FIG. 5, when the effect button 32 is in the “protruding state (a state where no pressing operation is performed on the effect button 32)”, the detected object 35 is “light emitting element 38 a and light receiving element. 38b ”(see the state indicated by the solid line in FIG. 9). On the other hand, as shown in FIG. 10, when the production button 32 is in the “immersive state (state in which the production button 32 is pressed)”, the detected object 35 enters the detection area 38 k and “exits from the light emitting element 38 a. In this state, the light is blocked (the light from the light emitting element 38a does not enter the light receiving element 38b) (see the state shown by the broken line in FIG. 9). That is, the photo sensor (detection means) 38 detects that the effect button 32 is in the “immersion state” by blocking “light emitted from the light emitting element 38 a” by the detected body 35. The details of the photosensor (detection means) 38 will be described later.

  In the gaming machine 1, as shown in FIG. 11, an “act of giving vibration” such as “doking action” is performed on the upper surface portion of the upper plate member 5 (particularly, the upper surface of the plate body cover member 55). When the plate body cover member 55 is vibrated, the plate body cover member 55 is quickly displaced downward and then returns to the original state. That is, in this gaming machine 1, since the peripheral portion is supported while the component storage space 53a is disposed below, when the plate body cover member 55 is vibrated from above, the plate body cover member 55 is May be bent downward. At this time, the effect supported by the dish body cover member 55 at a position away from the peripheral edge of the dish body cover member 55 (that is, a position away from the periphery of the dish body cover member 55 and the amount of deflection increases). The button unit 30 may be displaced downward integrally with the dish body cover member 55.

  At this time, the base portion 53 is not displaced, or even if it is displaced, the amount of displacement is less than that of the pan body cover member 55. The base portion 53 is not a place where the “sticking action” or the like is directly applied (not a place where vibration is directly applied), and is configured in a semi-container shape and has a rib 53e or the like inside. This is because the rigidity of the plate body cover member 55 is higher than that of the plate body cover member 55 having a top plate shape (a thin plate shape with a peripheral edge supported, that is, a structure like a leaf spring). For this reason, when vibration is applied to the upper surface portion of the upper plate member 5 (particularly, the plate body cover member 55), the relative positional relationship between the detected body 35 and the detection region 38k is changed (the detected body 35). May be displaced so as to reduce the distance from the detection region 38k).

  As shown in FIG. 11, due to the deflection of the plate body cover member 55, the detected object 35 enters the detection area 38 k even though the effect button 32 is in the “projecting state”, and the “light emitting element 38 a May be in a state of blocking light emitted from. However, when the dish body cover member 55 is beaten with a fist, palm, etc. (dodging action), the effect button 32 is pressed with a finger, palm, fist, etc. while the fist, palm, etc. are in contact with the dish body cover member 55. In the case of a pressing operation (a legitimate button operation), the time is shorter than the time during which the effect button 32 is pressed with a finger, palm, fist, or the like. In other words, when the effect button 32 is pressed with a finger, palm, fist, etc. (legitimate button operation), the time during which the effect button 32 is pressed with a finger, palm, fist, etc. (in this embodiment, 20 msec or more) Is the time that the fist, palm, etc. are in contact with the plate body cover member 55 when the plate body cover member 55 is beaten with a fist, palm, etc. (in this embodiment, the minimum time is less than 20 msec in this embodiment). It will not be as short as planned. For this reason, when the dish main body cover member 55 is hit with a fist, a palm or the like (dozing action), the detected object 35 is subjected to a proper button operation during the time that the detected object 35 is entering the detection area 38k. This is shorter than the time for entering the detection area 38k.

  Some players perform the operation of the effect button 32 by striking from above (hereinafter referred to as “strike-type operation”). Even when such a strike-type operation is performed, the time during which the detected body 35 enters the detection area 38k is longer than the time during which the detected body 35 enters the detection area 38k due to the sticking action. . The elastic constant of the coil spring 36 that covers and biases the effect button 32 is smaller than the elastic constant of “the plate body cover member 55 disposed in the plate spring structure made of synthetic resin”. For this reason, even when the “striking operation” is performed, the effect button 32 returns to the protruding state by the urging force of the coil spring 36, so that the effect button 32 returns to the protruding state by the elastic force of the plate body cover member 55. This is because it takes a long time.

  As shown in FIGS. 1 and 2, the lower plate member 6 is disposed below the upper plate member 5. At the approximate center of the lower plate member 6, a receiving port 6 a for receiving a game ball discharged from the upper plate member 5 is provided in the inside of the substantially container shape. An ashtray 6 b is provided at the left end of the lower plate member 6, and a firing handle 9 is provided at the right end of the lower plate member 6.

  The firing handle 9 is connected to a launching device unit (not shown) behind it. Here, the launcher unit is for launching a game ball sent out from a ball feeder (not shown) to the game area 11. The launch handle 9 is equipped with a touch switch (touch sensor) 9a for detecting that the player is touching, and in the vicinity thereof, the launch stop for temporarily stopping the launch of the game ball is stopped. A switch 9b is attached.

b. Next, the configuration of the game board 10 will be described with reference to FIG. The game board 10 includes a game board main body 10A configured using a substantially rectangular plywood in front view, and various board components (the outer rail 12, the inner rail 13, and the main accessory attached to the game board main body 10A. Device 20 etc.) is mounted.

  The game board main body 10A includes a region forming portion 10B that is substantially circular in a front view, and a region outside 10C that is positioned around the region forming portion 10B. In addition, an outer rail 12 and an inner rail 13 that are both configured using a band-shaped metal plate are disposed on the front surface of the game board main body 10A. And the front surface part of the area | region formation part 10B comprises the game area | region 11, being enclosed by the substantially circular surrounding wall which this outer rail 12 and the inner rail 13 form.

  In this area forming part 10B (that is, a part located in the game area 11 in the game board 10), a main accessory device 20, a normal symbol operating gate (normal symbol operating port) 16, a start winning device 17, A lower device 60, a lower left display device 70, a lower right display device 80, four general winning devices 40, 41, 43 and 44, a number of obstacle nails (not shown), a windmill 19 and the like are arranged. Has been.

  The main accessory device 20 includes an attachment member (decorative plate) 21 and an effect display device 27. Among these, the attachment member 21 is comprised by the plate-shaped body with which the front part of the area | region formation part 10B is mounted | worn, and comprises the site | part except the left end side among the upper half parts of the game area | region 11. The attachment member (decorative plate) 21 is provided with a window portion forming hole 21d, and the window portion forming hole 21d constitutes a substantially rectangular display window 21e in front view.

  The part extending from the top of the mounting member 21 to the lower end of the right edge is close to the outer rail 12, and the part extending from the top to the upper end of the left edge is mounted so that the upper decorative member 21n protrudes forward. Yes. Further, the left decorative member 21q is mounted on the left edge of the mounting member 21 so as to protrude forward, and the stage member 21p is mounted on the lower edge of the mounting member 21 so as to protrude forward. . Furthermore, the left decorative member 21q includes a model 21r in which a game ball passage (not shown) is formed. The entrance of the game ball passage is opened obliquely upward to the left, and the game ball flowing down the game area 11 is received at the entrance and enters the main accessory device 20.

  The stage member 21p constitutes a rolling surface of the game ball by its upper surface portion, and this rolling surface is an inclined surface that descends from the left and right end portions toward the central portion. However, the central portion of the rolling surface is a raised portion that slightly rises upward. The stage member 21p is provided with a discharge passage for discharging the game ball on the rolling surface to the outside of the main accessory device 20. The outlet 21u of the discharge passage opens at a position continuous with the central portion behind the central portion of the rolling surface, and the outlet 21v of the discharge passage opens at a position below the central portion. ing.

  In the present embodiment, the game ball that has flowed down the game area 11 and entered the main accessory device 20 reaches the left end of the rolling surface, rolls right on the rolling surface, Roll in the direction. When the momentum of the game ball has declined, the game ball passes through the discharge passage and is discharged out of the main accessory device 20 or from the front edge portion of the rolling surface. To be discharged. Note that a start winning device 17 described later is located immediately below the exit portion 21v.

  The effect display device 27 is constituted by a liquid crystal display device, and performs a special symbol variation display and a stop display in the same manner as the lower right display device 80 described later. However, in this effect display device 27, effect display (symbol variation display) is executed in conjunction with the special symbol variation display and stop display in the lower right display device 80. In this embodiment, the lower right display device 80 constitutes a display device for displaying the present symbol (a specific example of a special symbol), and the effect display device 27 is a pseudo symbol (other than the special symbol). A specific example is shown.) Is displayed. The effect display device 27 constitutes a specific example of the effect device.

  The display screen 27a of the effect display device 27 can display various symbols using the whole or a part thereof. In this case, as shown in FIG. 20 (b), three pseudo symbol display portions 27b to 27d and a background screen display portion 27h composed of other portions may appear. In this case, the three pseudo symbol display portions 27b to 27d are arranged side by side in the horizontal direction on the display screen 27a. In each of the pseudo symbol display portions 27b to 27d that appear in this manner, an effect display (fluctuation display) using “pseudo symbols”, a stop display, and the like are performed. Further, when the pseudo symbol display portions 27b to 27d are displayed on the display screen 27a, the background screen display portion 27h is displayed by the other part of the display screen 27a. The background screen display unit 27h can display a symbol indicating a background (hereinafter referred to as a background symbol) or a symbol indicating a character (hereinafter referred to as a character symbol) together with the background symbol. . These “pseudo symbols”, “background symbols”, and “character symbols” indicate specific examples of “effect symbols” displayed on the display screen 27a of the effect display device 27. These “pseudo symbols” and “ The “design variation effect display” is realized by the “background design” and the “character design”.

  The normal symbol operating gate (ordinary symbol operating port) 16 is disposed in a portion located on the left side of the main accessory device 20 in the game area 11. Further, a normal symbol operation gate passage detection switch 16s (see FIG. 15) is disposed in the normal symbol operation gate 16. When the “normal symbol variation start condition (normal symbol lottery execution condition)” is established on the assumption that the game ball is detected by the normal symbol operation gate passage detection switch 16s, the lower left display device 70 (described later). The normal symbol variation display (specifically, the blinking display of the lamp device for the normal symbol) is started. Then, when a predetermined fluctuation time has elapsed after the start of normal symbol fluctuation, the normal symbol is confirmed (lit or extinguished). When the normal symbol hit display (lighted display) is performed, the normal electric accessory 17d (described later) is opened for a predetermined time (for example, 0.5 seconds).

  The start winning device 17 is disposed at a position located directly below the discharge path of the stage portion 21d. The first start winning portion 17a and the second start winning portion 17b are arranged vertically. Among these, the 1st start winning part 17a is provided with the pocket shape which opened the opening part, ie, the 1st start opening, upwards. Since the first start port is located directly below the outlet portion 21v of the discharge passage, the probability that the game ball that has passed through the discharge passage will win the start winning device 17 through the first start port is increased. Yes.

  The second start winning portion 17b is located substantially directly below the first start winning portion 17a, and includes an ordinary electric accessory 17d at the entrance side portion. The ordinary electric accessory 17d is a so-called tulip type and is formed so that a pair of wing pieces are opened and closed on the left and right. That is, the second start winning portion 17b includes a normal electric accessory solenoid 17c (see FIG. 15) for operating the pair of blade pieces. When the pair of wing pieces are opened to the left and right, the game ball is likely to enter the open state, and the pair of wing pieces are erected so that the game ball is less likely to enter. It becomes.

  Inside the start winning device 17, a start winning detection switch 17s (see FIG. 15) for detecting the passage of the game ball through the first start winning unit 17a or the second start winning unit 17b is disposed. . That is, the game ball won in the first start winning portion 17a and the game ball won in the second start winning portion 17b pass through the same passage (not shown) in the start winning device 17, and this passage This is detected by the start winning detection switch 17s arranged in the middle of the route.

  The lower device 60 is disposed below the start winning device 17 and is configured by a variable winning device (large winning device) 61. The variable winning device 61 includes a mounting plate portion 61k attached to the front surface portion of the game board 10. The mounting plate 61k is provided with a substantially band-shaped opening in a substantially central portion in a state of penetrating the front and back, and the opening constitutes a big prize opening 61a. The rear end portion of the grand prize winning opening 61a is in communication with “a grand prize winning prize winning passage (a passage for allowing a game ball to be won from the big winning prize opening 61a to pass through, not shown)”. . The variable winning device 61 includes an opening / closing plate 61b for opening / closing the large winning opening 61a, a large winning opening solenoid 61c (see FIG. 15) for driving the opening / closing plate 61b, and a large winning opening winning. A winning ball detection switch 61s (see FIG. 15) provided in the middle of the path of the passage or in the path terminal portion. In the variable winning device 61, when the opening / closing plate 61b is in the standing posture, the opening / closing plate 61b closes the large winning opening 61a, so that it is impossible to win a game ball in the variable winning device 61. On the other hand, when the opening / closing plate 61b is tilted forward with its lower end portion as a fulcrum and assumes a forward leaning posture, the big winning opening 61a is opened and the rear surface portion (back surface portion) of the opening / closing plate 61b flows down the game area 11. And the guidance part which guides the game ball which reached | attained the variable winning apparatus 61 to the big winning opening 61a is comprised.

  The lower left display device 70 is arranged on the left side of the variable winning device (large winning device) 61. As shown in FIG. 13A, the lower left display device 70 is configured in a substantially arc shape and includes an attachment plate 71 attached to the front surface portion of the game board 10. The mounting plate 71 is provided with a normal symbol hold display portion 72, a special symbol hold display portion 73, a gaming state display portion 75, and a normal symbol display portion 76.

  The normal symbol hold display unit 72 is configured by using two LEDs, and displays a so-called “number of hold for a normal symbol” with an upper limit of four. In other words, “the number of game balls that have passed through the normal symbol operation gate (normal symbol operation port) 16 but have not yet been digested (ie, the number of reserved balls)” is displayed as the upper limit number of four and undigested games. Each time a ball is digested, the “number of undigested game balls (that is, the number of reserves)” is sequentially decremented and displayed. Here, the “undigested game ball (that is, the holding ball)” related to the normal symbol has passed through the normal symbol operation gate 16, but the normal symbol display unit 76, which will be described later, shows the result of the lottery result associated with the passage. This indicates a game ball in which neither display nor change display preceding this (in this embodiment, blinking display using an LED) is made.

  The special symbol hold display section 73 is also configured by using two LEDs, and displays the so-called “number of hold for special symbols” with an upper limit of four. That is, “the number of game balls that have been won in the start winning device 17 but are still undigested (ie, the number of reserves)” is displayed as the upper limit number of 4 and every time an undigested game ball is digested "The number of undigested game balls (that is, the number of reserves)" is sequentially decremented and displayed. Here, the “undigested game ball (that is, the holding ball)” related to the special symbol wins the start winning device 17, but in the special symbol display unit 82 described later, whether or not to win or not (determination of success / failure) This indicates a game ball in which the result display and the change display preceding the result are not made.

  The normal symbol hold display unit 72 and the special symbol hold display unit 73 display the number of holds in the same manner. That is, (a) two LEDs are turned off and “holding number” is “zero”, (b) one LED is turned on, one LED is turned off and “holding number” is It is “1”, (c) two LEDs are turned on and “holding number” is “2”, (d) one LED is blinked and one LED is turned on. The “hold number” is “3”, and (e) two LEDs are blinked to indicate that the “hold number” is “4”.

  The gaming state display unit 75 is configured by one LED, and is used to display a gaming state (game mode) when the gaming machine 1 is turned on (when the gaming machine 1 is activated). Specifically, turning off the LED indicates that “the gaming state is the normal gaming state (normal mode)”, and turning on the LED indicates that “the gaming state is the probability variation gaming state (high probability mode)”. Is displayed. That is, the LED of the game state display unit 75 is lit only when the game mode is in the high probability mode when the power is turned on (starting up). In this case, when “big hit” is obtained as a result of the determination of whether or not the special symbol is successful, the LED of the gaming state display unit 75 is turned off thereafter. Even if the gaming state is in the probability change mode until the gaming machine 1 is turned off (while the gaming machine 1 is operating), the LED of the gaming state display unit 75 is not lit. Here, in the present embodiment, when the gaming mode (gaming state) of the gaming machine 1 is changed from the “normal mode” to the “high probability mode”, the probability changing means (the probability that the big hit determination is made in the right / wrong lottery determination is higher than usual) A means for setting a probability) and a fluctuation time shortening means (a means for increasing the possibility of setting the fluctuation time of a special symbol or a normal symbol to a shorter time than normal (when the fluctuation time shortening means is not in operation)), The opening extension means (means for setting the opening time of the ordinary electric accessory 17d to a longer time than usual or setting the number of times of opening to a higher number than usual) is activated. When the gaming mode of the gaming machine 1 is changed from the “high probability mode” to the “time reduction mode”, the fluctuation time shortening means and the opening extension means continue to operate, and only the probability changing means stops operating. Further, when the game mode of the gaming machine 1 is returned from the “time reduction mode” to the “normal mode”, the operation of the variable time shortening means and the opening extension means stops.

  The lower right display device 80 is arranged on the right side of the variable winning device (large winning device) 61. As shown in FIG. 13B, the lower right display device 80 is configured in a substantially arc shape and includes a mounting plate 81 that is attached to the front surface of the game board 10. The mounting plate 81 is provided with a special symbol display portion 82 and a big hit mode display portion 83.

  The special symbol display unit 82 is configured by using “seven LEDs 82a to 82g” arranged in a substantially oval shape, and “game ball winning to the start winning device 17 (hereinafter referred to as“ start winning ”). The display of the result of the success / failure determination associated with “)” is executed through the variable display (in the present embodiment, lighting display using a plurality of LEDs). That is, as shown in FIG. 20A, when the execution time of the “variable display preceding the display of the result regarding the determination of success / failure” comes, “seven LEDs 82a to 82g” are sequentially turned on. Then, this variable display (hereinafter referred to as “circular display using the LEDs 82b to 82g”) is executed, and when the execution time of “display of the result relating to the determination of whether or not the special symbol is present” has come, the special symbol display unit 82 A special symbol stop display (confirmed display) is executed.

  The big hit mode display unit 83 is configured by using two LEDs 83a and 83b, and mainly displays “the type of big hit that is generated based on the result when the result of the special symbol determination is a win (hit)”. Used to do. That is, when the big symbol display is not performed in the special symbol display unit 82, the two LEDs 83a and 83b are turned off. When the big symbol display is performed on the special symbol display unit 82, one of the LEDs 83a and 83b is turned on to display the type of the big hit.

  As shown in FIG. 13 (a), the two general winning devices 40 and 41 are integrated with a mounting plate 71 that constitutes the lower left display device 70, and the remaining two pieces as shown in FIG. 13 (b). The general winning devices 43 and 44 are integrated with a mounting plate 81 constituting the lower right display device 80. In each of the general winning devices 40, 41, 43, and 44, winning detection switches 40s, 41s, 43s, and 44s (see FIG. 15) for detecting the winning of the game ball are arranged.

  Returning to FIG. 12, a number of obstacle nails (not shown) are arranged in the game area 11 so as to be suitable for a pachinko game in consideration of the positional balance with each board component described above, and below the game board 10. Is provided with an outlet 18. Further, a back ball preventing member (not shown) is provided below the out port 18. And the game ball which returned without reaching the game area 11 is prevented from returning to the launch position again. On the other hand, the foul ball preventing member 15 is attached to the tip of the inner rail 13.

c. Next, the back surface structure of the gaming machine 1 according to the present embodiment will be described with reference to FIG. That is, the back surface structure of the gaming machine 1 is a structure in which various devices are mounted on the large back pack 102, and the back pack 102 is pivotally supported by the pair of hinges 103 so as to be opened and closed. Yes.

  The back pack 102 stores a game ball tank 105 in which game balls are stored, a game ball payout device 109 for paying out game balls as prize balls or rental balls, and a main control board 200 constituting the main control unit 200A. Main control board case, a launcher control board case 130 storing a launch control board 260 for controlling the launcher unit, and a payout control board case storing a payout control board 240 for controlling the game ball payout device 109 118, a relay terminal board for relaying the main control board 200 and various switches, and the like are mounted. In addition, the game ball tank 105 is provided with a tank switch at the bottom, and can detect a broken ball. The game ball tank 105 and the game ball payout device 109 are connected by a tank rail 106. Further, in FIG. 14, a ball removal lever is provided on the right side of the tank rail 106, and a replenishment ball breakage detection switch is provided on the downstream side of the tank rail 106.

(2) Configuration of Control Circuit Next, the configuration of the control circuit of the gaming machine 1 according to the present embodiment will be described with reference to FIGS. The control circuit of the gaming machine 1 includes a main control unit 200A and a plurality of sub control units (220A, 240A, 260A). That is, the main control unit 200A that is configured using the main control board 200 and controls the basic progress of the game and whether or not the prize ball is involved, and a plurality of sub-control units (220A, 240A, 260A) I have.

  The sub-control unit is composed of (a) the sub-control board 220 and “sub control that controls various effects of the game using symbol display, lamp emission, sound effects, movement of moving objects, etc.” The control unit 220A and the (b) effect display control board 222 are used, and “the effect of controlling various effects of the game using the symbol display, the light emission of the lamp, the sound effect, the operation of the movable object, etc. It is configured using a control unit 222A, (c) a payout control unit 240A that controls the operation of paying out a rented or winning ball, and (d) a launch control board 260. And a launch control unit 260A for controlling the launch of the game ball, which includes a primary sub-control unit (220A, 240A) directly connected to the main control unit 140, Main control via primary sub-control section Second sub-control unit which is connected to the 200A and the (260A) exists.

  The control board (200, 220, 240, 260) constituting these control units (200A, 220A, 240A, 260A) is a CPU that executes various logical operations and calculation operations, and various programs and data executed by the CPU. ROM in which the CPU is stored, the RAM in which the CPU stores temporary data when the program is executed, the peripheral device interface (PIO) for exchanging data with the peripheral device, and the clock for the CPU to perform operations are output Various peripheral LSIs are connected to each other via a bus, such as an oscillator that performs CPU, a watchdog timer that monitors CPU runaway, and a CTC (counter timer circuit) that periodically generates an interrupt signal. The direction of the arrow in FIGS. 15 to 18 represents the direction in which data or signals are input / output. In FIG. 15, only the CPU 201, the RAM 202, and the ROM 203 mounted on the main control board 200 are shown. The PIO mounted on the main control board 200 and further the CPU mounted on another control board. Further, illustration of RAM, ROM, etc. is omitted.

  The main control unit 200A (main control board 200) receives game ball detection signals from the normal symbol operation gate passage detection switch 16s, the start winning detection switch 17s, the winning ball detection switches 40s, 41s, 43s, 44s, etc. Sub-control unit 200A (sub-control board 220), payout control part 240A (payout control board 240), launch control part 260A (launch control board 260), etc. Toward this, various signals (commands) described later are output. The main control unit 200A (main control board 200) is also connected to a count switch 8s that detects a game ball fired from the launcher unit.

  The main control unit 200A (main control board 200) performs these operations by outputting signals to the ordinary electric accessory solenoid 17c, the special winning opening solenoid 61c, the lower left display device 70, and the lower right display device 80. Direct control. That is, the main control unit 200A (main control board 200) functions as a success / failure determination unit and a big hit game execution unit. Further, predetermined signals (commands) determined by the CPU 201 constituting the main control unit 200A (main control board 200) are transmitted to the sub control board 220 and the payout control board 240, respectively.

  When the sub-control unit 220A (sub-control board 220) receives various signals (commands) from the main control unit 200A (main control board 200), it analyzes the contents of the signals (commands) and plays games according to the results. The production of. That is, the sub-control unit 220A (sub-control board 220) controls the game effects based on the control signal from the main control unit 200A (main control board 200).

  As shown in FIG. 16, the sub control unit 220A (sub control board 220) includes an effect display control unit 222A (effect display control board 222), an amplifier board 224, a decoration drive board 226, and an effect button board 228. And are electrically connected to each other. The sub control board 220 includes a CPU 220a, a ROM 220b, and a RAM 220c.

  As shown in FIG. 17, the above-described photosensor 38 is connected to the sub-control unit 220A (sub-control board 220) using a signal line 38h (described later). The photosensor (photointerrupter) 38 constitutes a specific example of the detecting means, and includes a light emitting element (light emitting diode) 38a and a light receiving element (NPN type phototransistor) 38b. The light emitting element 38a and the light receiving element 38b constituting the photosensor 38 are supplied with a constant voltage power supply Vcc (DC5V). In the circuit constituting the photosensor 38, one end of a detection signal output signal line 38h is connected between the constant pressure power source Vcc on the light receiving element 38b side and the collector side of the light receiving element 38c. The other end of the line 38h is connected to an input port (not shown) of the sub-control board 220 with the effect button board 228 interposed.

  In this photo sensor 38, when the effect button 32 is in a protruding state and the detected object 35 is positioned above the detection area 38k (see the detected object 35 in solid lines in FIGS. 9 and 17). Light from the light emitting element 38a reaches the light receiving element 38b. In this case, since the light receiving element 38b becomes conductive, the “signal input to the sub-control board 220 through the signal line 38h” is set to “L level (low level)”. On the other hand, when the production button 32 is in an immersive state and the detected object 35 enters the detection area 38k (see the broken line detected object 35 in FIGS. 9 and 17), the “light emitted from the light emitting element 38a” is detected. It is blocked by the detector 35 and does not reach the light receiving element 38b. In this case, since the light receiving element 38b is turned off, the “signal input to the sub-control board 220 through the signal line 38h” is set to “H level (high level)”. Here, the “signal input to the sub-control board 220 due to the effect button 32 being in an immersive state (H level signal)” indicates that the “detection means is that the effect button 32 is in an immersive state. This signal is hereinafter referred to as a “detection signal”.

  As shown in FIG. 16, the CPU 220 a of the sub control board 220 receives each control signal from the main control board 200 and displays each board such as the effect display control board 222, the amplifier board 224, the decoration drive board 226, and the effect button board 228. Control. The ROM 220b stores data (especially information related to game decoration) necessary for controlling each board. The CPU 220a receives a display control command (that is, a display control signal) sent from the main controller 200A (main control board 200) and analyzes it according to a program stored in the ROM 220b. Then, the CPU 220a configuring the sub-control unit 220A (sub-control board 220) can display a predetermined display control command determined by the CPU 220a or a display control command that has been transmitted from the main control unit 200A (main control board 200). Is transmitted to the effect display control unit 222A (effect display control board 222).

  The CPU 220a of the sub-control board 220 functions as “operation validation means” and “detection time measurement means”. That is, if the CPU 220a of the sub control board 220 determines that it is the timing at which the operation effect can be executed based on the display control command transmitted from the main control unit 200A (main control board 200), the CPU 220a operates the effect button 32. Activate. And if the detection signal from the photo sensor 38 is received within the period when the operation of the effect button 32 is enabled (during the operation effective period) (when the detection signal is turned ON), the detection time (continuously detected). Time) measurement starts. When the measured detection time reaches a predetermined time (20 msec in this embodiment), it is determined that “detection that the production button 32 is in an immersive state” by the photosensor 38 is appropriate, and “operation” The “effect signal” is transmitted to the effect display control unit 222A (effect display control board 222). On the other hand, regardless of whether or not the operation of the effect button 32 is enabled, the detection time measured when the detection signal is received from the photosensor 38 (the detection signal is turned on) is predetermined. Before the time is reached, the measurement ends, that is, when reception of the detection signal from the photo sensor 38 ends (when the detection signal is turned OFF), the “effect button 32 is in an immersive state by the photo sensor 38. It is determined that "detection of" is an erroneous detection, and an "abnormality notification effect signal" is transmitted to the effect display control unit 222A (effect display control board 222).

  The sub-control board 220 functions as “effect execution means” in cooperation with the effect display control board 222. If it is determined that the “detection that the effect button 32 is in an immersive state” by the photo sensor 38 is inappropriate (incorrect detection), the “abnormality notification effect signal” is sent to the amplifier board 224 or the decoration drive board 226. It is good also as transmitting to. This point will be described later.

  As shown in FIG. 18, the effect display control board 222 includes a CPU 222a, a control ROM 222b, a control RAM 222c, a VDP (video display processor) 222d, a work RAM 222e, a display ROM (character ROM) 222g, and a video. A RAM 222h is mounted. In addition, an effect display device 27 is electrically connected to the VDP 222d.

  The CPU 222a receives various display control signals (commands) transmitted from the sub-control board 220 and analyzes the received signals (commands) according to a program stored in the control ROM 222b. Then, the CPU 222a transmits an effect control signal (command) reflecting the analysis result to the VDP 222d. The control ROM 222b stores various image display control programs according to the gaming state of the gaming machine 1, and the control RAM 222c is provided with a storage area, a work area, and the like for temporarily storing various data. ing. Further, in the display ROM 222g, data related to the display of various effect symbols displayed on the display screen 27a of the effect display device 27 (variable display pseudo symbol data, button effect display data for button effect, abnormality notification effect) For example, button abnormal effect display data for).

  Here, the display control signal (command) received by the CPU 222a from the sub-control board 220 includes an “operation effect signal” and an “abnormality notification effect signal”. When the CPU 222a receives the “operation effect signal” or the “abnormality notification effect signal”, a command (hereinafter referred to as “composite command”) that instructs the VDP 222d to generate composite image data and to perform image composition is described above. It is included in the production control signal (command). That is, “a command for instructing generation of composite image data and image synthesis for performing an operation effect” or “a command for instructing generation of composite image data and image synthesis for an abnormality notification effect” is included.

  The VDP 222d reads data stored in the effect display ROM 222g based on the effect control signal (command) transmitted from the CPU 222a, generates image data in the work RAM 222e based on the read data, and temporarily stores it in the video RAM 222h. Memorize. Thereafter, the image data stored in the video RAM 222h is loaded on the signal (RGB image signal) from the transmission unit 222k and transmitted to the effect display device 27. In addition, in the effect display device 27 of the present embodiment, a large number of frame images are switched and displayed on the display screen 27a, so that “moving images constituting various displays (design variation display, demo display, symbol stop display)”. Is displayed. For example, the effect display device 27 displays “sequentially frame images (images for each frame) specified by the received image data (image data for each frame)” on the display screen 27a for 24 seconds per second. By displaying the number of images (or 30 in the case of fast-forward playback), “moving images constituting various displays” are displayed.

  Here, in the VDP 222d, for example, display layers R1, R2, R3, R4... Rn as shown in FIG. 19 (n is a natural number, and the smaller the value of n, the higher the layer). Image data can be generated and transmitted to the effect display device 27 while using a method such as selecting display / non-display. That is, when it is not “demo display (described later)”, image data can be generated and transmitted to the effect display device 27 as follows. That is, when the sub-control board 220 does not receive the “operation effect signal” and the “abnormal notice effect signal” (hereinafter referred to as “general effect”), as shown in FIG. "Display layer R4 for displaying" and "Display layer R2 for displaying special symbol (variable display or fixed display)" are displayed, and a battle effect effect image (image display during operation effect) is displayed. “Image data” is generated for each frame while the display layer R3 for display and the display layer R1 for displaying the effect image of the abnormality notification effect are in a non-display state (transparent state), It can be transmitted to the effect display device 27.

  When the sub control board 220 receives the “operation effect signal” (hereinafter referred to as “operation effect signal”), as shown in FIG. 25A, the display layer R4 and the display layer R3 (the battle effect signal) are displayed. The display layer for displaying the image display at the time of the production of the production image and the display layer R2 are in the display state, and the display layer R1 (the display layer for displaying the production image of the abnormality notification production) is in the non-display state ( “Image data” is generated for each frame and transmitted to the effect display device 27. Details of the effect image of the battle effect will be described later.

  When the sub-control board 220 receives the “abnormality notification effect signal” (hereinafter, referred to as “abnormality notification effect”), as shown in FIG. Image data for performing composite image display combining the image display at the time of production ”is generated for each frame, or, as shown in FIG. “Image data for performing combined image display combining the image display” is generated for each frame and transmitted to the effect display device 27. That is, as shown in FIG. 24B, the VDP 222d sets the display layer R4, the display layer R2, and the display layer R1 to the display state and the display layer R3 to the non-display state (transparent state). "Image data" is generated for each frame and transmitted to the effect display device 27. Further, when an “abnormality notification effect signal” is received when performing an image display during an operation effect, as shown in FIG. 25B, one frame of “image data” is displayed while the display layers R1 to R4 are in the display state. Each time it is generated and transmitted to the effect display device 27.

  In addition, in the case of “during demo display (described later)” and not receiving the “abnormal notification effect signal” (hereinafter referred to as “demo effect”), “image for performing demo display”. Data "is generated for each frame and transmitted to the effect display device 27. For example, when a demo display is executed by displaying a background symbol, the display layer R4 is set to the display state, the display layers R1 to R3 are set to the non-display state (transparent state), and “image data” is set to one frame. Each time it is generated and transmitted to the effect display device 27. In addition, when “demo display is in progress” and the “abnormality notification effect signal” is received, “to display a composite image in which the image display at the time of the abnormality notification effect is combined with the image data for performing the demonstration display” Is generated for each frame and transmitted to the effect display device 27. For example, “image data” is generated for each frame while the display layers R4 and R1 are in the display state and the display layers R3 and R2 are in the non-display state (transparent state), and transmitted to the effect display device 27.

  Speakers SP1 to SP4 that output predetermined sound effects are electrically connected to the amplifier board 224. Further, the decoration driving board 226 is connected to various LED boards on which various decoration LEDs (lamps) provided on the front frame 4 and the game board 10 are mounted. The decoration drive board 226 receives signals from the sub-control board 220A and performs control related to game decoration.

  As shown in FIG. 15, a relay terminal board, a launch control unit 260A, a lower pan full tank switch 6s, and the like are connected to the payout control unit 240A. The payout control unit 240A is connected to a payout motor 109m, a front payout switch 109a, and a rear payout switch 109b constituting a game ball payout device (payout device) 109 via a relay terminal plate. Further, the main control unit 200A is connected to the payout control unit 240A so as to be capable of bidirectional communication.

  The payout control unit 240A is responsible for various types of control related to so-called ball rental and prize ball payout. For example, when the player operates the lending button 5c or the return button 5q, the operation signal is transmitted from the ball lending display board 410 to the payout control board 240 via the relay terminal board, and the payout motor 109m is based on the operation signal. A drive signal for driving the game ball is transmitted to the game ball payout device (payout device) 109 (the payout motor 109m).

  When the main control unit 200A outputs a prize ball payout command, the payout control part 240A receives this command and outputs a drive signal to the payout motor 109m to pay out the prize ball. Further, the game balls to be paid out are detected by two payout switches (the front payout switch 109a and the rear payout switch 109b) and input to the payout control unit 240A. Further, the number of prize balls paid out is also detected by the count switch 109c and counted by the main controller 200A.

  Next, the input / output relationship of signals or commands to the sub-control unit 220A (sub-control board 220) will be described. As described above, the sub-control unit 220A (sub-control board 220) is connected to the effect display control board 222 and various boards such as the amplifier board 224, the decoration drive board 226, and the effect button board 228. Further, as described above, when the sub-control unit 220A receives various effect commands (display control commands, etc.) from the main control unit 200A, the sub-control unit 220A interprets the content of the command and (a) the effect display device 27 Specific display contents, (b) sound effects output from the speakers SP1 to SP4, and (c) specific modes of lighting or blinking of various LEDs and lamps 4b to 4f are determined. Next, a drive signal (various symbol control commands) of the effect display device 27 is output to the effect display control unit 222A to perform variable display and stop display of effect symbols (pseudo symbols, background symbols, character symbols, etc.). At this time, display data (still image data, moving image data, etc.) of the displayed effect symbols (pseudo symbols, background symbols, character symbols, etc.) is built in the effect display device 27 or the effect display control board 222. The data stored in the display ROM (not shown) is used.

  Sound effects are output from the speakers SP <b> 1 to SP <b> 4 by outputting sound signals to the amplifier substrate 224 in accordance with the pseudo symbol variation display and stop display. In addition, by supplying a signal to the decorative driving board 226 and outputting driving signals of the various LED lamps 4b to 4h and 4G from the decorative driving board 226, various lamps (LEDs 4b to 4h, 4G, etc.) are turned on.・ Controls blinking operation. Further, when the player operates the effect button SW provided on the front side of the upper plate member 5, this operation signal is supplied to the sub-control unit 220A. The sub-control unit 220A is configured to be able to reflect the operation result on various effect contents including the effect display device 27 based on the supplied operation signal.

(3) Special Symbol Display Mode As described above, in this gaming machine 1, a final display (stop display) indicating the result of the special symbol winning lottery (winning determination), and an effect performed before the final display. Display (variable display) is performed simultaneously on two types of symbol display devices (lower right display device 80 and effect display device 27). Here, the special symbol (special symbol indicated by turning on and off the LEDs 82a to 82g) displayed on the lower right display device 80 (that is, the special symbol display unit 82) is “main symbol” (FIG. 20). See). In the gaming machine 1, the display mode (at least “stop symbol” and “variation time”) is determined in the “main control unit 200A (described later)” that governs the basic progression of the game.

  On the other hand, the special symbol displayed on the display screen 27a of the effect display device 27 is a “pseudo symbol”, and “a sub-control unit 220A that controls a game effect under the control of the main control unit 200A (described later). ) "Determines the variation mode and the stop symbol. Usually, this “pseudo symbol” is displayed for the same amount of time as this symbol, and the “display contents (big hit, miss, etc.)” of this “pseudo symbol” stop symbol is the stop symbol of this symbol. It is assumed that there is no contradiction with “display contents (big hit, miss, etc.)”. In the present embodiment, when symbol variation effect display (variable game) such as reach display using a special symbol is performed, the symbol variation effect display is performed on the effect display device 27 (pseudo symbol).

  Further, in the gaming machine 1, in the low probability mode (normal probability mode), when the winning / failing determination is made due to the winning of the game ball to the start winning device 17, the probability that the determination result indicating the jackpot is derived. Is about “1/315”. When the determination result indicating the big hit is derived, the big hit game execution means starts operating, and the gaming state of the gaming machine 1 becomes the big hit gaming state (special gaming state). As a result, the main control unit 200A drives the big prize opening solenoid 61c, sets the open / close plate 61b in the standing position to the forward leaning position, changes the closed big prize opening 61a to the open state, and the big hit game is performed. Be started. The open winning opening 61a in the open state has a predetermined time even if a predetermined number (for example, 10) of gaming balls enter the winning winning opening 61a or a predetermined number of gaming balls do not enter. When the time has elapsed, the closed state is restored and one round is completed. When the opening / closing operation of the big winning device 61 is repeated a plurality of times with a predetermined interval in between, the big hit game is terminated. Hereinafter, the display content of the present symbol and the pseudo symbol will be briefly described.

i) Big hit display with this symbol When the winning / non-winning determination is made due to the winning of the game ball to the start winning device 17 and the determination result indicating the big win is derived, the main control unit 200A determines that the “big hit type (big hit) Symbol type) ”is determined by random number lottery (hereinafter referred to as“ distribution lottery ”). Then, as shown in FIG. 21, the mode (type) of jackpot is determined as one of “normal jackpot”, “first probability variation jackpot”, and “second probability variation jackpot” by this random number lottery. Note that the random number (big hit symbol determination random number) for performing the “lottery lottery” is acquired at the timing when the start winning is generated, in the same manner as the random number for determining whether or not it is successful (random number for big hit lottery, etc.)

  Here, when the “ordinary big hit” occurs, the first big hit game in which the possibility of winning a prize ball is extremely high is executed, and the probability of the success / failure determination result being a big hit after the end of the first big hit game. Is a low probability (normal probability). The first jackpot game is a type of jackpot game (hereinafter referred to as “first game”) in which the opening / closing operation of the winning device 61 is repeated 15 times (15 rounds) with a predetermined interval (for example, an interval of 2 seconds) interposed therebetween. Is called a big hit game.) At this time, the time (first opening time) for which the grand prize winning device 61 is open in each round is set to “25 seconds”. In this way, the gaming state in which the probability that the result of the success / failure determination is a big hit is a low probability (normal probability) is the “low probability mode (low probability state)”. In addition, “the main symbol indicating normal big hit (stop symbol)” is displayed by turning on two LEDs as shown in the column in FIG. Note that the probability variation means will not operate after the special game related to the “normal jackpot” (the first jackpot game) ends, but the number of times the special symbol changes will be “100” or the next jackpot Until this occurs, the opening extension means and the fluctuation time shortening means are in an operating state.

  When the “first probable big hit” is generated, the first big hit game is executed, and after the first big hit game is executed, the probability of the success / failure determination being a big hit is high until the next big hit is generated. Probability. In this way, a gaming state in which the probability that the result of the success / failure determination is a big hit is a high probability (a winning probability that is approximately five times the normal probability) is the “high probability mode (high probability state)”. In addition, as shown in the column in FIG. 21 (c), the main symbol indicating “first probability variation big hit” (stop symbol) is displayed by lighting three LEDs.

  When the “second probability variation big hit” is generated, the second big hit game is executed, and after the second big hit game is finished, until the next big hit is generated, there is a high probability that the result of the determination is a big hit. It is said. However, as the second jackpot game resulting from the “second probability variation jackpot”, the opening / closing operation of the winning device 61 is repeated twice (two rounds) with a predetermined interval (for example, an interval of 2 seconds) interposed therebetween. It is. In this second jackpot game, the time (second opening time) for which the winning device 61 is open in each round is set to “0.2 seconds”. In addition, as shown in the column in FIG. 21 (d), the main symbol ("stop symbol") indicating "second probability variation big hit" is displayed by turning on four LEDs. In addition, if a “first probable big hit” or “second probable big hit” is generated, after the big hit game related to the big hit, the special symbol changes to “10,000 times” or the next big hit Until it occurs, the opening extension means and the fluctuation time shortening means are in an activated state.

ii) Out-of-line display with this symbol As shown in the middle column of FIG. 21 (a), stop display (definite display) of this symbol is performed by turning on one LED of the “special symbol display portion 82”. The stop symbol (determined symbol) displayed by the lighting of this one LED becomes a “disappearing symbol” indicating that the result of the special symbol winning lottery is “disappearing”. In this case, the big hit game execution means does not operate.

iii) Pseudo symbol (directing symbol)
Also in the effect display device 27, each time a special symbol variation start condition (whether or not lottery execution condition) is established, a pseudo symbol variation display (symbol variation effect display) is started on the display screen 27a. Then, when this variable display period (that is, a predetermined time) elapses, pseudo symbol stop display (determined display) is executed. At this time, the pseudo symbol stop display also displays the result of the lottery determination as in the case of the stop symbol of the main symbol.

  On the display screen 27a of the effect display device 27, as shown in FIG. 21 (b), when the pseudo symbol variation display is started, three pseudo symbol display portions 27b to 27d appear, and each pseudo symbol display portion. In 27b to 27d, variable display using “pseudo symbols”, stop display, and the like are performed. This pseudo-pattern variation display shows that the numbers from “1” to “9” are displayed in this order, and then the numbers from “1” to “9” are displayed again in this order. Consists of repeated “circular display”. Further, when the pseudo symbol display units 27b to 27d start the variable display, the background screen display unit 27h is displayed by other parts of the display screen 27a. And on this background screen display part 27h, a background design can be displayed or a character design can be displayed with this background screen.

  The confirmed symbols that are fixedly displayed on the pseudo symbol display portions 27b to 27d include the modes shown in the right columns of FIGS. 21 (a) to (c). That is, there are a “stop symbol indicating disengagement” in the right column of FIG. 21A and a “stop symbol indicating jackpot” shown in the right columns of FIGS. 21B and 21C. Among these, the “stop symbol indicating a big hit” is configured by arranging three “numbers” of “1” to “9” (the same three-digit number). However, when this “big hit” is “ordinary big hit”, even numbers are aligned (for example, “222”), and when it is “probable big hit”, odd numbers are aligned (for example, “777”). ).

(4) Outline of Symbol Fluctuation Effect Display In this gaming machine 1, the symbol variation effect display is “when it is completed without providing an operation valid period (hereinafter referred to as a validity period non-setting effect)” and “operation valid. There is a case where a period is provided in the middle of effect display (hereinafter referred to as an effective period setting type effect). Further, in the “effective period non-setting effect” and “effective period setting effect”, an abnormality notification effect may be executed. In the following, the outline of “the effect without the execution of the abnormality notification effect” will be divided into the “effective period non-setting effect” and the “effective period setting effect”, and then the “abnormality notification effect” will be described.

a. Outline of Effective Period Non-Setting Type Effect As shown in FIG. 24A, “effective period non-setting type effect without execution of abnormality notification effect” includes “display layer R4 for displaying background symbols” and “ “Display layer R2 for displaying special symbol (variable display or fixed display)” is displayed, and “Display layer R3 for displaying effect image of battle effect” and “effect image of abnormality notification effect” are displayed. This is performed using “image data” generated in a non-display state (transparent state). That is, this “effective period non-setting type effect” is performed in the form of the “general effect” described above. Also in this “effective period non-setting type production”, when a start winning is generated and a special symbol variation start condition (whether or not determination execution condition) is satisfied, the special symbol display of the lower right display device 80 shown in FIG. The unit 82 (LEDs 82a to 82g) starts lighting display (variable display of the present symbol) and, as shown in FIGS. 22A to 22C, the display screen 27a (pseudo symbol display unit 27b) of the effect display device 27. ~ 27d), the symbol variation effect display using the pseudo symbol is started.

  Then, after a predetermined time has elapsed, the special symbol display portion 82 (LEDs 82a to 82g) displays the final symbol stop symbol and also displays the pseudo symbol stop symbol on the display screen 27a. Note that “out-of-display” illustrated in FIG. 22A is “out-of-range display without a reach effect (so-called“ normal out ””), and “out-of-display” illustrated in FIG. 22B is “reach”. This is a display accompanied with an effect (so-called “outgoing reach”). Here, the reach display (reach effect) refers to, for example, a symbol other than a symbol that finally stops (hereinafter referred to as “final stop symbol”) in the middle of the variation display (effect display) as a predetermined symbol. This is a stunning display that indicates that there is a possibility that a jackpot display may be made depending on the type of the final stop symbol. For example, if the stop symbol of multiple symbols is the same symbol, when the big hit display is completed, the symbols other than the final stop symbol are stopped at the same symbol, ) Indicates an indication that there is a possibility.

  As shown in FIG. 22 (c), a stop display (confirmation display, jackpot display) is made to the effect that “the result of the determination of success / failure is a winning (big hit)” using the “special symbol (pseudo symbol) stop symbol”. In this case, after the “reach display” is performed during the symbol variation effect display (variation display) of the special symbol (pseudo symbol), this fixed display is performed. When this “big hit display” is made, after executing “shift display for shifting to big hit” or the like, the gaming state of the gaming machine 1 shifts to the big hit state, and the big hit game is started.

b. Outline of Effective Period Setting Type Effect Also in “effective period setting type effect without execution of abnormality notification effect”, when the special symbol change start condition (whether or not determination execution condition) is satisfied, the special symbol display unit 82 (LEDs 82a to 82g). ) To start lighting display (variable display of this symbol). At the same time, as shown in FIG. 23, the pseudo-symbol display units 27b to 27d also start the design variation effect display using the pseudo-symbol (a1). Also in this case, as shown in FIG. 24A, the “display layer R4 for displaying background symbols” and the “display layer R2 for displaying special symbols (variable display or fixed display)” are displayed. “Display layer R3 for displaying the effect image of the battle effect” and “Display layer R1 for displaying the effect image of the abnormality notification effect” are generated as the non-display state (transparent state). The symbol variation effect display is started using “data”.

  Then, when a predetermined time has elapsed after the start of the symbol variation effect display, as shown in FIG. 23, a “graphic showing the effect button 32” is displayed on the display screen 27a (a2), and the “operation valid period” is displayed. Be started. That is, the pseudo symbol display portions 27b to 27d are reduced in size to display a special symbol (pseudo symbol) on the peripheral portion side of the display screen 27a, and a “graphic indicating an effect button” on any part of the display screen 27a. Is displayed (a2). In this embodiment, the “graphic indicating the effect button” is displayed using the “display layer R4 for displaying the background symbol”, but other than “display layer R2 for displaying the special symbol”, etc. It is good also as displaying using this display layer.

  When the effect button 32 is operated during this operation valid period (the symbol P in the figure indicates that the effect button 32 has been operated), as shown in FIG. 23, the “effect button 32” is displayed on the display screen 27a. Is deleted (a3), and the player is informed that “the operation of the effect button 32 has been invalidated”. The operation effect is executed on the display screen 27a until the change time of the symbol change effect display elapses (a3 to a5). Specifically, a plurality of character symbols appear on the display screen 27a, and a so-called “battle effect” is executed (a3 to a5). That is, “octopus character” and “squid character” appear on the display screen 27a (a3). Then, after performing “the one of the octopus character and the squid character being pressed and pressed” (a4), an image indicating that one character has won is displayed (a5), and the battle effect is ended. Thereafter, when the variation time of the symbol variation effect display elapses, the pseudo symbol display units 27b to 27d are returned to the size at the time of starting the variation, and then the symbol variation effect display is completed, and the stop symbol indicating the result of the determination of success or failure is shown. Is stopped and displayed (a6). The “operation effect (battle effect)” shown here is, as shown in FIG. 25A, “display layer R4 for displaying background symbols” and “effect image for displaying the battle effect”. “Display layer R3” and “display layer R2 for displaying special symbol (variable display or fixed display)” are displayed, and display layer R1 for displaying the effect image of the abnormality notification effect is not displayed. This is performed using “image data” generated as (transparent state).

  On the other hand, when the effect button 32 is not operated during the operation effective period, as shown by the “dashed arrow” in FIG. (A7). In this case, the operation effect is not executed and the general effect is continued (a7, a8). When the variation time of the symbol variation effect display elapses, the symbol variation effect display is completed, and the stop symbol indicating the result of the determination of success / failure is stopped and displayed (a6).

c. Abnormality notification effect The abnormality notification effect will be described with reference to FIGS. 24B, 25B, and 26. FIG. This abnormality notification effect is received for a predetermined time (hereinafter referred to as “abnormality notification effect time”) by the sub-control board 220 receiving an “abnormality notification effect signal” (in other words, a dodge flag described later is set). To be executed. That is, when the dodge flag is set during the general effect, as shown in FIG. 24B, “display layer R4 for displaying the background symbol” and “special symbol (variation display or fixed display) are displayed. Display layer R2 ”and“ display layer R1 for displaying the effect image of the abnormality notification effect ”are displayed, and“ display layer R3 for displaying the effect image of the battle effect ”is not displayed (transparent The “abnormality notification effect” as shown in FIG. 26B is performed using the “image data” generated as a state (see c4 and c5 in the figure).

  Further, when the dodge flag is set during the operation effect, as shown in FIG. 25 (b), “display layer R4 for displaying the background symbol” and “display layer for displaying the effect image of the battle effect” “R3”, “display layer R2 for displaying special symbol (variable display or fixed display)”, and “display layer R1 for displaying effect image of abnormality notification effect” are generated as display states. Using the “image data”, an “abnormality notification effect” as shown in FIG. 26A is performed (see b4 and b5 in the figure).

  As described above, regardless of whether the dodging flag is set during the general effect or during the operation effect, as shown in FIGS. 26A and 26B, the display screen 27a displays “display for prompting dozing stop”. (Displaying characters such as “Please stop dodging”) ”is performed (see b4, b5, c4, and c5). Then, when the “abnormality notification effect time” has elapsed, the abnormality notification effect ends.

(5) Command transmission The gaming machine 1 of this embodiment performs various controls in order to realize the above-described “variation effect display (symbol variation effect display)” and the like. When executing this control, various commands are transmitted from the main control unit 200A (main control board 200) to the sub control unit 220A (sub control board 220). Next, how this command is transmitted will be described with reference to the schematic diagram of FIG.

  The main control unit 200A and the sub control unit 220A are connected by a 9-bit width parallel signal cable. Of these, one bit is allocated for outputting a strobe signal, and the remaining eight bits are allocated for command output. When a command is output from the main control unit 200A to the sub-control unit 220A, first, command data for 8 bits is output to an 8-bit signal cable assigned for command output, and then A 1-bit strobe signal is output. Further, the sub control unit 220A can reliably read the command transmitted from the main control unit 200A by reading the command data at the rising timing of the strobe signal. Here, examples of commands output from the main control unit 200A (main control board 200) to the sub control unit 220A (sub control board 220) include those illustrated in FIG. 27B. That is, (A) an effect pattern designation command (also referred to as a variation pattern designation command, hereinafter referred to as “CHP”), (B) a special symbol stop information designation command (hereinafter referred to as “CJS”). Etc.) The effect pattern designation command is also a command for starting the pseudo symbol variation and designating the pseudo symbol variation time.

(6) Outline of Game Control by Main Control Unit 200A FIG. 28 is a flowchart showing a rough flow of game control processing executed by the CPU 201 mounted on the main control board 200. In this game control process, a demo display process 50, a prize ball payout process (S80), a normal symbol game process (S100), a normal electric game game process (S200), a special symbol game process (S300), and a big hit game process (S700). ) Etc. are repeatedly executed. Note that the CPU 201 mounted on the main control board 200 of the present embodiment is configured to execute the processing of S50 to S700 in FIG. 28 every time a timer interrupt with a period of 4 msec occurs after the power is turned on. That is, the processing of S50 to S700 in FIG. 28 is repeatedly executed every 4 msec.

  The above-mentioned CTC (counter / timer circuit) is set to generate an interrupt every about 2 msec. When an interrupt is generated by CTC, various random numbers are updated and various game balls are detected. The process of detecting the state of the switch (normal symbol operation gate passage detection switch 16s, start winning detection switch 17s, winning ball detection switches 40s, 41s, 43s, 44s, etc.) is performed. In the game control shown in FIG. 28, the normal symbol game process (S120) and the normal electric motor are performed while the interrupts are generated almost twice during the control cycle to update various random numbers and detect the game state. An accessory game process (S200), a special symbol game process (S400), a big hit game process (S700), and the like are performed. During these processes, various signals are transmitted to various control boards including the sub-control board 220. By doing so, the game of the entire gaming machine 1 proceeds. Hereinafter, the game control process will be described with reference to the flowchart of FIG. However, a detailed description of the big hit game process (S700) is omitted among the processes constituting the game control process shown in FIG.

A. Demo display process (S50)
The CPU 201 mounted on the main control board 200 performs a demonstration display process (S50) shown in FIG. Here, the demonstration display (demonstration display) is an effect performed when the special symbol variation display (described later) is interrupted for a certain time (for example, 1 minute 30 seconds).

  When starting the demonstration display process (S50), the CPU 201 determines whether or not the execution of the variable symbol special display is stopped (in other words, whether or not the number of special symbols held is "zero") ( S52). If it is determined that the execution of the special symbol variation display has not been stopped (S52; NO), the demonstration display is unnecessary, so the demonstration display process (S50) is immediately terminated, and the game control of FIG. Return to processing.

  On the other hand, when it is determined that the execution of the special symbol fluctuation display is stopped (S52; YES), it is determined whether or not the elapsed time after the stop of the execution has reached a predetermined time (for example, 1 minute 30 seconds). Judgment is made (S56). If the elapsed time has not reached the predetermined time (S56; NO), the demonstration display process (S50) is terminated, and the process returns to the game control process of FIG. On the other hand, if the elapsed time has reached the predetermined time (S56; YES), after outputting a demonstration effect command (see DQR in FIG. 21) from the main control unit 200A to the sub-control unit 220A. (S58), the process returns to the game control process of FIG.

  Unlike the present embodiment, the demonstration display can be a display performed to attract the player's attention during a so-called customer waiting state (that is, during non-game). In this case, in the process of S52, it is determined whether or not the touch switch 9a (see FIG. 1) provided on the firing handle 9 is ON, in addition to stopping the execution of the special symbol variation display. Then, when the special symbol variation display is in the execution stop state and the touch switch 9a is OFF, the "elapsed time that the touch switch 9a is continuously OFF" is detected in the process of S54. When the elapsed time that is continuously OFF has reached a predetermined time (for example, 3 minutes), the main control unit 200A may output a demonstration effect command to the sub-control unit 220A. Good.

B. Prize ball payout processing (S80)
The CPU 201 mounted on the main control board 200 performs a process of paying out game balls as prize balls (prize ball payout process) (S80). That is, the state of the start winning detection switches 17s, 17t or the winning ball detection switches 40s, 41s, 43s, 44s is detected to determine whether or not a game ball has entered. If a game ball has entered, this information is stored in a predetermined area of the RAM 202 mounted on the main control board 200. Based on the information stored on the RAM 202, a prize ball payout signal is output toward the payout control board 240. If the winning information for the start winning detection switch 17s or the like has already been stored on the RAM 202, an appropriate payout number including the previously stored information is specified and a payout signal is output. To do.

  When outputting a payout signal from the main control unit 200A to the payout control unit 240A, first, a strobe signal is output toward the payout control unit 240A (payout control board 240), and then signal data is output. On the other hand, when the CPU mounted on the payout control board 240 constituting the payout control unit 240A receives the payout signal, the CPU interprets the content of the signal and sends a drive signal to the payout motor 109m mounted on the prize ball payout device 109. Is output and award balls are paid out. The prize ball payout device 109 is provided with two payout switches (a front payout switch 109a and a rear payout switch 109b) for detecting a payout game ball. While detecting each, a process of paying out the number of prize balls specified by the payout signal is performed. The game ball payout device 109 constitutes a specific example of a “payout device”.

C. Normal symbol game processing (S100)
In the normal symbol game process (S100), the normal symbol display of the lower left display device 70 is triggered by the detection of the game ball by the normal symbol operation gate passage detection switch 16s (detection that the game ball has passed the normal symbol operation gate 16). In part 76, the normal symbol variation display is started. When the CPU 201 determines that the execution time of the normal symbol variation display has elapsed while repeatedly performing the game control process of FIG. 28, the CPU 201 performs the stop display of the normal symbol stop symbol. Further, when the CPU 201 determines that the stop symbol stop display time (for example, 0.5 seconds) has elapsed while repeatedly performing the game control process of FIG. 28, the stop symbol activates the ordinary electric accessory 17d. It is determined whether it is a symbol to be activated (a normal symbol hit symbol) or not a symbol to be actuated (ordinary symbol deviating symbol).

  If the stop symbol is a symbol that activates the ordinary electric accessory 17d (second start winning portion 17b) (a normal symbol winning symbol), whether or not the opening extension function of the ordinary electric accessory 17d is activated. (That is, whether or not the opening extension means is in operation) is determined, and when the opening extension means is in operation, the opening time of the ordinary electric accessory 17d (second start winning portion 17b) is set to “open extension. After setting the release time at the time of function operation (for example, the above-mentioned 3 seconds), the normal symbol game process (S100) is terminated, and the game control process of FIG. 28 is resumed. On the other hand, when the opening extension means is not in operation, after setting the opening time of the ordinary electric accessory 17d to “opening time when the opening extension function is not operated (for example, 0.5 seconds as described above)”, the normal symbol game process Is finished and the process returns to the game control process of FIG.

  Note that the CPU 201 does not operate the normal electric accessory 17d (second start winning portion 17b), does not execute the normal symbol variation display in the normal symbol display unit 76, and executes the normal symbol stop display. If it is determined that the number of holds for the normal symbol is not “0”, the normal symbol variation display is started. Further, the number of holdings for the normal symbol is “+1” when the game ball passes through the normal symbol operating gate 16 and the number of holdings for the normal symbol is less than a predetermined number (four in this embodiment). It is set to “−1” every time the symbol variation display is started.

D. Normal electric game processing (S200)
FIG. 30 is a flowchart showing an outline of the ordinary electric accessory game process. When the ordinary electric accessory game process is activated while the CPU 201 performs the game control process of FIG. 28, the ordinary electric accessory 17d ( It is determined whether or not the second start winning portion 17b) is in operation (whether or not the second start winning portion 17b is in an open state). If it is determined that the second start winning device 17b is in an open state (S201; YES), the operation time (second second) of the ordinary electric accessory 17d (second start winning portion 17b) is determined. It is determined whether or not a predetermined time for maintaining the start winning device 17b in the open state has elapsed (3 seconds in the open extension mode and 0.5 seconds in the normal open mode) (S202). When it is determined that the operation time has passed the predetermined time (S202; YES), the second start winning device in the open state is stopped by stopping the operation of the ordinary electric accessory 17d (second start winning portion 17b). 17b is brought into a closed state (S206), and the ordinary electric accessory game process is terminated.

  However, when the CPU 201 determines that a predetermined number (for example, 8) of game balls have entered the second start winning device 17b while the ordinary electric accessory 17d (second start winning portion 17b) is opened. Even when the aforementioned operating time (opening time) has not reached the predetermined time, the operation of the ordinary electric accessory 17d (second start winning portion 17b) is stopped (S206), and the ordinary electric accessory 17d game processing is performed. Terminate. Further, in the gaming machine 1, when the ordinary electric accessory 17d is operated, the ordinary electric accessory solenoid 17c provided therein is driven, and a pair of wing pieces of the ordinary electric accessory 17d (second start winning portion 17b) is driven. The portion rotates outward, and the second start winning portion 17b is opened.

E. Special Symbol Game Processing Next, an outline of the special symbol game processing will be described with reference to FIGS. When the special symbol game process is started, as shown in FIG. 31, first, it is determined whether or not a game ball has won the start winning device 17 (S302). If a negative determination (determination that no game ball has been won) is made in the process of S302 (S302; NO), the process proceeds to S308 and subsequent steps. On the other hand, if it is determined that a game ball has won the start winning device 17 (S302; YES), it is determined whether or not the “special symbol hold count” is less than a predetermined number (in this embodiment, less than 4). Determination is made (S304). In the process of S304, if it is determined that the number is less than the predetermined number (S304; YES), a determination random number (lottery random number) related to winning in the start winning device 17 is acquired, and this determination random number (lottery random number) is acquired. ) Is stored at a predetermined address of the RAM 202 mounted on the main control board 200, and the "number of special symbols reserved" is incremented by "+1" (S306).

  Here, as the determination random number (lottery random number) acquired in the process of S306, (a) whether or not to determine whether or not to make a big hit (whether or not a big hit is caused) (B) a random number for determination used to determine a symbol to be stopped and displayed on the special symbol display unit 82 (hereinafter referred to as “special symbol 1 symbol determination random number”), (c) ) There is a reach random number for determining whether or not to perform reach display in the pseudo symbol variation display executed on the display surface 27a of the effect display device 27.

  In the process of S308, it is determined whether or not a big hit game is being executed (S308). Specifically, if the big hit game flag (see the process of S378 in FIG. 32) is set (set to ON), a positive determination is made in the process of S308. The jackpot game flag indicates that the jackpot game execution means (a control program, which is stored in the ROM 203) is in operation.

  When the CPU 201 determines that the big hit game is being executed (S308; YES), the special symbol game process is terminated and the process returns to the game control process of FIG. On the other hand, if it is determined in the processing of S308 that the big hit game is not being executed (S308; NO), it is determined whether or not the special symbol is changing (S310). If the special symbol is not changing (S310; NO), it is considered that either the special symbol has not yet changed, or has been stopped and displayed as a stop symbol after the change display. Therefore, it is determined whether or not it is during the stop display time for displaying the stop symbol of the special symbol (in this embodiment, this stop display time is set to 0.6 seconds) (S312). If the special symbol is not variably displayed (S310; NO), and if it is not within the stop display time during which the special symbol is stopped (S312; NO), whether or not the variable display can be started. Is determined (S314).

  The “condition for starting the variable display of the special symbol” is that “the number of holds regarding the special symbol” is not “zero”. Then, if “the number of holds regarding the special symbol” is “zero” (S314; YES), the special symbol game process (S300) is terminated and the process returns to the game control process of FIG. On the other hand, if the “number of reserved symbols related to special symbol” is not “zero”, the oldest determination random number (obtained in S306) is read from a predetermined address in the RAM 202 (S316), and a determination is made (S320b). In this success / failure determination process (S320), as shown in FIG. 33, it is first determined whether or not the gaming mode of the gaming machine 1 is a high probability mode (S322), and when it is a high probability mode (S322; (YES), “Winning determination (lottery to determine whether or not to generate a big hit)” is performed using the “high probability data table” and the “determination random number read in the process of S316” (S324). When the game mode of the machine 1 is the low probability mode (normal probability mode) (S322; NO), the determination of success / failure is made by using the “low probability data table” and the “determination random number read in the process of S316”. (Lottery of whether or not to generate a big hit) "is performed (S326). In the high probability mode, the fluctuation shortening function for shortening the fluctuation time of the special symbol and the normal symbol as compared with the normal is operated, and the opening extension function of the second start winning portion 17b (ordinary electric accessory 17d) is provided. In some cases, the fluctuation shortening function and the open extension function are not activated (described later).

  If the win / no-go determination made in the process of S324 or S326 is a big hit (S330; YES), after setting the big hit flag (set to ON) (S332), the win / no-go determination process (S320) is terminated and the symbol variation start process The process proceeds to (S500). Further, when the result of the determination is wrong (S330; NO), “after setting a set off flag (a flag indicating that no big hit has occurred) (set to ON) (S339), the success / failure determination process (S320) is performed. The process ends, and the process proceeds to the symbol variation start process (S500).

  In the symbol variation start processing (S500), as shown in FIG. 34, first, variation setting processing (S510, S540) and the like are performed based on the result of the success / failure determination processing (S320). That is, in the process of S502, when it is determined that the result of the success / failure determination process (S320) is “big hit” (S502; YES), the process proceeds to S510 and “big hit fluctuation setting process” is performed. In the jackpot variation setting process (S510), the symbol determination random number acquired in the process of S306 (see FIG. 31) is read, and the symbol (hit block symbol) to be stopped and displayed on the special symbol display unit 82 is set (determined). Then, using the “effect pattern table (variation pattern table) selected in consideration of the determined jackpot design and the gaming state (game mode) of the gaming machine 1”, the effect pattern (variation) (Pattern) is set (determined).

  That is, when the determined jackpot symbol is “a jackpot symbol indicating a normal jackpot” or “a jackpot symbol indicating a first probability variation jackpot”, the gaming state (game mode) of the gaming machine 1 is taken into consideration. A production pattern table is selected from among (a) to (c), and a production pattern is set (determined). That is, when the gaming state of the gaming machine 1 is “a state in which shortening variation is performed with high probability (high probability shortening variation mode)”, the rendering pattern table (high probability shortening rendering pattern table) in FIG. select. Further, when the gaming state of the gaming machine 1 is “a state with low probability and performing shortening variation (low probability shortening variation mode)”, the effect pattern table (low probability shortening effect pattern table) of FIG. ) Is selected. Furthermore, when the gaming state of the gaming machine 1 is “a state with low probability and normal variation (low probability normal variation mode)”, the effect pattern table (low probability normal effect pattern table) of FIG. ) Is selected.

  In addition, when the determined jackpot symbol is “a jackpot symbol indicating a second probability variation jackpot”, the gaming state (game mode) of the gaming machine 1 is taken into consideration, among the FIGS. 35 (d) to (f). Any one of the effect pattern tables is selected, and a process for setting (determining) the effect pattern is performed. That is, when the gaming state of the gaming machine 1 is “a state in which shortening variation is performed with high probability (high probability shortening variation mode)”, the effect pattern table (high probability shortening effect pattern table) of FIG. select. When the gaming state of the gaming machine 1 is “a state with low probability and performing shortening variation (low probability shortening variation mode)”, the effect pattern table (low probability shortening effect pattern table) of FIG. ) Is selected. Furthermore, when the gaming state of the gaming machine 1 is “a state with low probability and normal variation (low probability normal variation mode)”, the effect pattern table (low probability normal effect pattern table) of FIG. ) Is selected.

  On the other hand, in the process of S502, if it is determined that the result of the success / failure determination process (S320) is not “big hit” (S502; NO), the process proceeds to S540, and “outgoing fluctuation setting process” is performed. In the deviation variation setting process (S540), the effect pattern is determined by random lottery using “the effect pattern table selected in consideration of the gaming state (game mode) of the gaming machine 1 and whether or not the reach effect is executed”. The process of setting (determining) is performed. Thereafter, a symbol determination random number is acquired, and a process of setting a stop symbol is performed. Whether or not the reach effect is executed is determined based on the reach random number acquired in the process of S306 (see FIG. 31) and the read reach random number.

  That is, the CPU 201 has a gaming state (game mode) of the gaming machine 1 that is “a state in which shortening variation is performed with high probability (high probability shortening variation mode)”, and the reach is determined in the symbol variation to be started based on the read reach random number. If it is determined not to be performed, the “reaching effect pattern table for reach” in FIG. 36C is selected, and if it is determined that the reach is performed, the “effect pattern table for reach” in FIG. ”Is selected. In addition, the gaming state (gaming mode) of the gaming machine 1 is “a state in which shortening variation is performed with low probability (low probability shortening variation mode)”, and the reach is not performed in the starting symbol variation based on the read reach random number. If it is determined, the “reaching pattern table for reach” in FIG. 36B is selected, and if it is determined that the reach is performed, the “effect pattern table for reach” in FIG. 36B is selected. To do. Further, the gaming state (gaming mode) of the gaming machine 1 is “a state in which normal fluctuation is performed with a low probability (low probability normal fluctuation mode)”, and the reach is not performed in the starting symbol variation based on the read reach random number. If it is determined, the “reaching pattern table for reach” in FIG. 36A is selected, and if it is determined that the reach is performed, the “effect pattern table for reach” in FIG. 36A is selected. To do.

  In this embodiment, the “shortening variation mode (short time mode)” refers to a state in which the variable time shortening function (short time function) is in operation. In the “high probability open extension mode” and the “normal probability open extension mode”, the variable time reduction function (time reduction function) operates. Therefore, in the description of the present embodiment, “shortening variation mode (short time mode)” can be read as “open extension mode”. 35 and 36, a plurality of effect patterns are stored in association with the “random number value”, and the “effect pattern used for symbol variation” is selected based on random lottery. It is determined. For convenience of explanation, FIGS. 35 and 36 show an effect pattern table storing a small number of effect patterns. Actually, these effect pattern tables include a large number of effect patterns (for example, 20 kinds of effect patterns). , 50 types, 100 types).

  Here, as shown in FIG. 36, when the determination result is “out”, the “variation time specified by the shortened effect pattern (shortened variation pattern)” is “normal effect pattern (normal variation pattern)”. There is a high possibility of being shortened compared to the “variation time specified by”. Further, in the present embodiment, when the result of the determination is “displaced”, the number of reserved special symbols is considered. That is, when the number of reserved special symbols is further considered, and the number of held is small (for example, when the number of held at the time of determining the effect pattern is “1”), the effect pattern specifying the longer variation time is selected, When the number of holdings is large (for example, when the number of holdings at the time of determining the production pattern is “3” to “4”), there is a tendency to select the production pattern that specifies a shorter variation time. In addition, the variation time specified by the effect pattern selected when it is determined that the reach display is not performed is compared with the change time specified by the effect pattern selected when the reach display is determined. There is a tendency to be shortened.

  In FIG. 35 and FIG. 36, an “effect pattern that specifies a fluctuation time exceeding 25 seconds (effect pattern with a circle in the drawing)” is an effect pattern that is an operation effect (the operation effective period can be started). In this case, the “operation valid period” is started during the symbol variation effect display. Each “effect pattern table” described in the present embodiment is preset in the ROM 203 mounted on the main control board 200.

  After the processing of S510 or S540, the CPU 201 starts the variation of the special symbol in the special symbol display unit 82 (S590) and indicates the start of the symbol variation toward the sub control unit 200A (sub control board 220). A predetermined command (design variation start command) is transmitted (S592). That is, the CPU 201 of the main control board 200 transmits an “effect pattern designation command (command for designating an effect pattern)”, a “special symbol stop information designation command” and the like to the sub control board 220. Further, the CPU 201 performs a process of subtracting “1” from the “number of reserved special symbols” and a process of transmitting a command for specifying the number of held after the subtraction to the sub-control board 220 (S595). ), The symbol variation start process (S500b) is terminated, the special symbol game process (S300) is terminated, and the process returns to the game control process of FIG.

  Next, when it is determined that the special symbol is changing (S310; YES) in the process of S310 of the special symbol game process (S300) (see FIG. 31), the special pattern effect pattern and the stop pattern are already present. Is determined, and the change of the special symbol is started. Therefore, it is determined whether or not the special symbol variation time has elapsed (S341). That is, since the variation time of the special symbol is determined in advance according to the effect pattern, it is determined whether a predetermined variation time has elapsed by setting the timer at the same time as the variation of the special symbol is started. If the variation time has not yet elapsed (S341; NO), the special symbol game process (S300) is terminated as it is, and the process returns to the game control process shown in FIG.

  On the other hand, if it is determined that the fluctuation time has elapsed (S341; YES), the changing special symbol is stopped (S344), the stop symbol is displayed, and a symbol stop command is sent to the sub-control board 220. (S346). The symbol stop command is transferred to the effect display control board 222 via the sub control board 220. Then, after setting the stop display time for stopping and displaying the special symbol (S348), it is determined whether or not the set stop display time has elapsed (S350).

  If it is determined in S350 that the special symbol stop display time has not elapsed (S350; NO), the special symbol game process (S300) is terminated as it is, and the game control process shown in FIG. 28 is resumed. . On the other hand, when the special symbol stop display time has elapsed (S350; YES), it is determined whether or not the stop display mode is a mode of jackpot (big jackpot symbol) (S352 of FIG. 32).

  If an affirmative determination is made in the process of S352, the CPU 201 of the main control board 200 displays the current game progress status in a buffer (reference buffer at the end of the big hit game) for reference at the end of the “big hit game”. The information shown is set (stored) (S354). Specifically, “type of jackpot (whether or not it is a promising big hit)” and “game state flag state” are set (stored) (S354). Here, the “game state flag” is a flag (probability change flag, fluctuation shortening flag, release extension flag, etc.) indicating “the game state of the gaming machine 1”. In the process of S354, these flags are set to “ON”. Whether “set” or “set to OFF” is set. In addition, a specific area of the RAM 202 mounted on the main control board 200 functions as a buffer (buffer for reference at the end of the big hit game) used in the process of S354.

  Subsequent to the process of S354, the process proceeds to S356 and subsequent processes, and the mode of “big hit game” is distributed according to the type of big hit that has occurred. First, when the generated “big hit is“ second probable big hit (2R big hit) ”(S372; YES), after setting the“ opening pattern of the big winning opening 31a in the second big hit game ”(S374) , The process proceeds to S378, and if the generated big hit is “ordinary big hit or first probability variation big hit” (S372; NO), after setting the “open pattern of the big winning opening 31a in the first big hit game” (S376), the process proceeds to S378.

  In the process of S378, a process of setting a big hit game flag (set to ON) is performed. The game state of the gaming machine 1 is shifted to the “hit game state” by setting the “hit game flag” (the jackpot game execution means starts operating). In the gaming machine 1 of the present embodiment, While the “big hit game flag” is set (that is, when the big hit game execution means is in operation), the probability changing function, the time shortening function (variable time shortening function), and the opening extension function are not activated. For this reason, after the process of S378, the special symbol game process (S300) is completed through a series of processes after S380.

  That is, in the process of S378, if the “big hit game flag” is set, it is determined whether or not the probability variation flag is set (set to ON) (S380), and if not set (S380; NO), it remains as it is. When the process proceeds to S384 and is set (S380; YES), the probability variation flag is canceled (set to OFF) (S382), and then the process proceeds to S384. Then, in the process of S384, it is determined whether or not the fluctuation shortening flag is set (set to ON). If it is not set (S384; NO), the special symbol game process (S300) is directly exited. Returning to the game control process of FIG. On the other hand, when it is determined in the process of S384 that the fluctuation shortening flag is set (set to ON) (S384; YES), after the fluctuation shortening flag and the open extension flag are canceled (set to OFF) ( S386, S387), the special symbol game process (S300) is exited, and the process returns to the game control process of FIG. In any case, when the process returns to the game control process of FIG. 28, the big hit game process (S700) is started, and the aforementioned big hit game (the first big hit game or the second big hit game) is executed.

  When the big hit game is ended, the “big hit game end reference buffer (see S354 of FIG. 32)” described above is referred to, so that “the big hit symbol (hereinafter referred to as the big hit game) Information on the type of “this jackpot symbol” (normal jackpot symbol, first probability variation jackpot symbol, second probability variation jackpot symbol) is acquired, and based on this information, the game mode after the jackpot game ends The process which sets etc. is performed. In other words, when “this big hit symbol” is “ordinary big hit symbol”, processing for setting “100” in the variation shortening counter, processing for setting the variation shortening flag, and processing for setting the release extension flag And do. As a result, after the special game (the first jackpot game) related to the “normal jackpot” is finished, the special symbol is changed to “100 times” (until the value of the fluctuation shortening counter becomes zero). The extension means and the fluctuation time shortening means are activated. However, when the next big hit occurs, the opening extension means and the fluctuation time shortening means stop operating. When the big hit game related to the normal big hit is finished, the CPU 201 mounted on the main control board 200 sends a mode designation command for designating that the gaming mode of the gaming machine 1 is the “low probability shortening variation mode” to the sub control board 220. Send to.

  In addition, when the current big hit symbol is “probable big hit symbol (first probable big hit symbol or second probable big hit symbol)”, the process of setting the probability variable flag (set to ON) and “ The process of setting “10,000”, the process of setting the fluctuation shortening flag, and the process of setting the release extension flag are performed. In other words, if a “first probability change big hit” or “second probability change big hit” occurs, the probability that the result of the success / failure determination will be a big hit is high after the big hit game related to the big hit is completed until the next big hit is generated. It is said. In addition, after the jackpot game related to the jackpot is over, the opening extension means and the fluctuation time shortening means are in an operating state until the number of changes of the special symbol becomes “10,000 times” (until the value of the fluctuation shortening counter becomes zero). It becomes. However, when the next big hit occurs, the opening extension means and the fluctuation time shortening means stop operating. When the big hit game related to the “first probability variation big hit” or “second probability variation big hit” is finished, the CPU 201 mounted on the main control board 200 sets the game mode of the gaming machine 1 to “high probability shortening variation mode”. ”Is sent to the sub-control board 220.

  Next, a process when a negative determination is made in the process of S352 of FIG. 32 will be described. That is, when the special symbol stopped and displayed on the special symbol display unit 82 is “disconnected symbol” (S352; NO), it is determined whether or not the fluctuation shortening flag is set (set to ON) (S398). If the fluctuation shortening flag is not set (S398; NO), that is, if the game mode at the time of occurrence of the deviation is the “high probability normal fluctuation mode”, the special symbol game process (S300) is left as it is, Returning to the game control process of FIG.

  On the other hand, when the variation shortening flag is set (set to ON) (S398; YES), that is, when the game mode at the time of occurrence of the deviation is “low probability shortening variation mode” or “high probability shortening variation mode” After the value of the fluctuation shortening counter is set to “−1” (S400), it is determined whether or not the value of the fluctuation shortening counter is “zero” (S404). If it is not “zero” (S404; NO), the special symbol game process (S300) is exited as it is, and the process returns to the game control process of FIG.

  On the other hand, when it is determined in the process of S404 that the value of the variation shortening counter has become “zero” (S404; YES), the gaming mode of the gaming machine 1 is changed from the low probability shortening variation mode to the low probability normal variation mode. Will be switched to. For this reason, the process of canceling the fluctuation shortening flag (set to OFF) (S410), the process of canceling the release extension flag (setting to OFF) (S416), and the process of transmitting the mode designation command to the sub control board 220 (S416). After performing S430), the special symbol game process (S300) is exited and the process returns to the game control process of FIG. In the process of S430, a “mode designation command” that designates the low-probability normal variation mode is transmitted to the sub-control board 220.

(7) Effect Control Processing Using FIG. 37, sub-control unit 220A (CPU 220a of sub-control board 220 constituting sub-control unit 220A) cooperates with effect display control unit 222A (CPU 222a of effect display control board 222). The outline of the “effect control process” performed in this way will be described. Note that FIG. 37 shows only main processes among the processes constituting the effect control process. In this effect control process, when the gaming machine 1 is turned on or the reset switch is pressed (S950; YES), first, an initialization process is performed (S960). Thereafter, until the power is turned off (until an affirmative determination is made in S2300), a demonstration effect process (S980), a button determination process (S1000), a symbol variation effect related process (S1100), and an abnormality notification effect process Main processes such as (S1300) are repeatedly executed. Here, the CPU 220a mounted on the sub-control board 220 of the present embodiment is configured to execute the processing of S980 to S2300 in FIG. 37 every time a timer interrupt with a period of 2 msec occurs after the power is turned on. . That is, the processing of S980 to S2300 in FIG. 37 is repeatedly executed every 2 msec. The effect control process will be described below with reference to the flowchart of FIG. Of the processes constituting the effect control process of FIG. 37, the description of “for the jackpot game effect process” is omitted.

a. Demo production process (S980)
When starting the demonstration effect process (S980), the CPU 220a mounted on the sub control board 220 determines whether or not a demonstration effect command is received from the main control unit 200A as shown in FIG. 38 (S982). If it is determined that the demonstration effect command has been received (S982; YES), the demonstration effect (demonstration display) is started on the display screen 27a of the effect display device 27 and the like.

b. Button determination process (S1000)
The button determination process (S1000) is a process that is repeatedly executed about every 2 msec in the same manner as the other processes constituting the “production control process”, and whether the detection by the photo sensor (photo interrupter) 38 is appropriate, or It is judged whether it is inappropriate (false detection). When this button determination process (S1000) is activated, as shown in FIG. 39, the CPU 220a mounted on the sub control board 220 first determines whether or not the button operation flag is set (set to ON) ( If it is not set (set to OFF) (S1005) (S1005; NO), the process proceeds to S1015. On the other hand, when the button operation flag is set (set to ON) (S1005; YES), after canceling the button operation flag (S1010), the process proceeds to S1015. Here, the button operation flag is a flag indicating that detection by the photosensor (photointerrupter) 38 is appropriate, and is set (set to ON) in “processing of S1030” described later.

  In the process of S1015, it is determined whether or not the “detection signal output by the photosensor 38” has been received (whether or not the detection signal is ON). If it has been received (S1015; YES), After performing the process of incrementing the long press counter by “+1” (S1020), the process proceeds to S1025. Here, the long press counter determines whether detection by the photo sensor (photo interrupter) 38 is appropriate or erroneous detection (inappropriate). That is, this long press counter is a counter that is incremented by “+1” every time the button determination process (S1000) is started while reception of the “detection signal” (detection signal ON state) continues. That is, since the button determination process (S1000) starts at a cycle of about 2 msec, for example, when the value of the long press counter becomes “T (T is a natural number)”, the reception of the “detection signal” (detection signal ON state) is performed. It shows that it continues for about “2” × “T” msec. Note that the processing of S1020 constitutes a specific example of processing performed by the CPU 220a of the sub-control board 220 as “detection time measuring means”.

  In the process of S1025, it is determined whether or not the value of the long press counter is “10” (whether or not the detection signal is continuously received for 20 msec). When “10” is not reached (when “9” or less) and when “10” is exceeded (when “11” or more) (S1025; NO), button determination processing (S1000) Is exited, and the process returns to the “production control process” in FIG. That is, if it is not the timing to set a “button operation flag” to be described later (S1030) (the timing before the button operation flag is set or the timing after the button operation flag is already set), the button determination process is performed as it is. The process returns to “effect control process” in FIG. 37 through (S1000).

  When the value of the long press counter is “10” (S1025; YES), that is, when reception of the detection signal (ON state) continues for “20 msec” (S1025; YES), the CPU 220a mounted on the sub-control board 220 Determines that the detection by the photosensor (photointerrupter) 38 is appropriate. That is, the CPU 220a performs a process (S1030) of setting (setting ON) the “button operation flag” in order to determine that an appropriate operation has been performed on the effect button 32. Thereafter, the button determination process (S1000) is exited, and the process returns to the “effect control process” in FIG. As will be described later, when the “button operation flag” is set (set to ON) within the effective period of the button operation (S1030), the operation effect is started (see the process of S1150 in FIG. 40). On the other hand, even if the “button operation flag” is set (set to ON) outside the valid period of button operation, this button operation flag is canceled when the button determination process (S1000) is started next time (S1010).

  In the process of S1015, when it is determined that the “detection signal output by the photosensor 38” has not been received (the detection signal is OFF) (S1015; NO), the value of the long press counter is “2”. It is determined whether or not (that is, whether or not reception of the detection signal has continued for 4 msec or more) (S1035). When the value of the long press counter is less than “2” (“1” or “zero”) (S1035; NO), the CPU 220a mounted on the sub-control board 220 determines that “noise” has occurred. . For this reason, after performing the process (S1050) for initializing the long press counter (set to “0 (zero)” in this embodiment) (S1050), the button determination process (S1000) is exited and the “effect control process” in FIG. Return to. Here, the value of the long press counter (“2” in this embodiment, “4 msec” in this embodiment), which is a determination criterion in the processing of S1035, shows a specific example of the “basic time” of the present invention. It is stored in advance in the 220A ROM 220c. Therefore, the ROM 220c of the sub-control unit 220A constitutes a specific example of “basic time storage means” of the present invention. In addition, the process of determining that “noise” has occurred as a result of the process of S1035 and initializing the long press counter (S1050) constitutes a specific example of the process performed by the CPU 220a of the sub-control unit 220A as the “prohibition means”. .

  In the process of S1035, when it is determined that the value of the long press counter is “2” or more (1035; YES), it is determined whether or not the value of the long press counter is “10” or more (S1040). ). If it is equal to or greater than “10” (S1040; YES), the process of initializing the long press counter (S1050) is performed, and then the button determination process (S1000) is skipped and the “effect control process” in FIG. Return to. That is, “when the detection signal reception period (detection signal ON state duration) is 20 msec or longer and it is determined that reception of the detection signal has been stopped after the appropriate effect button 32 has been applied” (S1015). NO, S1035; YES, S1040; YES), a process of initializing the long press counter (S1050) is performed, and then the button determination process (S1000) is exited and the process returns to the “effect control process” in FIG.

  If it is determined that the value of the long press counter is greater than or equal to “2” and less than “10” through the negative determination in S1015 (S1035; YES, S1040; NO), the “dodge flag” is set (set to ON) ) Is performed (S1045). That is, the detection signal reception period (detection signal ON state duration) is “4 msec or more and less than 20 msec” (S1035; YES, S1040; NO), and detection by the photosensor (photointerrupter) 38 is (false detection). If it is determined that it is, the process of setting (setting ON) the “pick flag” is performed (S1045). This “doggy flag” is a flag for starting an abnormality notification effect in the effect means such as the liquid crystal display device 27. Then, after the process of S1045, a process of initializing the long press counter (S1050) is performed, and then the button determination process (S1000) is exited and the process returns to the “effect control process” of FIG.

c. Symbol variation effect related processing (S1100)
As shown in FIG. 40, the CPU 220a mounted on the sub-control board 220 receives a “symbol change start command” (S1105; YES), as shown in FIG. 40, in the symbol change effect-related process (S1100). The process of S1110 is executed. Here, the “command for starting symbol variation” is a command transmitted from the main control unit 200A to the sub-control unit 220A when the symbol variation of the special symbol is started, and includes an effect pattern designation command (CHP) and a special symbol. The symbol stop information designation command (CJS) corresponds to this command.

  In the process of S1110, the CPU 220a of the sub-control unit 220A determines whether the result of the determination of success / failure executed in the main control unit 200A based on the “special symbol stop information designation command received in the process of S1005” is a big hit (winning). It is determined whether or not (S1110). And when it is judged that it is a big hit (S1110; YES), based on the received "effect pattern designation command (variation pattern designation command)", it is displayed on the execution mode (pseudo symbol display portions 27b to 27d of the effect display. After performing the process of determining “variable display mode, reach display mode, etc.)” and “hit stop symbol (pseudo symbol mode for definite display of jackpot)” (S1115), the process proceeds to S1125. . On the other hand, when it is determined that the result of the determination is wrong (lost) (S1110; NO), based on the received “effect pattern specification command (effect pattern specification command)”, “effect display execution mode (pseudo symbol) Fluctuation display mode of pseudo symbols displayed on display units 27b to 27d, presence / absence of reach display execution, reach display mode when reach display is executed, etc. " ) ”Is performed (S1120), and then the process proceeds to S1125.

  In the process of S1125, the sub-control unit 220A transfers the received effect pattern designation command (CHP) to the effect display control unit 222A (effect display control board 222), and the “effect display execution mode determined in S1115 or S1120”. (Pseudo symbol variation display mode displayed on the pseudo symbol display units 27b to 27d, whether or not reach display is performed, reach display mode when reach display is executed, etc.) "and" pseudo symbol stop symbol " The effect display detail command is transmitted to the effect display control unit 222A (effect display control board 222), and the effect display device 27 starts the variable display of effect symbols such as pseudo symbols and background symbols (S1125). That is, in the effect display control unit 222A, the CPU 222a mounted on the effect display control board 222 receives the effect pattern designation command (CHP) and the command for designating the “pseudo symbol stop symbol”, and the display screen 27a. The symbol variation effect display is started (S1125).

  Subsequent to the processing of S1125, the sub-control unit 220A determines “execution of button operation effect” based on the received effect pattern designation command (CHP) (S1130). That is, if the effect pattern specified by the received effect pattern designation command (CHP) is one of the patterns A2, C2, N1, P1, or T2, it becomes the target of the button operation effect (that is, the operation effect). Other patterns are not subject to button operation effects (see FIGS. 35 and 36). In this specification, “button operation effect” means the above-mentioned “operation effect” (which is a synonym for operation effect).

  When a negative determination is made in the processing of S1130 (S1130; NO), the sub control unit 220A performs “the effect when the effect button operation is not activated (the aforementioned general effect)” on the effect display device 27. . When the sub control unit 220A receives the effect stop designation command (CZE) transmitted from the main control unit 200A (main control board 200) (S1165; YES), the sub control unit 220A receives the effect stop designation command received. Is transferred to the effect display control unit 222A, and the effect display device 27 stops the effect display of the pseudo symbol and the background symbol (S1170).

  On the other hand, when an affirmative determination is made in the process of S1130 (S1130; YES), when the “timing for enabling the effect button operation” arrives (S1135; YES), the process of enabling the effect button 32 is performed. Then, “display that the effect button 32 has been activated” is performed on the display screen 27a of the effect display device 27 (S1140). The “button operation effect (operation effect) start timing” may arrive at the same time as the effect display starts, or after a predetermined time (for example, 5 seconds or 10 seconds) has elapsed after the effect display starts. It may arrive when the display mode changes during the effect display (for example, when reach display is started). Furthermore, the start timing may be determined using a random number lottery or the like every time an affirmative determination is made in the processing of S1130.

  In addition, by the process of S1140, “a period during which the operation performed by the player on the effect button 32 can be reflected in the effect executed on the effect display device 27”, that is, an “operation effective period” is started. In addition, by the processing of S1140, “display of the graphic of the effect button 32” is made on the display screen 27a (see FIG. 23). Here, the processing of S1140 constitutes a specific example of processing performed by the CPU 220a of the sub-control unit 220A as “operation validation means”.

  Then, when the sub control unit 220A does not confirm the operation of the effect button 32 during the “operation valid period”, that is, when it does not confirm that the button operation flag is set to ON (S1145; NO), When the timing to invalidate the effect button 32 has arrived (operation valid period has elapsed) (S1155), the process of invalidating the effect button 32 and the process of deleting “displaying the graphic of the effect button 32” from the display screen 27a are performed. This is performed (S1160). Thereafter, when the sub control unit 220A receives the effect stop designation command (CZE) (S1165; YES), the sub control unit 220A transfers the received effect stop designation command to the effect display control unit 222A. And the effect display of the background symbol are stopped (S1170).

  On the other hand, when the sub-control unit 220A confirms the operation of the effect button 32 (the button operation flag is set to ON) during the “operation effective period” (S1145; YES), the operation effect designation command is effect-display controlled. The effect display device 27 starts the button operation effect (that is, the operation effect) (S1150) and disables the effect button 32 and displays the “display of effect button 32 graphic” on the display screen 27a. "Is deleted (S1160). Thereby, the “battle effect (operation effect)” is started in the effect display device 27 (see FIG. 23). Thereafter, when the sub control unit 220A receives the effect stop designation command (CZE) (S1165; YES), the sub control unit 220A transfers the received effect stop designation command to the effect display control unit 222A. And the effect display of the background symbol are stopped (S1170).

d. Abnormality notification effect processing (S1300)
When the abnormality notification effect process (S1300) is activated, as shown in FIG. 41, it is determined whether or not the “pick flag” is set (set to ON) (S1305). If it is not set (set to ON) (S1305; NO), the abnormality notification effect process (S1300) is terminated as it is, and the process returns to the effect control process of FIG. In this case, as shown in FIG. 42, the currently ongoing effects (demonstration effect, general effect, operation effect, etc.) are continued as they are. FIG. 42 exemplifies a mode in which the operation effect is executed when the reception time (d1) of the detection signal becomes “20 msec” during the operation of the button enabling means.

  On the other hand, if the sub-control unit 220A determines in the processing of S1305 that the “pick flag” is set (set to ON) (S1305; YES), it transmits an “abnormal notification effect designation command” to the effect display control unit 222A. Then, in an effect device such as the effect display device 27, as shown in FIG. 43, an abnormality notification effect (dodge effect) is executed (S1310). In other words, for example, in the effect display device 27, an image display is performed in which the “notification image for notifying the stop of the dodge” is superimposed on the effect currently in progress (demonstration effect, general effect, operation effect, etc.). This abnormality notification effect is performed only for a predetermined time (for example, 10 seconds), and ends when the time elapses, and a normal effect (notification image for notifying stoppage is overlaid) Reproduction (production performed by no image display). FIG. 43 exemplifies a mode in which the abnormality notification effect is executed when the reception time (f1) of the detection signal becomes “6 msec” in a state where the button validation unit is not activated.

  Further, in this embodiment, since the execution time of the abnormality notification effect is set to a certain time (for example, 10 seconds), the abnormality notification effect may be executed over a plurality of symbol variations. For example, when a predetermined symbol variation is being executed and the remaining time of the symbol variation is “5.4 seconds”, the abnormality notification effect is started and the stop symbol stop display time is set to “0.6”. It is assumed that the second symbol variation starts after the one symbol variation after the stop symbol stop display time has elapsed. In this case, the abnormality notification effect is continued from the stop display of the stop symbol to a part of another symbol change execution period (from the first change to 4 seconds).

  After the process of S1310, the sub-control unit 220A performs a process of canceling (setting OFF) the “doggy flag” (S1315), and then ends the abnormality notification effect process (S1300), and the effect control process of FIG. Return to.

(8) Effects of the Example According to the gaming machine 1 of the present example, since the “dosing action (photosensor 38) for detecting that the effect button 32 is operated” is detected, the sticking action is detected. Even if a “dedicated device for detecting a dodging action (such as a dozing detection dedicated sensor)” is not installed, the dozing action can be suppressed. In other words, the effect button 32 advances and retreats in the immersion direction and the protruding direction with respect to the “dish body cover member 55 that constitutes the upper plate member 5 and is supported by the peripheral edge and has a top plate shape (plate spring shape)”. Supported as possible. Then, when the player presses the effect button 32, the effect button 32 is operated when the detected object 35 provided in the effect button 32 enters the detection area 38k of the detection means (photosensor 38). Is detected.

  Further, when a vibration is given to the plate main body cover member 55 by a dotting action in which the player strikes the plate main body cover member 55 with a fist, a palm or the like, the effect button 32 vibrates integrally with the plate main body cover member 55, The detected object 35 may enter the detection area 38k. The “time during which the detected object 35 has entered the detection area 38k due to vibration (dodging action)” is detected by the detected object 35 according to the player's pressing operation (pressing operation performed by a human). Therefore, the operation effect and the abnormality notification effect are alternatively performed on the basis of the length of the time.

  That is, in the gaming machine 1 of the present embodiment, a predetermined time is determined in advance (for example, stored in a predetermined time storage means), and the time (detection time) during which it is detected that the effect button 32 is in an immersive state is predetermined. An “operation effect” is performed when the time is reached, and an “abnormality notification effect” is performed when the detection time does not reach the predetermined time. Therefore, the sticking action can be suppressed without installing a dedicated device for detecting the sticking action. For this reason, according to the present embodiment, it is possible to obtain the gaming machine 1 that can be simplified in structure while being provided with the effect button 32 and having the “function to suppress the sticking action”.

  Further, in the gaming machine 1 according to the present embodiment, since the abnormality notification effect is performed when the detection time does not reach the predetermined time, it is possible to prevent the operation effect from being performed along with the “false detection of the effect button due to the sticking action”. . Therefore, it is possible to improve the quality of the gaming machine 1 having the effect buttons.

  Next, a gaming machine according to the second embodiment will be described. The second embodiment is the same as the first embodiment except that FIG. 44 is used instead of FIG. 41 and that FIGS. 45 to 47 are added.

  The gaming machine of the second embodiment is the same as the gaming machine of the first embodiment, except that the abnormality notification effect process (S1300) is different. Also in the abnormality notification effect process (S1300) of the second embodiment, as shown in FIG. 44, when the “dodge flag” is not set (set to ON) (S1320; NO), the abnormality notification effect process is performed as it is. (S1300) is ended, and the process returns to the effect control process of FIG. In this case, the ongoing effects (demonstration effect, general effect, operation effect, etc.) are continued as they are.

  On the other hand, if the sub-control unit 220A determines in the process of S1320 that the “pick flag” is set (set to ON) (S1320; YES), the sub-control unit 220A performs a process of determining the current effect state. That is, the sub-control unit 220A determines whether the symbol is currently changing (S1323). If the symbol is changing (S1323; YES), the sub-control unit 220A immediately displays the determination result (S1326). The mode is changed to abnormality notification effect fluctuation (S1329). That is, regardless of the variation display mode being executed (regardless of whether it is a general effect or an operation effect), if the “doggy flag” is set (set to ON), the symbol change being executed Are forcibly switched. That is, as shown in FIG. 46, when the “pick flag” is set (set to ON), the determination result is immediately displayed, and then an effect using the “effect image with little change and less fun” (penalty type) Production) is started.

  Thereafter, when the sub-control unit 220A receives the “designation stop designation command (CZE) relating to symbol variation that was determined to be symbol variation in the process of S1323” (S1132; YES), the sub-control unit 220A produces the received effect stop designation command. Transfer to the display control unit 222A, and the effect display device 27 ends the abnormality notification effect variation and stops the effect display of the pseudo symbol and the background symbol (S1335). Further, after performing the process of canceling (setting OFF) the “dodge flag” (S1338), the abnormality notification effect process (S1300) is terminated, and the process returns to the effect control process of FIG.

  In the process of S1323, if the sub-control unit 220A determines that the symbol is not currently changing (S1323; NO), the sub-control unit 220A determines whether the demonstration is currently being displayed (S1339). S1339; YES), the mode of the demonstration display is changed to the mode for abnormality notification effect (S1340). Then, without receiving the symbol start command (S1341; YES), when the “display period of the demonstration display for abnormality notification effect” has elapsed, the mode of the demonstration display is returned to the “normal mode” (S1345). Further, after performing a process of canceling (setting OFF) the “dodge flag” (S1347), the abnormality notification effect process (S1300) is terminated, and the process returns to the effect control process of FIG.

  Further, if the symbol variation start command is received before the “period for displaying the demonstration display for abnormality notification effect” has elapsed (S1341; NO, S1348; YES), the abnormality variation process (S1350) is performed. This abnormal variation process (S1350) is a symbol variation process performed in a special mode for anomaly notification effect. By this processing, the “symbol variation effect also serving as anomaly notification” shown in FIG. 47 is realized. In this abnormal variation process (S1350), as shown in FIG. 45, the sub-control unit 220A performs the pass / fail determination executed in the main control unit 200A based on the “special symbol stop information designation command received in the process of S1005”. It is determined whether or not the result is a big hit (winning) (S1352). And when it is judged that it is a big hit (S1352; YES), based on the received "production pattern designation | designated command (variation pattern designation | designated command)", it is displayed on the execution mode (pseudo symbol display parts 27b-27d of an abnormality notification production | presentation) After performing the process of determining the “variable display mode, reach display mode, etc.)” and “hit stop symbol (pseudo symbol mode in which the jackpot is confirmed and displayed)” (S1354), the process proceeds to S1360. To do. On the other hand, if it is determined that the result of the determination is wrong (lost) (S1352; NO), based on the received “effect pattern specification command (effect pattern specification command)”, “abnormality notification effect execution mode (pseudo) Fluctuation display mode of pseudo symbols displayed on symbol display units 27b to 27d, presence / absence of reach display, reach display mode when reach display, etc. " After performing the process of determining “Aspect)” (S1356), the process proceeds to S1360.

  In the process of S1360, the sub control unit 220A transfers the received effect pattern designation command (CHP) to the effect display control unit 222A (effect display control board 222), and the “effect display execution mode determined in S1354 or S1356”. ”And“ pseudo symbol stop symbol ”(effect display detail command) are transmitted to the effect display control unit 222A (effect display control board 222), and the effect display device 27 starts the abnormal variation process (S1360). ). When the sub control unit 220A receives the effect stop designation command (CZE) transmitted from the main control unit 200A (main control board 200) (S1362; YES), the sub control unit 220A receives the effect stop designation command received. Is transferred to the effect display control unit 222A, and the effect display device 27 stops the effect display of the pseudo symbol and the background symbol (S1365).

  Furthermore, after performing the process of canceling (setting OFF) the “dodge flag” (S1367), the abnormality notification effect process (S1300) is terminated, and the process returns to the effect control process of FIG. That is, in this abnormal variation process (S1350), even if the sub-control unit 220A receives the “effect pattern designation command (CHP) that is the target of the button operation effect”, the button operation effect is not performed. Specifically, in the process of S1348 of FIG. 44, the effect pattern specified by the effect pattern designation command (CHP) received by the sub-control unit 220A is “any one of patterns A2, C2, N1, P1, or T2. (See FIG. 35 and FIG. 36) ”, the button operation effect is not performed. That is, if the player performs a “dodging act”, the “benefits for experiencing button operation effects” are lost. In addition, in the abnormal fluctuation process (S1350), an effect (penalty effect) using a “effect image with little change and little fun” as shown in FIG. 47 is executed.

  Returning to FIG. 44, if the sub-control unit 220A determines that the symbol is not currently changing and that the demonstration is not being displayed (S1323; NO, S1339; NO), the stop symbol is being displayed. In this case, the symbol stop display mode is changed to a mode for abnormality notification production (S1343). Then, when the “stop symbol display period for anomaly notification effect” elapses without receiving the symbol start command (S1344; YES), the stop symbol display mode is returned to the “normal mode” or The demonstration display of the mode is started (S1375). Furthermore, after performing the process of canceling (setting OFF) the “dodge flag” (S1377), the abnormality notification effect process (S1300) is terminated, and the process returns to the effect control process of FIG.

  On the other hand, if the symbol variation start command is received before the “period for displaying the stop symbol for abnormality notification effect” elapses (S1344; NO, S1348; YES), after performing the above-described abnormality variation processing (S1350). Then, the abnormality notification effect process (S1300) is terminated, and the process returns to the effect control process of FIG.

  According to the second embodiment, the same effect as the first embodiment can be obtained. Moreover, in the second embodiment, when the “dodging action” is performed, the “profit for experiencing the button operation effect” is lost or the effect mode is switched to the penalty effect, which is effective in preventing the “dodging action”. It is.

  Although the embodiments of the present invention have been described above, the present invention is not limited to these embodiments, and is not limited to the wording of each claim without departing from the scope described in each claim. Can be easily replaced by these, and improvements based on knowledge that a person skilled in the art normally has can be added as appropriate.

  For example, in each of the above-described embodiments, an example in which the abnormality notification effect is performed in the effect display device 27 is illustrated. An LED (lamp) can also be used. That is, if the CPU 220a of the sub control board 220 determines that the “detection that the effect button 32 is in an immersive state” by the photosensor 38 is inappropriate (false detection), the “abnormality notification effect signal” Transmission is also made to the amplifier board 224 and the decorative drive board 226. Then, when the amplifier board 224 receives the “abnormality notification effect signal”, the speaker SP1 to SP4 generates “abnormal sound effects (effect sound that does not occur except when the abnormality notification effect signal is received)”. The speakers SP1 to SP4 are driven. In addition, when the decoration drive board 226 receives the “abnormality notification effect signal”, the various LEDs (lamps) perform “blinking indicating abnormality (blinking not performed except when the abnormality notification effect signal is received)”. The driving of (lamp) may be controlled.

  Further, as shown in FIG. 48 to FIG. 50, a “variation example in which an abnormality notification effect is performed as an effect for prompting an appropriate button operation (hereinafter referred to as a modification example 1)” can be exemplified. That is, as described above, some players perform the operation of the effect button 32 by striking from above (strike-type operation), but when such a strike-type operation is performed, the effect button 32 may be damaged. In particular, in the strike type operation, there is a high tendency that the strike on the effect button 32 is continuously performed. For this reason, every time the effect button 32 is in an immersive state by the strike type operation, the time during which the detected object 35 enters the detection area 38k is detected when the effect button 32 is in the immersive state by an appropriate pressing operation. It is assumed that the time is shorter than the time during which the body 35 enters the detection area 38k. The first modification focuses on this point, and the reference for determining that the pressing operation on the effect button 32 is an effective operation (appropriate operation) is different from that in the above embodiment. Specifically, the “reception period of the detection signal output from the photosensor 38 (hereinafter referred to as a reference period), which is a reference for determining that the pressing operation on the effect button 32 is an effective operation (appropriate operation). "Is set longer than in the above embodiment. That is, when the striking type operation is performed on the effect button 32, it is assumed that the striking is continuously performed and the effect button 32 is instantaneously immersed. If a time longer than the time assumed to enter the detection area 38k is set as the above-mentioned “reference period”, it is possible to determine whether or not the pressing operation on the effect button 32 is appropriate.

  In the first modification, the “button determination process (S1000)” and the “abnormality notification effect (S1300)” are changed as follows in the effect control process of FIG. "Is performed as" production of content that prompts the player to prevent beating ". Specifically, in the “button determination process (S1000)” of the first modification, as shown in FIG. 48, after the positive determination in S1035, the value of the long press counter is “12” or more (24 msec or more). It is determined whether or not there is (S1041). That is, in the first modification, if the value of the long press counter is “12” or more, the CPU 220a of the sub control board 220 determines that the appropriate operation has been performed on the effect button 32 (that is, the photo sensor 38). (It is determined that the detection of this is not due to the sticking.)

  In the first modification, the time (reference period) during which the detected object 35 enters the detection area 38k with an appropriate pressing operation is “24 msec or more (the value of the long press counter is“ 12 ”or more)”. Under the premise that there is, the processing after S1046 is performed. In other words, if it is equal to or greater than “12” (S1041; YES), after performing the process of initializing the long press counter (S1050), the button determination process (S1000) is skipped and the “effect control process” in FIG. Return to.

  On the other hand, if it is determined that the value of the long press counter is greater than or equal to “2” and less than “12” (S1035; YES, S1041; NO), a process of setting (setting ON) a “strike flag” is performed ( S1046).

  That is, when it is determined that the detection signal reception period is “4 msec or more and less than 24 msec” (S1035; YES, S1040; NO) and the detection by the photosensor (photointerrupter) 38 is inappropriate (insufficient). Assuming that the striking type operation has been performed on the effect button 32, a process of setting the “strike flag” (set to ON) is performed (S1046). This “striking flag” is a flag for starting an abnormality notification effect for preventing the beating type operation in rendering means such as the liquid crystal display device 27. Then, after the process of S1046, a process of initializing the long press counter (S1050) is performed, and then the button determination process (S1000) is exited and the process returns to the “effect control process” of FIG.

  Further, when the abnormality notification effect process (S1300) is activated, as shown in FIG. 49, it is determined whether or not the “striking flag” is set (set to ON) (S1306). If it is not set (set to ON) (S1306; NO), the abnormality notification effect process (S1300) is terminated as it is, and the process returns to the effect control process of FIG. In this case, the ongoing production (demonstration, general production, button production) is continued as it is.

  On the other hand, if the sub-control unit 220A determines that the “strike flag” is set (set to ON) in the process of S1306 (S1306; YES), the “abnormal notification effect designation command” is sent to the effect display control unit 222A. The abnormality notification effect is executed in the effect device such as the effect display device 27 (S1310). Thus, for example, as shown in FIG. 50, an image display in which the “notification image for notifying the strike stop” is superimposed on the currently ongoing effect (demonstration effect, general effect, operation effect, etc.) in the effect display device 27. Is done.

  Moreover, in the invention of each claim, the mounting location of the button unit 30 can be variously changed. That is, a mode in which the button unit 30 is attached to the front wall plate 5F of the upper plate member 5 can be illustrated as in a modification shown in FIG. 51 (hereinafter referred to as “Modification 2”). The front wall plate 5F also has a plate spring configuration in which the peripheral edge portion is held. In this case, for example, if the player performs a throbbing action by striking the front wall plate 5F from the front and imparts unauthorized vibration to the front wall plate 5F, an abnormality notification effect is executed. .

  The present invention can be used in the field of manufacturing and selling gaming machines.

1; gaming machine (ball game machine),
2; outer frame,
3; body frame,
4; front frame,
5; Upper plate member (game ball storage plate member),
10: Game board,
27; production display device (production means),
32; production button,
35; an object to be detected;
38; Photosensor (detection means)
220A; sub-control unit (operation validation means, detection time measurement means, production execution means, basic time storage means, prohibition means),
222A; production display control unit (production execution means).

Claims (4)

  1. An outer frame,
    A body frame attached to the outer frame so as to be openable and closable;
    A game board held by the body frame;
    A front frame that is mounted in a releasable state on the front side of the main body frame while having a transparent plate that covers the front side of the game board;
    A storage portion that is mounted in a state of projecting toward the front surface side of the main body frame with respect to a portion of the front surface portion side of the main body frame that is below the mounting position of the front surface frame, and stores a game ball. A game ball storage tray member comprising:
    Production means for performing a game production,
    An effect button that is provided in the game ball storage dish member so that the player is involved in the game performance, and that is in an immersive state when pressed by the player, and that protrudes when the pressing operation is released,
    A gaming machine comprising
    Detecting means for detecting that the effect button is in an immersive state;
    Detection time measuring means for measuring the time during which the detection means continuously detects the immersion state;
    An operation enabling means for enabling the operation of the effect button;
    When the time measured by the detection time measuring means reaches a predetermined time during the operation effective period in which the operation of the effect button is validated by the operation validation means, the detection of the immersive state by the detection means is appropriate. It is determined that there is an operation effect corresponding to the pressing operation in the effect means, and the detection means detects the immersion state before the time measured by the detection time measurement means reaches the predetermined time. When it is solved, the effect execution means for determining that the detection of the immersive state by the detection means is inappropriate and executing the abnormality notification effect in the effect means,
    A gaming machine comprising:
  2. Basic time storage means for storing a time of 1 / N or less (N is a positive number of 2 or more) of the predetermined time as a basic time;
    And a prohibiting unit that prohibits the production execution unit from executing the abnormality notification production when the time measured by the detection time measurement unit is equal to or shorter than the basic time. The gaming machine according to claim 1, wherein the gaming machine is characterized.
  3. The game ball storage dish member is
    A back plate portion that is supported so as to be openable and closable on the front surface side of the main body frame;
    A plate body portion disposed in a state of projecting forward on the front surface portion side of the back plate portion, and an attachment portion to which the detection means is attached;
    Comprising
    The dish main body is formed of a base portion on which the mounting portion is provided and a synthetic resin, and is mounted on the upper surface portion of the base portion so as to be positioned above the mounting portion at a predetermined distance. A plate body cover part that forms a plate part,
    The effect button can be moved up and down while being held by a substantially cylindrical holding part provided in the dish body cover part to change a distance from the detection means, and is interposed between the dish body cover part The detected body is protruded downward while being biased upward by the biasing means,
    When the effect button is pressed downward against the urging force of the urging means to cause the detected object to enter the detection area of the detection means, the effect button is in an immersive state by the detection means. The gaming machine according to claim 1, wherein the game machine is detected.
  4.   If the effect execution means determines that the detection of the immersive state is inappropriate regardless of whether the operation is valid, the effect notification effect is executed in the effect means. The gaming machine according to any one of claims 1 to 3.
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JP2017051852A (en) * 2016-12-26 2017-03-16 京楽産業.株式会社 Game machine
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JP2011229597A (en) * 2010-04-26 2011-11-17 Sophia Co Ltd Game machine
JP2013106802A (en) * 2011-11-21 2013-06-06 Kyoraku Sangyo Kk Game machine
JP2013188324A (en) * 2012-03-13 2013-09-26 Fujishoji Co Ltd Game machine
JP2014023658A (en) * 2012-07-25 2014-02-06 Newgin Co Ltd Game machine
JP2014144108A (en) * 2013-01-29 2014-08-14 Kyoraku Sangyo Co Ltd Game machine
JP2014180365A (en) * 2013-03-19 2014-09-29 Sophia Co Ltd Game machine
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JP2016007550A (en) * 2015-09-14 2016-01-18 株式会社大都技研 Game machine
JP2016027869A (en) * 2015-09-14 2016-02-25 株式会社大都技研 Game machine
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JP2016209607A (en) * 2016-07-06 2016-12-15 京楽産業.株式会社 Game machine
JP2016187604A (en) * 2016-07-06 2016-11-04 京楽産業.株式会社 Game machine
JP2017035639A (en) * 2016-11-25 2017-02-16 株式会社ソフイア Game machine
JP2017051852A (en) * 2016-12-26 2017-03-16 京楽産業.株式会社 Game machine
JP2017051853A (en) * 2016-12-26 2017-03-16 京楽産業.株式会社 Game machine
JP2017185353A (en) * 2017-07-20 2017-10-12 京楽産業.株式会社 Game machine
JP2017202340A (en) * 2017-07-20 2017-11-16 京楽産業.株式会社 Game machine

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