JP2011200270A - Game machine - Google Patents

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Publication number
JP2011200270A
JP2011200270A JP2010067584A JP2010067584A JP2011200270A JP 2011200270 A JP2011200270 A JP 2011200270A JP 2010067584 A JP2010067584 A JP 2010067584A JP 2010067584 A JP2010067584 A JP 2010067584A JP 2011200270 A JP2011200270 A JP 2011200270A
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Prior art keywords
effect
game
control device
state
means
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JP2010067584A
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Japanese (ja)
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JP5498216B2 (en
Inventor
Hidetoshi Nishimura
Tadahiro Udagawa
忠宏 宇田川
英利 西村
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Sophia Co Ltd
株式会社ソフイア
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Priority to JP2010067584A priority Critical patent/JP5498216B2/en
Publication of JP2011200270A publication Critical patent/JP2011200270A/en
Application granted granted Critical
Publication of JP5498216B2 publication Critical patent/JP5498216B2/en
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Abstract

PROBLEM TO BE SOLVED: To provide a game machine for giving a player a surprise and for improving performance effect.SOLUTION: The game machine includes: an operator which can be operated by the player; an operation detector for detecting operation of the operator; a game performance unit for carrying out a specific game performance relating to a game; and a unit for carrying out game performances, which carries out the game performance by controlling the game performance unit based on a detection state of the operation detector. The game machine further includes: a stimulation performance unit, arranged corresponding to the operator, for carrying out a stimulation performance which stimulates tactile sense of the player; a movement detector for detecting that a part of the player's body approaches the operator; and a unit for controlling simulation performances, which controls the stimulation performance unit so as to carry out the stimulation performance based on a detecting state of the movement detector.

Description

  The present invention relates to a gaming machine that produces an effect by an operation by a player, and more particularly to execution control of the effect.

  In a conventional gaming machine, for example, a pachinko gaming machine, based on the fact that the game ball launched from the launching device by operating the launching operation unit wins the starting winning opening in the process of flowing down the game area formed on the game board. When a predetermined auxiliary game (for example, a variable display game in which identification information is variably displayed on a display device) is executed and the result of the auxiliary game becomes a predetermined special result (for example, a special game state advantageous to the player (for example, It is general that a jackpot gaming state in which an opening / closing member of a variable prize apparatus provided in a gaming area is converted into an open state in a predetermined manner is generated.

  In recent years, an operation unit composed of a push button, a joystick, etc. is provided in a gaming machine frame, and a player can be actively engaged by performing a predetermined effect when the operation unit is operated under a predetermined condition. A device has been devised to make it participate in the game.

  Among them, a vibration device such as a vibrator is arranged corresponding to the operation unit, and an operation form that stimulates the player's tactile sense by operating the vibration device in the progress of the variable display game to vibrate the operation unit is adopted. A gaming machine has been proposed (for example, Patent Document 1).

JP 2009-254633 A

  By the way, in a gaming machine that employs a staging device that stimulates the player's tactile sensation such as the vibration device described in Patent Document 1, when a variable display game has a special result, or a trust that has a special result. When it is executed with a high-variation variation display pattern, the vibration device is vibrated (stimulates the sense of touch) after a predetermined period (time) has elapsed from the variation start time or when the effective period of the operation unit has occurred.

  As a result, the vibration device vibrates regardless of whether or not the operation unit is operated by the player. Therefore, even if the operation unit is not operated or is not operated, the result and reliability of the variable display game are The problem is that it is difficult to say that the vibration device is effectively used.

  In order to solve the above-described problems, it is conceivable that the vibration device is vibrated in response to the operation of the operation unit. However, the player recognizes when the hand is released from the operation unit immediately. There arises a problem that it becomes ambiguous whether the stimulus is a stimulus caused by an impact generated by the operation of the operation unit or a stimulus caused by the vibration of the vibration device.

  Therefore, the present invention has been made in view of the above-described problems, and a rendering device (vibration device, blower device, etc.) for stimulating the sense of touch of a player who operates the operation unit or operates the operation unit is provided. An object of the present invention is to provide a gaming machine that can be used efficiently to enhance the interest of the game.

  According to one aspect of the present invention, an operation means operable by a player, an operation detection means capable of detecting an operation of the operation means, and a game effect means capable of executing a predetermined game effect related to a game And a game effect execution means capable of controlling the game effect means and executing the game effect based on a detection state of the operation detection means, corresponding to the operation means. Provided, and a stimulating effect means capable of executing a stimulating effect that stimulates a player's tactile sensation, and an action detecting means capable of detecting that a part of the player's body has approached the operating means And a stimulus effect control means capable of controlling the stimulus effect means and executing the stimulus effect based on a detection state of the motion detection means.

  According to a typical embodiment of the present invention, when the player tries to operate the operation unit, the stimulus presentation means can be operated, so that an effect such as announcing the result or reliability of the variable display game can be provided. It becomes possible to execute at an appropriate timing, and it is possible to surprise the player and improve the interest of the game.

1 is a perspective view of a gaming machine according to an embodiment of the present invention. It is a front view of the game board with which the gaming machine of the embodiment of the present invention is provided. It is a perspective view for demonstrating the structure of the upper tray unit of the game machine of embodiment of this invention. It is a disassembled perspective view for demonstrating the structure of the production button of the game machine of embodiment of this invention. It is a cross-sectional perspective view for demonstrating the structure of the production button of the game machine of embodiment of this invention. It is sectional drawing for demonstrating the structure of the production button of the game machine of embodiment of this invention. It is a block block diagram which shows the control system centering on the game control apparatus of the game machine of embodiment of this invention. It is a block block diagram which shows the control system centering on the production | presentation control apparatus of the game machine of embodiment of this invention. It is a flowchart which shows the procedure of the main process in the game control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the timer interruption process in the game control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the special figure game process in the game control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the prior determination process in the game control apparatus of embodiment of this invention. It is a figure which shows an example of the prior determination ACTION deviating table of embodiment of this invention. It is a figure which shows an example of the prior determination ACTION jackpot table of embodiment of this invention. It is a figure which shows an example of the prior determination MODE information table of embodiment of this invention. It is a state transition diagram of the production control device of the embodiment of the present invention. It is a flowchart which shows the procedure of the main process in the presentation control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the interruption process in the presentation control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the game management process in the production | presentation control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the memory | storage update / prior presentation process in the presentation control apparatus of embodiment of this invention. It is a figure which shows an example of the prior production selection table of embodiment of this invention. It is a figure which shows an example of the starting storage area in which the prior effect information of embodiment of this invention was stored. It is a flowchart which shows the procedure of the fluctuation | variation start process in the presentation control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the notice effect control process in the effect control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the notice effect control process in the effect control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the notice effect control process in the effect control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the notice effect control process in the effect control apparatus of embodiment of this invention. It is a flowchart which shows the procedure of the notification effect aspect determination process of embodiment of this invention. It is a figure which shows an example of the notice effect selection table at the time of a loss of embodiment of this invention. It is a figure which shows an example of the big hit announcement effect selection table of embodiment of this invention. It is a timing chart in case the notice effect of embodiment of this invention is performed to the last (step 4). It is a timing chart in case the notice production of an embodiment of the invention ends in the middle. It is a timing chart in case the one announcement vibration notice effect by the vibrator of an embodiment of the invention is performed. It is a figure which shows an example of the screen transition at the time of notice effect execution at the time of the fluctuation display game execution of embodiment of this invention. It is a figure which shows an example of the screen transition at the time of notice effect execution at the time of the fluctuation display game execution of embodiment of this invention. It is a figure which shows an example of the screen transition at the time of the one notification effect production execution at the time of the fluctuation | variation display game execution of embodiment of this invention.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings.

(First embodiment)
FIG. 1 is a perspective view of a gaming machine 1 according to an embodiment of the present invention.

  The gaming machine 1 includes an opening / closing frame that is attached to a main body frame (outer frame) 2 fixed to the island facility via a hinge 4 so that one side portion can be freely opened and closed. The open / close frame includes a front frame (game frame) 3 and a glass frame (front frame) 18.

  In the front frame 3, a game board 10 (see FIG. 2) having a game area 10a is accommodated in a storage frame (not shown) attached to the back surface. Further, a glass frame 18 having a cover glass (transparent member) 18 a that covers the front surface of the game board 10 is attached to the front frame 3. The front frame 3 and the glass frame 18 can be opened individually. For example, only the glass frame 18 can be opened to access the game area 10a (see FIG. 2) of the game board 10. Further, by opening the front frame 3 in a state where the glass frame 18 is not opened, it is possible to access a game control device 500 or the like disposed on the back side of the game board 10.

  A decorative member 9 that emits decorative light is provided around the cover glass 18 a of the glass frame 18. Inside the decorative member 9, a frame decoration device 18d (see FIG. 8) configured by a lamp, an LED, or the like is provided. By causing the frame decoration device 18d to emit light in a predetermined light emission mode, the decoration member 9 emits light in a predetermined light emission mode.

  An illumination unit 11 is provided in the upper center portion of the glass frame 18. Inside the illumination unit 11, light emitting members such as LEDs and lamps are provided.

  A first movable illumination 13 is provided on the left side of the illumination unit 11 and a second movable illumination 14 is provided on the right side. The 1st movable illumination 13 and the 2nd movable illumination 14 are arrange | positioned above the upper speaker 30a. The first movable illumination 13 and the second movable illumination 14 are each provided with an illumination drive motor (frame effect device 18f) in addition to an illumination member such as an LED, and operate according to the effect contents (for example, Controlled to rotate).

  In addition, the gaming machine 1 is provided with a speaker 30 that emits sound (such as sound effects, warning sounds, and notification sounds). The speaker 30 includes an upper speaker 30a and a lower speaker 30b. The upper speaker 30a is disposed above the glass frame 18, and the lower speaker 30b is disposed below the upper plate 21, which will be described later.

  On the right side of the first movable illumination 13, a gaming state LED 29 for notifying that an abnormality has occurred in the gaming machine 1 is provided. When an abnormality occurs in the gaming machine 1, a notification sound for notifying the abnormality is further output from the speaker 30.

  Abnormalities occurring in the gaming machine 1 include failure of the gaming machine 1 and implementation of fraud. The cheating is, for example, an act of illegally manipulating the trajectory of a game ball launched by a magnet or an act of vibrating the gaming machine 1. These fraudulent acts are detected by detecting magnetism with the magnetic sensor switch (SW) 39a (see FIG. 7) or detecting vibration with the vibration sensor SW39b (see FIG. 7). Also, the act of opening the open / close frame illegally is also included in the illegal act. At this time, it is detected by the frame opening sensor SW (front frame opening detection SW3b, glass frame opening detection SW18b, see FIG. 7) that the opening and closing frames of the front frame 3 and the glass frame 18 are opened during business hours. When an illegal act as described above is detected, an abnormality is notified by the gaming state LED 29, the speaker 30, or the like.

  Below the cover glass 18a of the glass frame 18, an upper plate unit including an upper plate 21 and the like is provided. The upper plate 21 supplies a game ball (game medium) to a hitting ball launching device (not shown). The upper plate unit includes an upper plate cover unit 20 having an effect button 60, and details of the upper plate cover unit 20 will be described later with reference to FIG.

  Further, a fixed panel 22 that is positioned below the glass frame 18 and is fixed to the front frame 3 is provided with a lower plate 23, an operation unit 24 of a ball striking device, and the like. When the player rotates the operation unit 24, the hitting ball launching device launches the game ball supplied from the upper plate 21 to the game area 10a (see FIG. 2) of the game board 10.

  The lower tray 23 is provided with a lower tray ball removing mechanism 16 for discharging the game balls stored in the lower tray 23. A key 25 for locking the glass frame 18 is provided on the lower right side of the front frame 3.

  In addition, on the front side of the upper plate 21 of the upper plate unit, an effect button 60 (operation means) for receiving an operation input from the player is provided. The player can select the effect contents of the variable display game on the display device 53 (see FIG. 2) by operating the effect button 60. Note that the fluctuation display game includes a special figure fluctuation display game and a common figure fluctuation display game. In the present specification, when the fluctuation display game is simply referred to, the special figure fluctuation display game is indicated. Furthermore, it is possible to perform an effect in which the player's operation is intervened in the variable display game. In addition, the effect pattern can be changed by the player operating the effect button 60 in the normal game state. Note that the normal gaming state (normal state) is a gaming state in which no special gaming state has occurred. The special game state is, for example, a state (short time state, probability variation state) or a big hit state (special game state) in which a lottery probability of the variable display game is high.

  In addition, after the variable display game is started, an operation promotion effect for promoting the operation of the effect button 60 is executed. By operating the effect button 60 while the operation promotion effect is being executed, the start memory is stored. It is possible to execute a notice effect or the like for notifying the result of the corresponding variable display game in advance.

  Further, in the effect button 60 according to the embodiment of the present invention, a part of the player's body (usually a hand) approaches the effect button 60 (within a detection range set around the effect button 60). A human body detection sensor 607 (human motion detection means, motion detection means). When the approach of a part of the player's body is detected by the human body detection sensor 607, a signal is input to the effect control device 550 and a predetermined effect is executed. The human body detection sensor 607 is, for example, an infrared sensor. Moreover, the optical sensor etc. which detect that the light receiving part was provided in the production button 60 and light was interrupted | blocked may be sufficient.

  In the upper right portion of the upper plate 21, a ball lending button 26 that is operated when a player borrows a game ball and a discharge button 27 that is operated to discharge a prepaid card from a card unit (not shown) are provided. . Further, a balance display unit 28 for displaying a balance of a prepaid card or the like is provided between the ball lending button 26 and the discharge button 27.

  FIG. 2 is a front view of the game board 10 provided in the gaming machine 1 according to the embodiment of the present invention.

  The game board 10 includes a flat game board body 10b (made of wood or synthetic resin) serving as a mounting base for various members, and has a game area 10a surrounded by a guide rail 32 on the front surface of the game board body 10b. ing. A front component 33 is attached to the front surface of the game board main body 10 b and outside the guide rail 32. Further, the front right component 33 on the lower right side of the game area 10a is covered with a black transparent certificate plate 36 at the center of the front. A game ball is fired from a ball striking device in the game area 10a surrounded by the guide rail 32 to play a game.

  A center case 51 that forms a window portion serving as a display area for the variable display game is attached to the approximate center of the game area 10a. Behind the window portion 52 formed in the center case 51, a display device 53 as an effect display device capable of executing an effect of a variable display game that displays a plurality of identification information in a variable manner is arranged. The display device 53 includes, for example, a liquid crystal display, and is arranged so that display contents can be visually recognized from the front side of the game board 10 through the window portion of the center case 51. Note that the display device 53 is not limited to a device including a liquid crystal display, and may include a display such as an EL or a CRT.

  A plurality of variable display areas are provided in an area (display area) where an image of the display screen can be displayed, and identification information (special symbol) and a character that produces a variable display game are displayed in each variable display area. . In addition, an image (for example, jackpot display, fanfare display, ending display, etc.) based on the progress of the game is displayed on the display screen.

  Further, the game board 10 is provided with a general map / special map display 35 for displaying a general map start gate 34 and information related to the general map variable display game and the special map variable display game. Further, in the game area 10a, a first start winning opening 37 and a second starting winning opening 38 forming a start winning area are provided. And when a game ball wins the 1st start winning opening 37 or the 2nd starting winning opening 38, a special figure change display game is performed as an auxiliary game.

  Further, the game area 10a has an attacker-type opening / closing door 42a that can be opened by rotating in a direction in which the upper end side is tilted toward the near side, and the special winning opening is closed according to the result of the special figure variation display game. A special variable winning device 42 for converting from a state (disadvantageous for the player) to an open state (a state advantageous for the player), and an out port 43 for collecting the game balls that have not won the winning port are provided.

  In addition, the game area 10a is provided with a general winning opening 44, and a number of obstacle nails (not shown) as a hitting direction changing member. In addition, the winning of the game ball to the general winning opening 44 is detected by the winning openings SW 44 a to 44 m (see FIG. 7) provided in the general winning opening 44.

  When a game ball wins the general winning port 44, the first starting winning port 37, the second starting winning port 38, and the special variable winning device 42, the payout control device 580 (see FIG. 7) determines the type of winning port. A corresponding number of prize balls are controlled to be discharged from the dispensing device to the upper plate 21 or the lower plate 23 of the front frame 3.

  The center case 51 is opened toward the game area 10 a, an inflow port 50 a that receives a game ball flowing down the game area 10 a, and a warp in which the game ball flowing in from the inflow port 50 a is arranged inside the center case 51. A warp device including a discharge port 50 b that passes through the passage 50 and is discharged onto the stage 49 is provided. Since the stage 49 is disposed above the first start winning opening 37 and the second starting winning opening 38, the game balls rolling on the stage 49 are on the first start winning opening 37 and the second start winning opening 38. It is configured to be easy to flow down.

  Further, a level meter 40 is disposed on the right side of the center case 51. The level meter 40 indicates, for example, a progress state of a game that can be executed in a specific game state. For example, when the current game state is an ambiguous notification state that does not notify whether the current game state is a special game state such as a probability change state, Shows the progress of the game.

  The level meter 40 includes a game start notification unit 40a, a plurality of gauges 40c, and a game achievement notification unit 40b.

  The game start notification unit 40a includes an LED indicating that the game is starting and being executed, and the LED is turned on when the game is being executed. The plurality of gauges 40c are arranged so as to connect the game start notification unit 40a and the game achievement notification unit 40b. The gauge 40c is configured by an LED, and when a predetermined condition is satisfied, the LED of the gauge 40c lights up toward the game achievement notification unit 40b to notify the progress of the game.

  When the game achievement notifying unit 40b satisfies a predetermined achievement condition in the state notification game, the LED included in the game achievement notifying unit 40b is turned on to execute a predetermined effect. The game achievement notification unit 40b has a bomb shape, and an effect that the bomb explodes is executed.

  In the normal start gate 34, a normal start gate SW 34a (see FIG. 7) for detecting a game ball that has passed through the normal start gate 34 is provided. Then, when the game ball that has been driven into the game area 10a passes through the usual figure start gate 34, the usual figure change display game is executed.

  Further, if the game ball passes through the general figure start gate 34 in a state where the normal figure change display game cannot be started, if the start memory number of the normal figure change display game (the normal figure start memory number) is less than the upper limit number, 1 is added to the figure start memory number, and one random number indicating whether or not the normal figure change display game is won is stored as a normal figure start memory. The number of memories for starting the normal map is displayed by an LED provided in the general map / special-purpose display 35.

  For example, a state in which the normal map change display game cannot be started is because the normal map change display game is being executed and the normal map change display game has not been completed, or because the normal map change display game has been hit. The open / close member 38a of the second start winning prize port 38 is in an open state.

  The general map change display game is executed by a general chart / special map display 35 provided on the game board 10. Note that the universal map display game may be displayed in a part of the display area of the display device 53. For example, numbers, symbols, character designs, and the like are used as identification symbols, and the identification symbols are displayed in a variable manner for a predetermined time and then stopped.

  When the stop display of the general fluctuation display game becomes a special result mode, the normal fluctuation display game is won, and the opening / closing member 38a of the second start winning opening 38 is opened for a predetermined time (for example, 0.5 seconds). As a result, the game ball can easily win the second start winning opening 38, and the special figure variation display game can be easily started.

  As described above, the second start winning opening 38 is provided with a pair of left and right opening / closing members 38a. The opening / closing member 38a normally maintains a closed state (an unfavorable state for the player) with an interval of about the diameter of the game ball. However, the result of the usual variable display game becomes a predetermined stop display mode. In the case of the game (when the normal fluctuation display game is a win), the second starting prize opening is opened in the shape of a reverse “C” by a solenoid as a driving device (see FIG. 7). The game ball can be changed into a state in which the game ball easily flows into the state (a state advantageous to the player).

  A second start opening SW38d is provided inside the second start winning opening 38, and the second start opening SW38d detects a winning of a game ball, and a start right for starting a special figure variation display game as an auxiliary game is generated. It is configured as follows.

  Further, a first start winning opening 37 is disposed above the second starting winning opening 38. The first start winning opening 37 is configured such that game balls flowing down the game area can flow in (win).

  A first start opening SW 37d is provided inside the first start winning opening 37 so that a start right for detecting a winning of a game ball in the first starting winning opening 37 and starting a special figure variation display game is generated. It is configured.

  The right to start the special figure variation display game is stored as a start memory (special figure start memory) within a predetermined upper limit (for example, 4) for each start winning opening. The start memory number (special figure start memory number, start memory number) of the special figure variation display game is displayed on the general figure / special figure display 35.

  When the game ball wins the first start winning slot 37 or the second start winning slot 38 in a state where the special figure variation display game can be started immediately (the special figure starting memory number is 0), the start right is generated. The random number extracted along with this is stored as the start memory, and 1 is added to the special figure start memory number, and at the same time, the special figure fluctuation display game is started based on the start memory. The start memory number is decremented by one.

  On the other hand, when the special figure fluctuation display game cannot be started immediately, for example, when the special figure fluctuation display game has already been performed and the special figure fluctuation display game has not ended, or the special game state has been reached, When a game ball wins in the 1 start winning opening 37 or the second starting winning opening 38, if the corresponding special figure start memory number is less than the upper limit number (for example, less than 4), 1 is added to the special figure start memory number. One random number extracted at the timing when the game ball is won is stored in the first start winning opening 37 or the second starting winning opening 38.

  When the special figure fluctuation display game is ready to start, the special figure fluctuation display game is started based on the start-up memory.

  The special figure variation display game as an auxiliary game is executed by a general figure / special figure display device 35 provided on the game board 10, and after a plurality of identification information is variably displayed, a predetermined result mode is displayed. This is done by stopping and displaying.

  In addition, a plurality of types of identification information (for example, numbers, symbols, character designs, etc.) are displayed in a variable manner on the display device 53 in correspondence with the special figure fluctuation display game. Specifically, when the special figure variation display game is started, the display device 53 displays the variation display of the plurality of types of identification information described above on the left (first special symbol), right (second special symbol), Start in the order of medium (third special symbol). That is, in the display device 53, the special symbol variation display corresponding to the display on the general map / special map display 35 is performed. The multi-purpose / special-figure display device 35 accurately informs the player of the change display state and the change display result, and the display device 53 produces various displays to improve the interest.

  Further, when winning at the first start winning port 37 or the second starting winning port 38 is made at a predetermined timing (specifically, when the winning random number at the time of winning detection is a winning value) As a result of the variable display game, a specific result mode (special result mode) is derived from the display symbols, and a big hit state (special game state) is obtained. Correspondingly, the display mode of the display device 53 is also a special result mode (for example, any one of the numbers in the flat order such as “7, 7, 7”). Note that the special figure variation display game may be executed only by the display device 53 without using the general figure / special figure display 35.

  At this time, the special variable prize winning device 42 is in a closed state (player) in which the big prize opening does not accept the game ball for a predetermined time (for example, 30 seconds) by energizing the big prize solenoid 42b (see FIG. 7). From an unfavorable state) to an open state (a state advantageous to the player) in which a game ball can be easily received. In other words, the special winning opening provided in the special variable prize winning device 42 opens widely until a predetermined time or a predetermined number of game balls wins, so that a privilege that a player can acquire many game balls during this period is given. Is done. In addition, the winning of the game ball to the special variation winning device 42 is detected by the count SW 42d (see FIG. 7).

  FIG. 3 is a perspective view for explaining the configuration of the upper plate cover unit 20 of the gaming machine 1 according to the embodiment of the present invention.

  The upper plate cover unit 20 is included in an upper plate unit that is provided on the lower front side of the glass frame 18 and includes an upper plate (member) 21 (see FIG. 1) that can store game balls. The upper plate unit is a horizontally long unit attached to the front side of the glass frame 18.

  The upper plate cover unit 20 includes a speaker cover portion 20b that opens slightly upward on the front surface side in the lower left portion. The speaker cover portion 20b is disposed so that the output portion of the lower speaker 30b is fitted.

  An effect button 60 is disposed on the upper surface of the upper plate cover unit 20. The effect button 60 includes a main button 600 and a sub button 610. An opening for placing the sub button 610 is provided on the outer periphery of the cover (main button decoration) 601 of the main button 600. The main button 600 and the sub button 610 are urged by a spring (see FIGS. 4 to 6) toward the upper side of the upper plate cover unit 20, and are operated by being pressed by the player.

  Hereinafter, the configuration of the effect button 60 will be described with reference to FIGS.

  FIG. 4 is an exploded perspective view for explaining the configuration of the effect button 60 of the gaming machine 1 according to the embodiment of the present invention.

  5 and 6 are views for explaining the structure of the effect button 60 of the gaming machine 1 according to the embodiment of the present invention, FIG. 5 is a sectional perspective view, and FIG. 6 is a sectional view.

  As shown in FIG. 4, the effect button 60 includes a main button 600 and a sub button 610 arranged on the button base 605. A switch board 620 is disposed on the opposite surface of the button base 605 where the main button 600 and the sub button 610 are disposed.

  The main button 600 is configured by superimposing a main button decoration (cover) 601, a main button lens 602, a vibrator 614 (stimulation effect unit), an LED reflector 603, and a main button spring 604, and a main button storage portion of the button base 605. 605a.

  The sub button 610 is configured by superimposing a sub button main body 611 and a sub button spring 612, and is accommodated in the sub button storage portion 605 b of the button base 605.

  The main button ornament 601 is formed with an opening 601a through which the main button lens 602 is inserted. Further, a fixing portion 601b for fixing to the button base 605 is formed, and the opening (not shown) of the upper plate cover unit 20 is fixed so as to be sandwiched between the main button decoration 601 and the button base 605. . Further, a sub button opening 601c through which the sub button main body 611 is inserted is formed.

  The main button lens 602 is disposed so that the operation portion 602a formed in a curved surface from the opening 601a of the main button decoration 601 faces upward. The player operates the main button by pressing the operation unit 602a. The main button lens 602 is a transparent or translucent lens, and an LED 630 (see FIG. 5) that is a light emitter is arranged inside the effect button 60, and can be controlled to emit light according to the effect. is there.

  The LED reflector 603 has a cylindrical shape and has a reflection portion 603a on the inner side. Moreover, it forms so that the outer peripheral part of the LED reflector 603 and the main button lens 602 may fit. In addition, the light emitted by the light emitter disposed inside the effect button 60 is reflected by the reflecting portion 603a. Further, a guide 603b is provided on the side surface, and the guide 603b is slidably disposed in a groove 605c formed on the inner periphery of the main button storage 605a of the button base 605.

  Vibrator 614 is arranged between main button lens 602 and LED reflector 603, and vibrates main button 600 (production button 60). When the player touches or approaches the effect button 60, the player functions as a stimulus effect means for stimulating the player's tactile sensation by vibrating the effect button 60. Vibrator 614 is configured so that modes such as vibration time and vibration interval can be set, and can vibrate continuously for a predetermined time according to the contents of the effect. Also, when a part of the player's body enters the detection range of the human body detection sensor 607, vibration is started, or when a part of the player's body leaves the detection range, the vibration is stopped. It is also possible to do.

  The main button spring 604 is disposed between the LED reflector 603 and the button base 605, and biases the operation unit 602 a of the main button lens 602 upward in the upper plate cover unit 20.

  The sub button main body 611 is inserted into the sub button opening 601 c of the main button decoration 601 and is urged upward by the sub button spring 612.

  As described above, the button base 605 stores the main button 600 in the main button storage portion 605a and the sub button 610 in the sub button storage portion 605b.

  The switch board 620 is fixed to the back side of the button base 605, and a main button sensor 606, a human body detection sensor 607, and a sub button switch 613 are disposed.

  The main button sensor 606 detects that the operation unit 602a of the main button lens 602 is pressed (operated) downward. The main button sensor 606 is a photo sensor, and detects the operation of the main button 600 by blocking the light that illuminates the light receiving unit by the light shielding plate 640 as shown in FIGS. 5 and 6. The light shielding plate 640 is provided in the LED reflector 603. When the player releases the effect button 60 after the main button 600 is operated, the main button lens 602 and the LED reflector 603 are biased upward by the main button spring 604, and the position before the player operates. Returned to

  The human body detection sensor 607 is a sensor that detects that a part of the player's body has approached the effect button 60 (that has entered the detection range 650 set around the effect button 60). The sub button switch 613 is set to ON when the sub button is operated. Note that the human body detection sensor 607 may be provided at a place where the sub button 610 is disposed without mounting the sub button 610.

  In addition, the detection area of the human body detection sensor 607 is set so that it is difficult to detect an operation not related to the button operation of the player seated in front of the gaming machine. In the embodiment of the present invention, since the effect button 60 faces upward (see FIG. 1), by setting the detection range 650 (detection region) in the vertical direction of the operation unit 602a of the main button 600, It is configured so that the detection direction of the human body detection sensor 607 is not on the player side, thereby preventing erroneous detection.

  FIG. 7 is a block configuration diagram showing a control system centering on the game control device 500 of the gaming machine 1 according to the embodiment of the present invention.

  The game control device 500 is a main control device (main board) that comprehensively controls games. A power supply device 300, a payout control device 580, and an effect control device 550 are connected to the game control device 500. The game control device 500 transmits a control signal (command) to the payout control device 580 and the effect control device 550 (see FIG. 13) to instruct execution of various processes. The game control device 500 is further connected to various switches and solenoids to be controlled.

  The game control device 500 includes a CPU unit 510 that performs various arithmetic processes, an input unit 520 that receives input of various signals, and an output unit 530 that outputs various signals and commands. The CPU unit 510, the input unit 520, and the output unit 530 are connected to each other by a data bus 540. Hereinafter, the configuration of each unit will be described.

  The input unit 520 receives signals input from various switches provided in the game board 10 and the like and signals input from the payout control device 580. A signal input to the input unit 520 is transmitted to the CPU unit 510 via the data bus 540.

  The input unit 520 includes a proximity interface (I / F) 521 and ports 522 (522a and 522b).

  The proximity I / F 521 is an interface that receives input signals from various switches, converts the received input signals, and outputs the converted signals to the port 522a. The various switches that input signals to the proximity I / F 521 include, for example, a start port SW (first start port SW37d, second start port SW38d), a normal start gate SW34a, winning ports SW44a to 44m, and a count SW42d. It is. Hereinafter, these switches will be described.

  The first start port SW37d is a switch that detects that a game ball has won the first start winning port 37. The second start port SW38d is a switch for detecting that a game ball has won the second start winning port 38. The normal start gate SW34a is a switch for detecting that a game ball has passed through the normal start gate 34.

  In addition, the detection signal from the start port SW (the first start port SW37d and the second start port SW38d) is input to the gaming microcomputer 511 through the inversion circuit 512 described later in addition to the port 522a. This is because the signal input terminal of the gaming microcomputer 511 is designed to detect the low level as an effective level.

  The count SW 42d is a switch that detects a game ball won in the special variation winning device 42. When a winning game ball is detected, the number of winning game balls is counted, and the counted number of gaming balls is stored in a memory provided in the game control device 500. The winning opening SWs 44 a to 44 m are switches for detecting that a game ball has won the general winning opening 44.

  In addition, since the voltage of the signal input to the proximity I / F 521 is within a predetermined range, the IC included in the proximity I / F 521 detects disconnection of the lead wire of the proximity switch, short circuit, voltage value abnormality, etc. It is possible to do. When the proximity I / F 521 detects an abnormality by these functions, a signal indicating the abnormality is output from the abnormality detection output terminal.

  Further, since the output value (ON / OFF) of the signal input to the proximity I / F 521 is switched by attaching / detaching the connector of the connected switch, the proximity I / F 521 is a case where the switch is not connected. Also, the output can be kept constant.

  The port 522 receives a signal input via the proximity I / F 521 or directly receives a signal input from the outside. The port 522 is connected to the data bus 540, and information input to the port 522 is supplied to the CPU unit 510 and the like via the data bus 540.

  The switches that directly input signals to the port 522 include, for example, a magnetic sensor SW39a, a vibration sensor SW39b, a front frame opening detection SW3b, and a glass frame opening detection SW18b. Hereinafter, these switches will be described.

  The glass frame open detection SW 18b is provided on the back surface of the glass frame 18, for example, and detects that the glass frame 18 has been opened. The glass frame open detection SW 18b is set to ON when the glass frame 18 is released from the front frame 3, and is set to OFF when the glass frame 18 is closed to the front frame 3.

  Similarly, the front frame opening detection SW 3b detects that the front frame 3 has been opened. The front frame opening detection SW 3 b is set to ON when the front frame 3 is released from the outer frame 2, and is set to OFF when the front frame 3 is closed to the outer frame 2.

  The magnetic sensor SW39a detects a magnetic force in order to detect an illegal act of manipulating the trajectory of the launched game ball with a magnet. The vibration sensor SW39b detects the vibration of the gaming machine 1 in order to detect an illegal act that vibrates the gaming machine 1.

  Similarly, a signal output from the payout control device 580 is also directly input to the port 522.

  The CPU unit 510 includes a game microcomputer (game arithmetic processing device) 511, an inversion circuit 512, and a crystal oscillator 513.

  The gaming microcomputer 511 includes a CPU 5111, a ROM (Read Only Memory) 5112, and a RAM (Random Access Memory) 5113.

  The gaming microcomputer 511 executes various processes such as a big win lottery by executing a program stored in the ROM 5112 based on a signal input via the input unit 520.

  In addition, the gaming microcomputer 511 is connected via the output unit 530 to a special / general / game state display device (35, 29), a general electric solenoid 38b, a special prize opening solenoid 42b, an effect control device 550, and a payout control device. The entire game is centrally controlled by transmitting command signals (commands) to 580 or the like. Note that the gaming microcomputer 511 selects a port for inputting or outputting a signal by chip select.

  The ROM 5112 is a non-volatile storage medium and stores invariant information (program, data, etc.) for game control. The RAM 5113 is a volatile storage medium, and is used as a work area for temporarily storing information (for example, random number values) necessary for game control.

  The inverting circuit 512 inverts the logical value of the signal (start winning detection signal) input via the proximity I / F 521 and inputs the inverted logic value to the gaming microcomputer 511. The crystal oscillator 513 is a hard random number operating clock source for performing timer interrupts, system clock signals, jackpot lottery, and the like. In the embodiment of the present invention, the frequency is 20.0000 MHz. Note that another crystal oscillator may be connected as a hard random number operation clock source.

  The output unit 530 includes a port 531, a buffer 532, a driver 533, and a photocoupler (external communication terminal) 534.

  The port 531 receives information input via the data bus 540. The buffer 532 temporarily holds information input via the data bus 540. The driver 533 generates various drive signals from the control signal input via the port 531 and outputs them to each display.

  The photocoupler 534 is connected to the inspection apparatus 592, removes noise from each input / output signal, and shapes the waveform of the signal. Information is transmitted to and received from the inspection device 592 by serial communication.

  Here, the signal output from the output unit 530 will be further described.

  Information output from the CPU unit 510 by parallel communication is transmitted to the payout control device 580 via the port 531a. Since there is no need to secure one-way communication to the payout control device 580, information (payout command) is directly transmitted from the port 531a to the payout control board of the payout control device 580.

  The effect control device 550 outputs a 1-bit data strobe signal (SSTB) indicating the validity / invalidity of data to the buffer 532a via the port 531a, and outputs an 8-bit data signal to the buffer 532a via the port 531b. . Then, an 8 + 1 bit signal (subcommand) is output from the buffer 532a by parallel communication. The buffer 532a is provided to secure one-way communication so that a signal cannot be transmitted from the effect control device 550 to the game control device 500.

  The subcommands transmitted to the effect control device 550 include effect control command signals such as a change start command, a customer waiting demo command, a fanfare command, a probability information command, and an error designation command (main command). The effect control device 550 executes an effect instructed based on the input effect control command signal.

  The signal output from the CPU unit 510 is input to the special winning opening solenoid 42b and the general electric solenoid 38b via the port 531c and the driver 533a. The general electric solenoid 38b operates so as to expand the opening / closing member 38a of the second start winning prize port 38 for a predetermined time. The big prize opening solenoid 42b is in an open state (advantageous to the player) from a closed state (a disadvantageous state for the player) where the special prize opening of the special variable prize winning device 42 does not accept the game ball for a predetermined time. ).

  The special figure / general figure / game state display device includes a universal figure / special figure display 35 and a game state LED 29. The game control device 500 transmits a signal for controlling the special figure / common figure / game state display device. In the special figure / general figure / game state display device, on / off data of the segment line to which the anode terminal of the LED is connected is output via the port 531c and the driver 533b, and the cathode terminal of the LED is connected. Digit line on / off data is output via port 531d and driver 533c.

  The special figure / special display 35 includes a first special figure display, a second special figure display, and a common figure display. The first special figure display and the second special figure display correspond to the first start winning opening 37 and the second starting winning opening 38. In addition, the first special figure display and the second special figure display display the fluctuation display of the identification information (special symbol) of the special figure fluctuation display game and the special figure start memory number (start memory number). The universal map display displays a variation display of identification information (ordinary symbol) of the universal map variation display game and a display of the universal diagram start memory number.

  The gaming state LED 29 receives a signal and notifies the gaming state when the internal state (probability) of the gaming machine changes or when an abnormality or the like is detected.

  The external information terminal 508 outputs gaming machine data (for example, a start signal indicating the start of a variable display game and a special prize signal indicating the occurrence of a special game state (big hit)) from the game control device 500 to the information collecting terminal device. It is a terminal for. The gaming machine data is output via the port 531e and the driver 533d.

  Some game control devices 500 include a connector (not shown) to which a test firing test device 591 for performing a type test of a gaming machine in a predetermined engine is connected. The test firing test apparatus 591 outputs signals input from the start port SW (37d, 38d), the normal start gate SW34a, the winning port SWs 44a to 44m, and the count SW 42d, and is output to the large winning port solenoid 42b and the general electric solenoid 38b. Information necessary for the test, such as a signal to be transmitted, is input. Note that a buffer 532b and a connector for outputting a signal to the test firing test device 591 are not mounted on a mass-produced sales machine that is not for inspection.

  The game control device 500 is connected to the power supply device 300 via the Schmitt circuit 541. The Schmitt circuit 541 removes fluctuation (noise) of the input signal in order to prevent the operation of the gaming machine 1 from becoming unstable when the power is turned on or when the power is turned off. The signals input to the Schmitt circuit 541 include a power failure monitoring signal, an initialization switch signal, and a reset signal. Hereinafter, the power supply device 300 and signals transmitted from the power supply device 300 to the game control device 500 will be described.

  The power supply apparatus 300 includes a normal power supply 310 such as a power supply circuit and a backup power supply 320. The power supply apparatus 300 further includes a power failure monitoring circuit (not shown).

  The normal power supply 310 includes DC32V, DC12V, and DC5V power supplies. DC32V is a power source for driving various solenoids. DC12V is a power source supplied to the driver IC for driving the LEDs of the proximity I / F 521, the photocoupler 534, and the special figure / general figure / game state display device. DC5V is used as a power source for various ICs and a power source monitor LED.

  The backup power source (DC5VBB1) 320 is used as a power source for backing up game data (game information, game control information (including information related to a variable display game, etc.)) stored in the RAM 5113 of the game microcomputer 511. The game control device 500 restores the gaming state before the power failure based on the game data held in the RAM 5113 after the power failure is restored. Note that the backup power source 320 can hold game data for two to three days or more.

  With respect to the normal power supplies DC12V and DC5V, and the backup power supply (DC5VBB1) 320, the line noise between the game control device 500 is removed by the filter circuit.

  A power failure monitoring circuit (not shown) monitors the input voltage (guaranteed DC 32 V) of the switching regulator that generates DC 12 V and DC 5 V on the power supply board. When the detected voltage is DC17.2V to DC20.0V, it is determined that there is a power failure, and a power failure monitoring signal is input to the game control device 500. At this time, the signal is input to the port 522 of the input unit 520 via the Schmitt circuit 541.

  After the power failure monitoring signal is output, the power failure monitoring circuit outputs a reset signal to the game control device 500 via the Schmitt circuit 541. Specifically, it is input to each port 531 of the gaming microcomputer 511 and the output unit 530. Further, it is output to the test firing test device 591.

  When the game control device 500 receives a power failure detection signal, the game control device 500 performs a predetermined power failure process, and after receiving a reset signal, stops the operation of the CPU unit 510.

  The power supply device 300 also includes an initialization switch (not shown). When the initialization switch is in the ON state (operated state) when the power is turned on, the initialization switch signal is transmitted via the Schmitt circuit 541. Is output to the port 522 of the input unit 520.

  Next, the payout control device 580 will be described. The payout control device 580 inputs and outputs signals to and from the game control device 500 in both directions. The payout control device 580 controls a payout unit (not shown) based on the prize ball command signal input by the game control device 500 to discharge the prize ball. Further, based on a ball rental request signal from a card unit (not shown), the operation of the payout unit is controlled to discharge the ball.

  Further, the payout control device 580 outputs a signal to the game control device 500 when a failure such as a broken ball or a failure occurs. Specifically, a payout abnormality status signal, a shot ball cut SW signal, an overflow SW signal, and the like.

  The payout abnormality status signal is a signal that is output when the payout of the game medium (game ball) is not performed normally. The payout chute ball cut SW signal is a signal that is output when the number of game balls before payout is insufficient. The overflow SW signal is a signal output when a predetermined amount or more of game balls are stored in the lower plate 23.

  FIG. 8 is a block configuration diagram showing a control system centering on the effect control device 550 of the gaming machine 1 according to the embodiment of the present invention.

  The production control device 550 is a subordinate control device that controls the production based on the production control command signal transmitted from the game control device 500, and each device that produces the game (controlled) based on the production control command signal. Device). The production of the game by each device (controlled device) includes display on the display device 53, emission of decoration light by the decoration / production device, driving of the production motor, output of sound effects by the speaker 30, and the like. In addition, when an abnormality is detected, for example, when the front frame 3 or the glass frame 18 is opened, a notification sound (frame opening sound) is output from the speaker 30 by the effect control device 550.

  The decoration / production device includes a board decoration device 10d, a frame decoration device 18d, a board production device 10f, and a frame production device 18f. The speaker 30 includes an upper speaker 30a and a lower speaker 30b.

  The effect control device 550 further includes an effect button SW60a (operation detection means) that detects that the effect button 60 has been operated, an effect motor SW59a that detects an initial position of an effect member that operates using the effect motor as a drive source, The human body detection SW 607a outputs a signal by the human body detection sensor 607 that detects that a part of the player's body has approached the effect button 60 (entered within the detection range set around the effect button 60). Is connected. When signals are input from these switches, various effects are executed based on the input signals.

  In addition, the effect control device 550 is supplied with power from the power supply device 300 in the same manner as the game control device 500. The power supplied from the normal power supply 310 to the effect control device 550 includes DC 18V and NDC 24V in addition to those supplied from the game control device 500. “NDC” represents a pulsating current (voltage after rectification and before smoothing). In addition, a reset signal is input from the power supply device 300 when a power failure is detected. The effect control device 550 is configured not to be supplied with a backup power for holding the stored contents because information that affects the game result (giving game value) is not stored.

  Hereinafter, the configuration of the effect control device 550 will be specifically described.

  The effect control device 550 includes a CPU 551, a command interface (I / F) 552, a PROM 553, a CPU / VDP 554, a PROM / image ROM 555, a VRAM 556, a signal conversion circuit 557, a sound source LSI 560, an audio ROM 561, an amplifier circuit 562, and a decoration / effect device. A control circuit (board decoration LED control circuit 10c, frame decoration LED control circuit 18c, board effect motor control circuit 10e, frame effect motor control circuit 18e) to be controlled, and an SW input circuit 570 are provided.

  The CPU 551 transmits instructions to the CPU / VDP 554 that performs visual effects, the sound source LSI 560 that performs sound effects, and the control circuit that controls the decoration / effect device disposed on the game board 10 or the front frame 3. Perform various effects.

  The command I / F 552 is an interface for receiving an input of an effect command transmitted from the game control device 500. The received effect command is notified to the CPU 551.

  The CPU 551 controls various effects based on the command input from the game control device 500 via the command I / F 552. The PROM 553 stores invariant information (program, data, etc.) for game control. The CPU 551 controls various effects based on information stored in the PROM 553.

  The CPU 551 is provided with a RAM 5511 that is used as a work area for temporarily storing information necessary for effect control in the game. The RAM 5511 may be provided outside the CPU 551.

  The CPU / VDP 554 is an arithmetic device that mainly performs processing related to visual effects such as outputting an image such as identification information or a character to the display device 53 in response to a request from the CPU 551.

  The CPU / VDP 554 includes a RAM 5541 and a scaler 5542. The RAM 5541 is used as a work area for temporarily storing information necessary for effect control. The scaler 5542 enlarges the display data by using the display data for one pixel generated by the CPU / VDP 554 in common for a plurality of pixels, and displays an image on a large-screen liquid crystal panel.

  The CPU / VDP 554 is connected to a PROM / image ROM 555 (effect data storage means) that stores image data and the like. The PROM / image ROM 555 stores common image information for each model and image information for each series of the corresponding model. The CPU / VDP 554 is connected to a VRAM 556 that temporarily stores information necessary for image processing.

  Further, the CPU / VDP 554 outputs a synchronization signal (VSYNC, HSYNC) to the CPU 551. With this synchronization signal, it is possible to synchronize the effect by sound or the like and the effect by the image output to the display device 53.

  The CPU / VDP 554 outputs an image signal to the display device 53 via the signal conversion circuit 557. The signal conversion circuit 557 converts the signal in accordance with the specifications of the display device 53. In addition, by outputting a synchronization signal (VSYNC, HSYNC), the timing at which an image is displayed is synchronized with other effects processing.

  The sound source LSI 560 outputs sound signals such as sound effects and notification sounds based on the sound data stored in the sound ROM 561 in response to a request from the CPU 551. Audio data is stored in the audio ROM 561. The audio signal output from the sound source LSI 560 is amplified by the amplifier circuit 562 and output from the speaker 30.

  The speaker 30 includes an upper speaker 30a and a lower speaker 30b. The amplifier circuit 562 includes an upper speaker amplifier circuit 562a and a lower speaker amplifier circuit 562b corresponding to each speaker.

  The CPU 551 is connected to a control circuit that controls various decoration / production devices via an address bus / data bus 559. The CPU 551 outputs a control signal to a control circuit that controls the various decoration / effect devices, and controls the various decoration / effect devices.

  FIG. 9 is a flowchart showing a procedure of main processing in the game control apparatus 500 according to the embodiment of the present invention.

  The main process is executed by the gaming microcomputer 511 of the gaming control device 500 when the gaming machine is powered on or restored from a power failure. The main process includes a process for initialization that is executed only once when the power is turned on, a main loop process (a process in a state where the gaming machine is normally operating), and a process when a power failure occurs.

  When the main process is started, the game control device 500 first executes an initialization process (S901). Specifically, in the initialization process, the game control device 500 first prohibits an external interrupt, and sets an interrupt vector and a stack pointer. Further, the interrupt mode is set and the access to the RAM 5113 of the gaming microcomputer 511 is performed, and then all output ports are set to OFF.

  Next, the game control device 500 executes a power failure recovery process (S902). In the power failure recovery process, first, it is determined whether the cause of the previous power interruption is a normal power interruption or a power interruption due to a power failure, and the power failure recovery process is executed in the case of a power interruption due to a power failure. In the case of normal power shutdown, normal power-on processing is executed such as clearing the stored contents of the RAM 5113 of the gaming microcomputer 511 and setting a predefined initial value.

  In the power failure recovery process, a process for restarting the game in the state before the power failure is executed. When a power failure occurs, the storage content of the RAM 5113 of the gaming microcomputer 511 is backed up by the backup power source 320 of the power supply device 300, and further, the checksum calculated based on the storage content is stored. In the power failure recovery process, it is determined whether or not the stored content of the RAM 5113 of the gaming microcomputer 511 is correct based on the stored checksum. If the stored content is correct, the pre-power failure occurs based on the backed up stored content. Restore to the state.

  After the end of the power failure recovery process, the game control apparatus 500 starts an interrupt timer that generates an interrupt for executing a timer interrupt process described later with reference to FIG. 10 at a predetermined timing (for example, 1 millisecond) (S903). ).

  Subsequently, the game control device 500 updates initial value random numbers that are initial values of various random numbers. These random numbers include a random number for determining the big hit of the special figure variation display game (big hit random number), a random number for determining the big hit symbol of the special figure fluctuation display game (big hit symbol random number), An initial value random number corresponding to a random number for determining the winning (per random number) and a random number for determining the winning symbol of the normal game display game is included.

  In the process of updating various initial value random numbers, first, interrupts are prohibited (S904), the initial value random number update process is executed, and various initial value random numbers are updated (S905). After the initial value random number is updated, an interrupt is permitted (S906). As described above, when setting the initial value random number, the interrupt is prohibited, and the game control device 500 performs control so that the timer interrupt process is executed after various initial value random numbers are updated.

  Further, the game control device 500 checks the power failure inspection area stored in the RAM 5113 of the gaming microcomputer 511 (S907), and determines whether or not a power failure has occurred (S908). In the power failure inspection area, when the power of the gaming machine 1 is cut off due to a power failure, check data (power failure flag) is recorded, and whether or not a power failure has occurred is determined by determining the presence or absence of the power failure flag. Can do.

  When the occurrence of a power failure is not detected (the result of S908 is “N”), the game control apparatus 500 returns to the process of S904 and sequentially executes the subsequent processes.

  When the occurrence of a power failure is detected (result of S908 is “Y”), the game control device 500 executes a power failure process (S909). When a power failure occurs, the backup power supply 320 supplies power necessary for executing the power failure process described below.

  In the power failure processing, the game control device 500 first prohibits interruption and sets all output ports to OFF. Subsequently, the power failure inspection area is cleared, and the power failure inspection area check data (power failure flag) is stored in the power failure inspection area. Further, a checksum is calculated and recorded based on the stored contents of the RAM 5113 of the gaming microcomputer 511 when the power is shut off. Finally, access to the RAM 5113 of the gaming microcomputer 511 is prohibited, and the system waits until the power of the gaming machine 1 is shut off.

  FIG. 10 is a flowchart showing a procedure of timer interrupt processing in the game control apparatus 500 according to the embodiment of the present invention.

  In the game control apparatus 500, a timer interrupt is generated at a predetermined time period (for example, 1 millisecond period) by the interrupt timer activated in the process of S903 of the main process. When a timer interrupt occurs, the game control device 500 executes a timer interrupt process shown below. However, the timer interrupt process (S1001 to S1015) does not necessarily have to be completed every time a timer interrupt occurs.

  The game control device 500 first saves the register of the game microcomputer 511 (S1001) and executes input / output processing (S1002). In the input / output process, information related to game control is output to the effect control device 550 and the payout control device 580 via the output unit 530, and the game is sent to an information collection terminal device (not shown) that collects game data in the gaming machine. Output processing for outputting data and input processing for performing processing such as chattering removal on signals from various sensors and switches input via the input unit 520 to determine input information are included.

  Next, the game control device 500 performs command transmission processing for transmitting various commands to the effect control device 550 and the payout control device 580 (S1003). Specifically, the effect control device 550 includes a change pattern designation command for specifying the change pattern of the identification information in the special figure change display game, and a power failure recovery command for causing the effect control device 550 to execute the power failure recovery process when the power failure is recovered. Or a prize ball command specifying the number of prize balls to be paid out from the payout device is sent to the payout control device 580.

  Next, the game control device 500 executes a random number update process 1 in which the big hit random number and the value of the big hit random number counter are added one by one in order to impart randomness to the big hit random number and the hit random number (S1004). In the random number update process 1, 1 is also added to the values of the jackpot symbol random number counter or the symbol symbol random counter that determines the stop symbol.

  Next, the game control device 500 executes an initial value random number update process, which is a process for updating a big hit random number and an initial value random number such as a hit random number (S1005).

  Then, the game control device 500 adds one by one the value of the effect determination random number counter for imparting randomness to the effect or decoration (variation pattern, stop symbol, etc.) when the special figure variation display game is advanced. Update processing 2 is executed (S1006).

  Next, the game control device 500 executes a winning opening switch monitoring process for monitoring input of detection signals by the first starting opening SW37d, the second starting opening SW38d, or the winning openings SW44a to 44m (S1007).

  Furthermore, the game control device 500 executes an error monitoring process for monitoring the occurrence of an abnormality in the gaming machine 1 (S1008). The abnormality in this case is an illegal act or a failure of the gaming machine 1. The cheating includes, for example, a magnet fraud in which a player brings a magnet close to a gaming machine and changes the course of the gaming ball in order to win the game ball in the second start winning opening 38 or the like. The magnet fraud is detected by the magnetic sensor SW39a shown in FIG. When the occurrence of abnormality is detected, a notification sound is output from the speaker 30 or the gaming state LED 29 is turned on to notify the user.

  Further, the fraud detected in the error monitoring process of S1008 includes an open fraud in which the glass frame 18 and the front frame 3 are opened by the player. As described above, the opening fraud is detected by the glass frame opening detection SW 18b, the front frame opening detection SW 3b, or the like.

  The game control device 500 executes a special figure game process (S1009) for controlling the progress of the special figure variation display game and a general figure game process (S1010) for controlling the progression of the common figure fluctuation display game.

  Subsequently, the game control device 500 executes a segment editing process for editing the parameters for outputting the results of the special figure fluctuation display game and the common figure fluctuation display game to the segment LED of the special figure / special figure display 35. (S1011).

  Next, the game control device 500 executes an external information editing process for editing various signals output from the external information terminal 508 (S1012).

  Then, the game control device 500 declares the end of the timer interrupt process (S1013). After that, the temporarily saved register is restored (S1014), the interrupt and timer interrupt by the prohibited external device are permitted (S1015), and the process returns to the main process.

  FIG. 11 is a flowchart showing the procedure of the special game process in the game control apparatus 500 according to the embodiment of the present invention.

  The game control device 500 first determines whether or not there is a winning in the first start winning opening 37 (S1101). Specifically, it is determined whether or not a game ball detection signal is input to the game control device 500 from the first start port SW37d.

  When the game control device 500 determines that there is no winning at the first start winning opening 37 (result of S1101 is “N”), the ordinary electric accessory (general power, opening / closing member 38a) is operating. It is determined whether or not (S1102). If the ordinary electric accessory is operating (the result of S1102 is “Y”), it is further determined whether or not there is a prize at the second start prize opening 38 (S1103). Specifically, it is determined whether or not a game ball detection signal is input to the game control device 500 from the second start port SW38d.

  In the game control device 500, when the ordinary electric accessory is not operating (the result of S1102 is “N”), or when there is no winning at the second start winning opening 38 (the result of S1103 is “N”). , S1111 and subsequent processes are executed.

  On the other hand, the game control device 500, when there is a prize at the first start prize opening 37 (result of S1102 is “Y”), or when there is a prize at the second start prize opening 38 (result of S1103). Is “Y”), the storage control area corresponding to the first start winning port 37 or the second starting winning port 38 is set as a reference destination (S1104).

  Storage control areas (a first storage control area and a second storage control area) corresponding to the first start winning opening 37 and the second starting winning opening 38 are allocated to the storage control area. Each storage control area includes a start memory number and a start memory area provided for each start memory. When the upper limit value of the start memory number is 4, four start storage areas are included. In the start memory area, a big hit random number for determining whether or not the variable display game is a big hit, a big hit symbol random number for specifying a symbol that stops when the variable display game is a big hit, and when the variable display game is executed The random number for production for determining the fluctuation pattern (production pattern) in is included.

  Then, the game control device 500 determines whether or not the set start memory number is equal to or greater than an upper limit value (for example, “4”) (S1105). If the acquired start memory number is equal to or greater than the upper limit value (the result of S1105 is “Y”), the start memory number has reached the upper limit value, and therefore, the processing after S1111 is executed.

  When the start memory number is smaller than the upper limit value (the result of S1105 is “N”), the game control device 500 adds 1 to the start memory number (S1106). Further, a start winning flag corresponding to the winning start winning opening is set (S1107). For example, when a game ball is won at the first start prize opening 37, a first start prize flag is set, and when a game ball is won at the second start prize slot 38, a second start prize flag is set. Is done.

  Next, the game control device 500 extracts various random values and stores them in the start storage area corresponding to the start storage number among the storage control areas set in the process of S1104 (S1108). Specifically, the big hit random number counter is extracted from the big hit random number counter, the big hit symbol random number counter is extracted from the big hit symbol random number, and the effect random number is output from the random number counter for effect determination, and the various extracted random numbers are stored in the start memory area corresponding to the start memory number. To do. Further, a start memory number command is set (S1109) and transmitted to the effect control device 550.

  Subsequently, the game control device 500 executes a prior determination process (S1110). The pre-determination process determines whether or not a big hit is made in advance based on various random values stored in the start-up storage area, and sets information necessary for performing the pre-production (pre-reading production) based on the determination result. . Details of the prior determination process will be described later with reference to FIG.

  Next, the game control apparatus 500 acquires the special figure game process number updated by the progress state of the special figure variation display game (S1111). And the process corresponding to the acquired special figure game process number is performed (S1112).

  When it is determined that the special figure game process number is “0” (the result of S1112 is “No = 0”), the game control device 500 is in a special state change display game that starts changing, in a gaming state ( A special figure routine process for determining whether or not to generate a special game state according to whether the game state is a probability change game state or a normal game state is executed (S1113).

  When it is determined that the special figure game process number is “1” (the result of S1112 is “No = 1”), the game control apparatus 500 corresponds to the fluctuation pattern set in the special figure fluctuation display game. Until the fluctuation time elapses, the special figure changing process for displaying the symbols (identification information) in a variable manner is executed (S1114).

  When it is determined that the special figure game process number is “2” (the result of S1112 is “No = 2”), the game control device 500 generates a special game state when the special figure variable display game is generated. Then, a special figure displaying process for displaying a stop symbol (a change display result of the identification information) for a predetermined time (for example, 1 to 2 seconds) is executed (S1115).

  When it is determined that the special figure game process number is “3” (the result of S1112 is “No = 3”), the game control apparatus 500 outputs a fanfare sound or the like from the speaker 30 when it is a big hit. A fanfare / interval process is executed (S1116). If it is not a big hit, the special figure game process number is set to 0, and the process returns to the special figure routine process (S1112). In the case of a big hit, the special game process number is set to 4 after the fanfare / interval process is executed.

  When it is determined that the special figure game process number is “4” (the result of S1112 is “No = 4”), the game control device 500 opens and closes the open / close door 42a of the special variable winning device 42. Processing during mouth opening is executed (S1117). In the special winning opening opening process, information necessary for updating the count of the special winning opening, updating the game processing timer of the special symbol, and the special winning opening remaining ball processing described later is set.

  When it is determined that the special figure game process number is “5” (the result of S1112 is “No = 5”), the game control device 500 includes a process based on the remaining balls that can be won in the big winning opening. The winning ball remaining ball processing is executed (S1118). In the winning prize remaining ball process, information necessary for updating the special symbol process timer and performing the fanfare / interval process or the big hit end process is set. In addition, it is determined whether the maximum opening time of the special winning opening has elapsed or whether a predetermined number of game balls have been won in the special winning opening, and the opening / closing door 42a is closed when any of the conditions is satisfied. After this is repeated for a predetermined number of rounds, the special figure game process number is set to 6.

  When it is determined that the special figure game process number is “6” (the result of S1112 is “No = 6”), the game control apparatus 500 executes a small / big hit end process (S1119). In the small / big hit end process, for example, a game state is set after the small hit state or the big hit state ends.

  Finally, the game control device 500 executes a special figure fluctuation control process for controlling the execution of the special figure fluctuation display game (S1120). Then, the special figure game process is terminated and the process returns to the timer interrupt process.

  FIG. 12 is a flowchart showing the procedure of the pre-determination process in the game control apparatus 500 according to the embodiment of the present invention.

  The pre-determination process is a process for determining in advance the result of the variable display game and performing a presentation according to the result of the variable display game.

  The game control device 500 first determines whether or not the second start winning flag is set (S1201). When the pre-determination process is executed, the first start winning flag or the second starting winning flag is always set in the process of S1107 of FIG. Therefore, when the second start winning flag is not set (the result of S1201 is “N”), the first starting winning flag is set, and the processing after S1204 is executed.

  When the second start winning flag is set (the result of S1201 is “Y”), the game control device 500 further determines whether or not the gaming state is a certain change state or a short time state (S1202). . When the gaming state is a probability change state or a time-short state (the result of S1202 is “Y”), an effect corresponding to the probability change state or the time-short state is executed, and there is no need to execute a pre-effect, so the prior determination process finish.

  Furthermore, when the gaming state is not the probability change state or the time saving state (the result of S1202 is “N”), the gaming control device 500 determines whether or not the big hit is being made (S1203). When the big hit is being made (the result of S1203 is “Y”), the big hit effect is executed, and it is not necessary to execute the pre-production, so the preliminary determination process is terminated.

  When the gaming state is neither the probability change state nor the time-short state and the big hit is made (the result of S1203 is “N”), or the first start winning flag is set (S1201). If the result is “N”), the newest (last stored) jackpot random number included in the start memory is obtained from the storage control area corresponding to the set start winning flag (S1204).

  Further, the game control device 500 sets a jackpot determination value according to the current probability state (S1205), and whether or not the jackpot random value acquired in the process of S1204 matches the determination value set in the process of S1205. Is determined (S1206).

  In the case where the jackpot random number value does not match the jackpot determination value (the result of S1206 is “N”), the game control device 500 sets the preliminary determination ACTION table 1310 in the determination table for determining the content of the preliminary determination effect. (S1207). On the other hand, when the big hit random number value matches the big hit determination value (the result of S1206 is “Y”), the pre-determination ACTION big hit table 1320 is set in the determination table for determining the effect of the pre-determination (S1208). . Details of the advance determination ACTION table 1310 will be described later with reference to FIG. 13A, and details of the advance determination ACT big hit table 1320 will be described later with reference to FIG.

  Subsequently, the game control device 500 acquires a random number for presentation from the start storage area corresponding to the set start winning flag (S1209), and is acquired based on the determination table set in the processing of S1207 or S1208. The effect action information corresponding to the effect random number is acquired (S1210). The production action information is a code (part of a command) corresponding to specific production contents.

  Further, the game control device 500 acquires MODE information corresponding to the set start prize flag and the start memory number corresponding to the start prize flag from the prior determination MODE information table 1330 (S1211). The MODE information is information necessary for generating the prior command, and is information for specifying the content of the prior production command. Details of the prior determination MODE information table 1330 will be described later with reference to FIG. 13C.

  The game control device 500 generates a pre-effect command based on the effect ACTION information acquired in the process of S1210 and the MODE information acquired in the process of S1211 (S1212). Finally, the advance effect command generated in the process of S1212 is set as a transmission command (S1213), the advance determination process is terminated, and the process returns to the special figure game process.

  FIG. 13A is a diagram showing an example of the advance determination ACTION table 1310 according to the embodiment of this invention.

  FIG. 13B is a diagram illustrating an example of the pre-determination ACTION jackpot table 1320 according to the embodiment of this invention.

  Pre-determination ACTION losing table 1310 and pre-determination ACTION big hit table 1320 have the same structure, and include production random number 1301 and production ACTION (information) 1302.

  The production random number 1301 is set with a numerical range, and the production ACTION 1302 corresponding to the case where the production random number stored in each start memory is included in the numerical range is selected. The production ACTION 1302 stores information corresponding to the production content.

  The game control device 500 generates a pre-effect command based on the selected effect ACTION 1302 and a MODE 1333 of the pre-determined MODE information table 1330 described later, and transmits it to the effect control device 550. The effect control device 550 executes the pre-production based on the received pre-production command.

  FIG. 13C is a diagram illustrating an example of the advance determination MODE information table 1330 according to the embodiment of this invention.

  The prior determination MODE information table 1330 includes a start winning opening 1331 that has won a prize, a start storage number 1332, and a MODE 1333.

  In the prior determination MODE information table 1330, the MODE 1333 is acquired based on the winning start winning opening 1331 won and the start memorized number 1332 corresponding to the starting winning opening.

  As described above, the MODE 1333 is combined with the production ACTION 1302 to generate a pre-production command. The advance effect includes, for example, a prefetch effect. The pre-production is determined in accordance with the winning start winning opening and the number of start memories, and the pre-production is set differently.

  FIG. 14 is a state transition diagram of the effect control device 550 according to the embodiment of this invention.

  When the effect control device 550 is turned on, it shifts to a command input waiting state in which the command input is waited (1401).

  When a power-on command (cd) is input in a command input waiting state, the effect control device 550 executes a RAM initialization process (1402). In the RAM initialization process, the contents of the RAM 5511 are initialized, and necessary processes are executed when the power is turned on.

  On the other hand, if a power failure recovery command is input while waiting for command input, the effect control device 550 makes a transition to a power failure recovery state (1403). In the power failure recovery state, processing necessary for power recovery is executed.

  Then, after executing the power-on process and the power failure recovery process, the effect control device 550 transitions to a state of waiting for the input of the main command, and the process corresponding to the input main command is executed (1404).

  Hereinafter, processing executed based on the input main command will be described. First, a case where a customer waiting demo command is input will be described.

  When the customer waiting demonstration command is input, the effect control device 550 makes a transition to the customer waiting state (1405). In the customer waiting state, the production control device 550 determines whether another command has been input for a predetermined time (for example, 10 minutes). When another command is input during the predetermined time, the effect control device 550 transitions to a state corresponding to the input other command.

  On the other hand, if no other command is input during the predetermined time, the production control device 550 transitions to a customer waiting demonstration state (1406). In the customer waiting demonstration state, the customer waiting demonstration is displayed on the display device 53.

  Next, a case where a jackpot end operation command is input will be described.

  When the jackpot end operation command is input, the production control device 550 makes a transition to the ending state (1407). In the ending state, an ending screen indicating that the jackpot has ended is displayed on the display device 53.

  Next, a case where an interval command is input will be described.

  When the interval command is input, the effect control device 550 transits to the interval state (1408). In the in-interval state, the display unit 53 displays that it is an interval period during which the big prize opening provided in the special variable prize-winning device 42 is closed during the big hit.

  Next, a case where a round number command is input will be described.

  When the round number command is input, the effect control device 550 transitions to the in-round state (1409). In the round state, the current round number is displayed on the display device 53.

  Next, a case where a fanfare command is input will be described.

  When the fanfare command is input, the effect control device 550 transits to the fanfare-in-progress state (1410). In a fanfare state, a fanfare sound is output from the speaker 30.

  Next, a case where a variation pattern command, a pre-production command, and a decoration special figure reservation number command are input will be described.

  When the variation pattern command is input, the effect control device 550 transitions to the symbol variation state (1411). In the symbol changing state, the symbol is changed and displayed on the display device 53 during the changing time specified by the changing pattern command.

  Then, when the variation time included in the variation pattern command has elapsed, the effect control device 550 transitions to a symbol finalizing state (1412). In the symbol finalizing state, the symbol that has been variably displayed is stopped based on the symbol designation information of the model / symbol designation information.

  In addition, in the symbol changing state 1411 and the symbol finalizing state 1412, if a pre-effect command and a decoration special figure reservation number command are input, a pre-read effect (pre-effect) is executed.

  Even when the power is turned on, if a power failure recovery command is input, the effect control device 550 transitions to a power failure recovery state, and necessary processing is executed (1403). Further, when a power-on command is input, RAM initialization processing is executed (1402).

  FIG. 15 is a flowchart showing a procedure of main processing in the effect control device 550 according to the embodiment of the present invention.

  This process is a process executed by the CPU 551 of the effect control device 550 when the gaming machine 1 is powered on.

  First, the effect control device 550 executes an initialization process for setting initial values necessary for executing various processes in the RAM 5511 (S1501). Subsequently, an interrupt timer for generating an interrupt at a predetermined timing (for example, 1 millisecond) is started (S1502). Interrupt processing is executed at the timing of interrupt generation. Details of the interrupt processing will be described later with reference to FIG.

  The effect control device 550 executes main command analysis processing for analyzing the main command received from the game control device 500 (S1503). Subsequently, a game management process for managing the execution status of the special figure variation display game is executed (S1504). Details of the game management process will be described later with reference to FIG.

  The effect control device 550 executes the notice effect control process for controlling the notice effect executed by operating the effect button 60 or the like (S1505). For the operation of the effect button 60, in addition to the operation by directly pressing the effect button 60, when a part of the player's body approaches the effect button 60 (for example, the player's hand is in the effect button 60. Is included). Details of the notice effect control process will be described later with reference to FIGS.

  Further, the effect control device 550 executes display control processing for controlling the display screen of the display device 53 (S1506). Subsequently, a sound control process for controlling the sound output from the speaker 30 is executed (S1507), and further, a decoration control process for controlling the light emission mode and the like of the decoration member 9 is executed (S1508).

  The effect control device 550 executes an error monitoring process for monitoring the occurrence of an abnormality in the gaming machine 1 (S1509). In addition to the abnormality related to the effect control device 550, when a command for instructing error notification is received from the game control device 500, a predetermined process such as alarm sound notification is executed.

  Finally, the effect control device 550 executes a random number update process for updating the random number for determining the variation pattern and the stop symbol (S1510), and returns to the process of S1503. Thereafter, the processing from S1503 to S1510 is repeated.

  FIG. 16 is a flowchart showing a procedure of interrupt processing in the effect control device 550 according to the embodiment of this invention.

  The effect control device 550 first executes timer update processing for updating the values of various timers (S1601).

  Subsequently, the effect control device 550 monitors an external signal input and executes an input process for receiving the input (S1602). For example, a signal input by operating the effect button 60 is detected, and the input of the signal is accepted.

  Further, the effect control device 550 outputs the image instructed by the display control process (S1506 in FIG. 15) from the display device 53, the sound effect or the notification sound instructed by the sound control process (S1507 in FIG. 15), and the like. Is output to the speaker 30 (S1603).

  Finally, the effect control device 550 monitors the input of the main command transmitted from the game control device 500, executes a main command reception process for receiving the main command (S1604), and ends the interrupt process.

  FIG. 17 is a flowchart showing the procedure of the game management process in the effect control device 550 according to the embodiment of the present invention.

  The effect control device 550 first determines whether or not a stored number command or a prior effect command has been received (S1701). The memorized number command is a command for updating the starting memorized number stored in the effect control device 550, and only when a game ball is newly won at the starting winning opening (provided that there is no overflow of the starting memory). ) And is specified to be subtracted when the variable display game is executed. The pre-effect command is a command indicating execution information for executing a pre-read effect, and is designated to store the result of determining various random numbers when a new game ball is won at the start winning opening. The

  Only when the stored number command or the pre-production command is received (the result of S1701 is “Y”), the storage update / pre-production process described later in FIG. 18 is executed (S1702).

  Next, it is determined whether or not the value of the control process number is 0 (S1703). If the value of the control process number is 0 (the result of S1703 is “Y”), a change start process is executed (S1704). The variation start process is a process of setting a stop symbol based on the received symbol designation information and selecting a variation pattern. Details of the variation start processing will be described later with reference to FIG.

  Next, the effect control device 550 determines whether or not the value of the control process number is 1 (S1705). When the value of the control process number is 1 (the result of S1705 is “Y”), the changing process is executed (S1706). In the changing process, the symbol processing timer is updated, or information necessary for displaying the symbol is set.

  Next, the effect control device 550 determines whether or not the value of the control process number is 2 (S1707). If the value of the control process number is 2 (the result of S1707 is “Y”), the symbol stop process is executed (S1708). In the symbol stop process, the symbol processing timer is updated or the end of the stop symbol display is determined.

  Next, the effect control device 550 determines whether or not the value of the control process number is 3 (S1709). If the value of the control process number is 3 (the result of S1709 is “Y”), the fanfare / interval process is executed (S1710). The fanfare / interval process outputs a fanfare sound or the like from the speaker 30 or outputs an image to the display device 53 during a round interval.

  Next, the effect control device 550 determines whether or not the value of the control process number is 4 (S1711). When the value of the control process number is 4 (the result of S1711 is “Y”), the special winning opening open process is executed (S1712). The processing during opening of the big winning opening is performed such as updating the count number of game balls won in the big winning opening.

  Next, the effect control device 550 determines whether or not the value of the control process number is 5 (S1713). When the value of the control processing number is 5 (the result of S1713 is “Y”), the winning prize remaining ball processing is executed (S1714). The winning ball remaining ball processing is performed to determine whether or not the number of rounds has reached a predetermined number, whether or not to continue the opening of the big winning port, etc. Set the necessary information.

  Finally, the effect control device 550 determines whether or not the value of the control process number is 6 (S1715). When the value of the control process number is 6 (the result of S1715 is “Y”), the small / big hit end process is executed (S1716). The small / big hit end process includes a process of displaying an ending screen after the number of rounds reaches a predetermined number.

  FIG. 18 is a flowchart showing the procedure of the storage update / preliminary effect process in the effect control device 550 according to the embodiment of the present invention.

  The memory update / preliminary effect process updates the start memory number stored in the start memory area assigned to each start winning opening in the RAM 5511 of the effect control device 550 based on the received memory number command, This is a process of storing necessary information based on this.

  The effect control device 550 first determines whether or not a storage number command has been received (S1801). The memory number command is a command for updating the starting memory number. When the variable display game is executed and the starting memory number is subtracted, or when the game ball is won at the starting winning opening and the starting memory number is added. In the case (however, only when there is no start-up memory overflow).

  When the production control device 550 receives the storage number command (the result of S1801 is “Y”), the production control device 550 updates the storage number recorded in the RAM 5511 of the production control device 550 (S1802). At this time, the start memory display update is set. For example, a display corresponding to the start memory number is displayed on the display device 53, and the display is set so that the display is changed according to the change of the start memory number.

  Further, the effect control device 550 determines whether or not a prior effect command has been received (S1803). When the prior effect command has not been received (the result of S1803 is “N”), the processing after S1812 is executed.

  When the effect control device 550 receives a prior effect command (the result of S1803 is “Y”), the effect control device 550 further determines whether or not the start memory number is greater than 1 (S1804). If the start memory number is 1 or less (the result of S1804 is “N”), the variable display game is started immediately, and therefore the processing after S1812 is executed without setting the pre-effect.

  When the start memory number is greater than 1 (result of S1804 is “Y”), the effect control device 550 determines that the remaining variation time of the variation display game currently being executed is from a predetermined set value (for example, 1 second). It is determined whether or not the value is larger (S1805). This is to determine whether it is possible to secure the time necessary for execution of the pre-production and to ensure the time that the player can recognize the pre-production. When the remaining variation time of the currently displayed variation display game is less than the predetermined set value, the processing after S1812 is performed without setting the pre-effect.

  When the remaining variation time of the currently displayed variation display game is greater than the predetermined set value (result of S1805 is “Y”), the effect control device 550 sets the value of the effect ACTION included in the prior effect command to “ It is determined whether it is included in the range of “03H” to “06H” (S1806). When the value of the effect ACTION is included in the range of “03H” to “06H”, reach occurs in the variable display game. Therefore, in the process of S1806, it is determined whether or not reach occurs. It will be. When the value of the effect ACTION is not included in the range from “03H” to “06H”, that is, when the reach does not occur (the result of S1805 is “N”), the pre-effect is not set, and after S1812 Execute the process. In other words, when a big hit does not occur, it is not necessary to perform prior notification.

  When the value of the effect ACTION included in the advance effect command is included in the range of “03H” to “06H” (the result of S1806 is “Y”), the effect control device 550 uses the prior effect execution random number. Obtain (S1807). The prior effect execution random number is an integer in a predetermined range, and it is determined whether or not the acquired prior effect execution random number is an odd number (S1808).

  When the prior effect execution random number is not an odd number, that is, when it is an even number (the result of S1808 is “N”), the effect control device 550 executes the processes after S1812 without setting the prior effect. When the reach occurs, it is not always necessary to execute the pre-production, and the execution frequency of the pre-production is adjusted in the processing of S1808. Therefore, the execution frequency may be further reduced, for example, when the random number for executing the pre-production is a multiple of 3.

  When the random number for executing the pre-production is an odd number (the result of S1808 is “Y”), the production control device 550 produces the production mode (pre-production information) corresponding to the production ACTION from the pre-production selection table 1900 (see FIG. 19A). Is selected (S1809). Subsequently, the selected pre-production information is set in the corresponding start storage area 1910 (see FIG. 1 start storage area 1920, special figure 2 start storage area 1930, FIG. 19B) (S1810), and the pre-staged flag is set. Is set (S1811).

  The effect control device 550 acquires the pre-effect information from the number of storage areas corresponding to the start memory number when the pre-effect setting is not performed or the setting of the pre-effect is completed (S1812). Then, based on the number of start memories and the acquired prior effect information, a prior effect is performed by updating the start memory display (S1813). For example, the mode of the start memory display is changed depending on whether or not the prior effect is performed. Details will be described with reference to FIG.

  FIG. 19A is a diagram showing an example of the prior effect selection table 1900 according to the embodiment of this invention.

  The advance effect selection table 1900 includes effect ACTION information 1901 and effect modes 1902.

  The effect action information 1901 is identification information corresponding to the effect contents, and corresponds to the effect action information extracted from the prior effect command transmitted from the game control device 500 and stored in the start memory.

  In the effect mode 1902, for example, the content of an effect executed on the display device 53 (for example, a graphic indicating start memory display (hold display)) and the color of the start memory display are set. The figure and color indicating the start memory display correspond to the probability of jackpot occurrence (big hit reliability), and if the probability is low, it will be a white circle, and if it is high, it will be a rainbow-colored star To do. By configuring in this way, the player can grasp the jackpot reliability.

  It should be noted that the start memory display before the pre-effect is executed may be set to white, and the color and shape of the start memory display may not be changed when the reliability of the big hit is low.

  Further, when the display mode is changed step by step in the process of S1813 in FIG. 18, control is performed so as to change from the prefetch effect contents with low reliability to the actually selected prefetch effect contents in order.

  FIG. 19B is a diagram illustrating an example of a start storage area 1910 in which pre-production information according to the embodiment of this invention is stored.

  In the start memory area 1910, a special figure 1 start memory area 1920 corresponding to a variable display game executed when a game ball wins the first start winning opening 37, and a game ball wins the second start winning opening 38. And a special figure 2 start storage area 1930 corresponding to the variable display game executed in this case.

  The special figure 1 start storage area 1920 and the special figure 2 start storage area 1930 have the same structure, and include a start storage number and storage areas (1 to 4) for each start storage. Each of the storage areas (1 to 4) includes a previously produced flag area and a previously produced information area.

  In the pre-staged flag area, a pre-staged flag indicating whether or not a pre-stage is set in the corresponding start memory is stored (S1811 in FIG. 18). In the advance effect information area, an effect mode (advance effect information) corresponding to the advance effect set in the corresponding start memory is stored (S1810 in FIG. 18). The production mode is a value set in the production mode 1902 of FIG. 19A.

  FIG. 20 is a flowchart showing a procedure of variation start processing in the effect control device 550 according to the embodiment of the present invention.

  The variation start process is a process of setting a stop symbol based on the received symbol designation information, and further setting a variation pattern and variation time from a variation pattern selection table based on whether or not it is a big hit, mode information, variation pattern information It is. In addition, the start memory display (hold display) is changed.

  First, the effect control device 550 determines whether or not a change start command has been received (S2001). If the change start command has not been received (the result of S2001 is “N”), this process ends.

  When the production control device 550 has received the change start command (the result of S2001 is “Y”), the production control device 550 executes a stop symbol setting process (S2002). In the stop symbol setting process, a stop symbol in the variable display game is determined based on the received symbol designation information.

  Next, the effect control device 550 determines whether or not the stop symbol set based on the symbol designation information is a big hit symbol (S2003). When the stop symbol is a big hit symbol (the result of S2003 is “Y”), a big hit flag is set (S2004).

  Further, the effect control device 550 executes a variation pattern setting process (S2005). The variation pattern setting process acquires and sets a variation pattern and a variation time from a variation pattern selection table (not shown) based on the big hit flag, mode information, and variation pattern information. After completion of the variation pattern setting process, a variation start flag is set (S2006).

  Subsequently, the effect control device 550 refers to the start storage area of the special figure 1 or the special figure 2 for executing the variable display game (S2007). Then, it is determined whether or not the pre-staged flag is set in the pre-staged flag storage area of the referenced start storage area (S2008).

  The effect control device 550 sets the effect execution flag in a predetermined area in the RAM 5511 when the advance effected flag is not set in the target start storage area (the result of S2008 is “N”) (S2009). . Further, the pre-production information is acquired from the pre-production information area of the starting storage area being referred to, and it is determined whether or not it is a one-shot notification variation pattern (S2010).

  The effect control device 550 sets the one notification flag when the prior effect is the one notification change pattern (the result of S2010 is “Y”) (S2011). One-shot notification is to notify the player in advance that a big hit will occur in the variable display game corresponding to the target start memory. In addition, the occurrence probability of the single announcement variation pattern is set to be small, and in the embodiment of the present invention, this corresponds to the case where the effect random number value of the pre-judgment ACTION big hit table of FIG. 13B is 195 to 199. In this case, the probability of occurrence of one notification is 2.5%, but it may be controlled to be further reduced (for example, 1% or less).

  Moreover, in the pre-production (one-shot notification production) in which one notification is performed, a stimulation production that vibrates the production button 60 is executed by the vibrator 614 as described later. As described above, the player can be surprised by executing the stimulus effect (single notification effect) with a lower probability than the normal game effect. Furthermore, since the stimulus effect is executed when the prior effect is not executed from the processing of S2008, the stimulus effect can be further enhanced.

  Furthermore, by configuring the player so that the player cannot determine whether the normal effect is executed or the stimulus effect is executed, it is possible to give a further surprise to the occurrence of the stimulus effect. Can be further enhanced.

  The production control device 550 shifts the storage contents of each start storage area one by one in order to erase the data stored in the processed start storage area (S2012). Finally, 1 is added to the control process number (S2013), this process is terminated, and the process returns to the caller process.

  Next, the notice effect control process will be described with reference to FIGS. In the notice effect control process, execution of a normal notice effect by the display device 53 and a single notice effect including a stimulus effect in which the effect button 60 is vibrated by the vibrator 614 is controlled.

  FIGS. 21 to 24 are flowcharts showing the procedure of the notice effect control process in the effect control device 550 according to the embodiment of the present invention.

  When the notice effect control process is started, the effect control device 550 first determines whether or not an effect execution flag is set (S2101). If the effect execution flag is not set (the result of S2101 is “N”), this process is terminated, and the process returns to the caller process (main process, FIG. 15). The effect execution flag is set in the process of S2009 of the variation start process shown in FIG. 20, and is set when the prior effect is not executed in the corresponding start memory (when the pre-effected flag is not set). Yes. That is, when the preliminary presentation is executed, control is performed so that the preliminary announcement is not executed.

  When the effect execution flag is set (result of S2101 is “Y”), the effect control device 550 determines whether or not the effect control counter is 0 (S2102). The effect control counter is a counter that manages the progress of the notice effect. When the effect control counter is 0, the notice effect is not executed or the processing necessary for executing the notice effect is completed. If the effect control counter is not 0 (the result of S2102 is “N”), the process of S2106 is executed.

  When the effect control counter is 0 (result of S2101 is “Y”), the effect control device 550 determines whether or not the variable display game is started (S2103). If the variable display game has not been started (the result of S2103 is “N”), the process is terminated and the process returns to the caller process.

  When the variable display game is started (result of S2103 is “Y”), the effect control device 550 sets an effect standby timer (S2104). The effect standby timer is used for waiting until a predetermined time elapses from the start of fluctuation when a notice effect is executed by a player's operation. After this waiting time has elapsed, a detection valid period in which detection by the effect button sensor 606 and the human body detection sensor 607 is possible is started.

  The effect control device 550 further adds 1 to the effect control counter (S2105), and sets the value of the effect control counter to 1. The effect control counter is a counter that manages the progress of the notice effect. When the value of the effect control counter is 1, it indicates that it is within the waiting time from when the variable display game is started until the human body detection is started.

  Next, the effect control device 550 determines whether or not the effect control counter is 1 (S2106). That is, the effect standby timer is activated and it is determined whether or not it is within the standby time. If the effect control counter is not 1 (the result of S2106 is “N”), the process of S2111 is executed.

  When the production control counter is 1 (result of S2106 is “N”), the production control device 550 determines whether the production standby timer value is 0, that is, whether a predetermined standby time has elapsed (S2107). ). When the value of the effect standby timer is not 0 (the result of S2107 is “N”), this process is terminated and the process returns to the caller process.

  The effect control device 550 sets a detection valid timer when the value of the effect standby timer becomes 0, that is, when a predetermined standby time has elapsed (result of S2107 is “Y”) (S2108). The detection valid timer is a timer for measuring the time during which the human body detection sensor 607 is valid. That is, the human body detection sensor 607 is valid only for the time set in the detection valid timer when the notice effect is executed.

Subsequently, the effect control device 550 starts executing an operation promotion effect for promoting the operation of the effect button 60 by the player (S2109). Further, 1 is added to the effect control counter (S2110), and the value of the effect control counter is set to 2. That is, when the value of the effect control counter is 2, it indicates that the operation promotion effect has been started.

Next, the effect control device 550 determines whether or not the effect control counter is 2 (S2111). That is, it is determined whether or not the operation promotion effect has been started. If the effect control counter is not 2 (the result of S2111 is “N”), the process of S2212 in FIG. 22 is executed.

  When the production control counter is 2 (the result of S2111 is “Y”), the production control device 550 has a detection valid timer value of 0, that is, a time during which the production button sensor 606 can be detected. Then, it is determined whether or not a time period during which it is possible to detect that a part of the player's human body has entered the detection range of the human body detection sensor 607 has passed (S2112).

  When the value of the detection valid timer becomes 0, that is, when the detection time by the human body detection sensor 607 ends (result of S2112 is “Y”), the effect control device 550 stops the execution of the operation promotion effect. (S2113). Further, the effect execution flag is cleared (S2114), and the effect control counter is cleared to 0 (S2115). Then, this process is terminated and the process returns to the caller process.

  If the value of the detection valid timer is not 0 (the result of S2112 is “N”), the effect control device 550 is executing the operation promotion effect, and whether the one notification flag is set. It is determined whether or not (S2201). The single notification flag is set in the process of S2011 of the fluctuation start process (FIG. 20), and is set when the jackpot is confirmed and a specific fluctuation pattern is set. When the one notification flag is set (the result of S2201 is “Y”), the processing after S2401 described later in FIG. 24 is executed.

  When the single notification flag is not set (result of S2201 is “N”), the effect control device 550 determines whether the determined flag is set (S2202). The determined flag is a flag indicating whether or not the mode of the notice effect to be executed has been determined. If the determined flag is not set (the result of S2202 is “N”), it is further determined whether or not there is human body detection (S2203).

  In the embodiment of the present invention, when the human body is detected before the operation of the effect button 60 is detected, the mode of the notice effect is determined at random. ”), Or when the notice effect to be executed has already been determined (the result of S2202 is“ Y ”), it is not necessary to determine the aspect of the notice effect, and therefore the processing from S2206 is executed.

  When there is human body detection (result of S2203 is “Y”), the effect control device 550 executes a notice effect mode determination process (S2204). The notice effect mode determination process is a process for determining a specific aspect of the notice effect, and the details will be described with reference to FIGS. 25A to 25C. The effect control device 550 sets the determined flag when the notice effect mode determination process ends (S2205). In this way, by separating the timing for executing the notice effect (notification effect) and the timing for determining the type of the notice effect (notification effect), it is possible to prevent the processing load from increasing temporarily and to advance the game. Can be prevented from being adversely affected. Note that the notice effect is executed in a notice effect execution process in S2302 of FIG.

  Subsequently, the effect control device 550 determines whether or not an operation of the effect button 60 by the player has been detected (S2206). Since the notice effect is started by the operation of the effect button 60, when the operation of the effect button 60 is not detected (the result of S2206 is “N”), the processing after S2212 is executed.

  When the operation of the effect button 60 is detected (result of S2206 is “Y”), the effect control device 550 sets execution of the default notice effect (S2207). The default notice effect is, for example, the one having the lowest rank of the notice effect type (see FIGS. 25B and 25C). The reason for setting the execution of the default notice effect is to avoid that the notice effect is not executed when the failure of the human body detection SW 607a or the human body is not detected. When the human body detection is normally performed, the effect mode of the notice effect is updated in the process of S2209. Two types of default notice effects may be prepared: a case of a big hit and a case of a big hit.

  The effect control device 550 determines whether or not the determined flag is set, that is, whether or not the notice effect mode based on the human body detection by the human detection sensor 607 is determined (S2208). If the determined flag is not set, that is, the mode of the notice effect is not determined (the result of S2208 is “N”), 1 is added to the effect control counter (S2211), and the value of the effect control counter Is 3. In this case, the default notice effect set in the process of S2207 is executed in the notice effect execution process described later.

  When the determined flag is set, that is, when the mode of the notice effect is determined (the result of S2208 is “Y”), the effect control device 550 sets the execution of the decided notice effect ( In step S2209, the determined flag is cleared (S2210). Thereafter, 1 is added to the effect control counter (S2211), and the value of the effect control counter is set to 3. That is, when the value of the effect control counter is 3, it indicates that the notice effect can be executed.

  Subsequently, the effect control device 550 determines whether or not the effect control counter is 3 (S2212). That is, it is determined whether or not the execution of the notice effect is set. If the effect control counter is not 3 (the result of S2212 is “N”), the process of S2301 in FIG. 23 is executed.

  When the production control counter is 3, that is, when the execution of the notice effect is set (the result of S2212 is “Y”), the effect control device 550 starts the execution of the set notice effect. Set the necessary information. The notice effect is composed of one or a plurality of steps (notification levels), and a predetermined execution time is set for each step. Information such as the number of steps of the set notice effect is stored in the notice effect selection table shown in FIGS. 25B and 25C. Further, the reliability of the notice may be improved in the production of the second half step than the production of the first half step.

  Specifically, first, the number of steps of the set notice effect is acquired (S2213). Further, the acquired number of steps is set in the continuation counter (S2215). The effect control device 550 sets the time for one step (for example, 2 seconds) in the continuation timer (S2215), and sets 1 in the step counter indicating the step being executed (S2216). In the embodiment of the present invention, the execution time of each step is set to be the same, but a different execution time may be set for each step. Finally, 1 is added to the effect control counter (S2217), and the value of the effect control counter is set to 4. That is, when the value of the effect control counter is 4, it indicates that the notice effect has been started.

  Subsequently, the effect control device 550 determines whether or not the effect control counter is 4 (S2301). That is, it is determined whether or not a notice effect has been started. If the effect control counter is not 4 (the result of S2301 is “N”), this process is terminated and the process returns to the caller process.

  When the effect control counter is 4 (result of S2301 is “Y”), the effect control device 550 executes the notice effect execution process (S2302). In the notice effect execution process, the progress of the notice effect corresponding to the step counter is controlled. The notice effect is an effect for notifying the execution result of the running variable display game, for example. Details of the notice effect will be described later.

  Further, the effect control device 550 determines whether or not there is human body detection (S2303). That is, after the notice effect is started, it is determined whether or not a part of the player's body remains close to the effect button 60. When there is no human body detection (the result of S2303 is “N”), the processing after S2306 is executed, and the execution of the notice effect is stopped.

  By configuring as described above, when the player's hand operating the effect button 60 swings greatly so as to deviate from the detection range of the human body detection sensor 607, the notice (vibration) effect is canceled. Therefore, it is possible to prevent the effect button 60 from being damaged by a heavy hit.

  When there is human body detection (result of S2303 is “Y”), the effect control device 550 determines whether or not the continuation timer is 0 (S2304). As described above, the time for executing the notice effect for one step is set in the continuation timer, and the value decreases as time elapses when the notice effect is started. Therefore, when the continuation timer reaches 0, the execution of the notice effect for one step is completed.

  If the continuation timer is not 0 (the result of S2304 is “N”), the production control device 550 ends this processing and continues to execute the step of the announcement production currently being executed. Return to.

  On the other hand, when the continuation timer is 0 (the result of S2304 is “Y”), the effect control device 550 ends the step of the notice effect currently being executed. Further, the effect control device 550 determines whether or not the value of the continuation counter is 0 (S2305). The continuation counter is set as the initial value of the total number of steps of the notice effect currently being executed, and is decremented by 1 each time the step is completed. Therefore, when the continuation counter becomes 0, all the steps of the notice effect are completed.

  If the continuation counter is not 0 (the result of S2305 is “N”), the effect control device 550 adds 1 to the step counter to execute the next step (S2310). Further, similarly to the process of S2215, the time for one step is set in the continuation timer (S2311), and the execution of the notice effect according to the step counter is started (S2312). Finally, the continuation counter is decremented by 1 (S2313), this process is terminated, and the process returns to the caller process.

  On the other hand, when there is no human body detection, that is, when the player releases his / her hand from the effect button 60 (the result of S2303 is “N”), the effect control device 550 completes the execution of all the steps of the notice effect. If the continuation counter reaches 0 (the result of S2305 is “Y”), a process for stopping the execution of the notice effect is executed. In this way, even if the notice effect is not completed, when the player releases the effect button 60, the notice effect is immediately ended. Therefore, since the player must place his hand near the effect button 60 in order to see all the notice effects, the player can be encouraged to actively participate in the game.

  The processing for stopping the execution of the notice effect will be specifically described. The effect control device 550 first stops the notice effect being executed (S2306), and then stops the execution of the operation promotion effect (S2307). Further, the effect execution flag is cleared (S2308), and the effect control counter and the step counter are cleared to 0 (S2039). Then, this process is terminated and the process returns to the caller process.

  Finally, the case where it is determined that the one notification flag is set (the result of S2201 in FIG. 22 is “Y”) will be described.

  The effect control device 550 first determines whether or not the effect control counter is 2 (S2401). When the production control counter is 2 (the result of S2401 is “Y”), it is determined whether or not there is human body detection (S2402).

  When there is human body detection (result of S2402 is “Y”), the effect control device 550 sets the effect button 60 to vibrate by operating the vibrator 614 as an effect for one notification (S2403). ). In this way, the effect for one-shot notification is executed without actually operating the effect button 60. For example, even when the state where the effect button 60 is touched is maintained, the effect of vibrating the effect button 60 is executed. In the embodiment of the present invention, as will be described later, when the effect button 60 is actually operated, the effect by the sound and the moving light (the first movable illumination 13 and the second movable illumination 14) is further increased. Executed.

  In the embodiment of the present invention, the effect button 60 is vibrated by the vibrator 614 as an effect for one notification. For example, an air blower is provided on the front surface of the gaming machine 1 and the effect button It may be an effect (stimulation effect) that the player can perceive, such as sending wind to around 60, to stimulate the player's tactile sensation. In addition, the player may be surprised by passing a weak current that does not affect the human body, or the temperature of the effect button 60 may be warmed with an infrared heater or the like to change the temperature. It may be something like this.

  In this way, since a stimulus effect such as vibration is executed only when the player's hand approaches the effect button 60 by the human body detection sensor 607, the result of the variable display game is given to a player who does not attempt to operate the effect button 60. And the degree of reliability can be prevented from being perceived by the player, and the stimulation effect can be executed effectively.

  Further, when the stimulus effect is executed with the operation of the effect button 60 as a trigger, the hand is immediately released from the effect button 60, or the vibration caused by the effect may be difficult to recognize due to the vibration generated by the operation of the effect button 60. However, according to the embodiment of the present invention, such a problem can be made difficult to occur because the effect button 60 is vibrated before being operated.

  And the production | presentation control apparatus 550 sets the operation time (for example, 5 second) of the vibrator 614 to a continuation timer (S2404). Further, 1 is added to the effect control counter (S2405), and the value of the effect control counter is set to 3.

  Subsequently, the effect control device 550 determines whether or not the effect control counter is 3 (S2406). When the production control counter is not 3 (result of S2406 is “N”), for example, when there is no human body detection (result of S2402 is “N”), when the production control counter remains 2, this processing is performed. Exit and return to calling process.

  When the production control counter is 3 (result of S2406 is “Y”), the production control device 550 determines whether or not the production button 60 has been operated (S2407). When it is detected that the effect button 60 has been operated (the result of S2407 is “Y”), a one-shot notification effect is executed (S2408).

  In the process of S2408, a notification sound is output from the speaker 30 in parallel with the effect of stimulating the player's tactile sense that vibrates the effect button 60 described above as a one-shot notification effect, and the moving light (first movable type) The illumination 13 and the second movable illumination 14) are moved (for example, rotated) or turned on.

  In addition, the effect control device 550 determines whether there is human body detection (S2409). When there is no human body detection (the result of S2308 is “N”), the processing after S2411 is executed, and the execution of the one notification effect is stopped. By configuring in this way, as in the case of executing the notice effect, it is possible to prevent the player's hand from smashing the effect button 60 so as to be out of the detection range of the human body detection sensor 607, It is possible to prevent the effect button 60 from being damaged.

  When there is human body detection (result of S2409 is “Y”), the effect control device 550 determines whether or not the continuation timer has reached 0 (S2410). If the continuation timer is not 0 (the result of S2410 is “Y”), the notice effect is continued, so this process is terminated as it is, and the process returns to the calling process.

  When there is no human body detection (result of S2409 is “N”), or when the continuation timer is 0 (result of S2410 is “Y”), the effect control device 550 stops the one-shot notification effect. . Specifically, first, the vibration of the effect button 60 is stopped by stopping the vibrator 614 (S2411), and the execution of the operation promotion effect is stopped (S2412). Further, the one notification flag and the effect execution flag are cleared (S2413, S2414), and finally the effect control counter is set to 0 and cleared (S2415). Then, this process is terminated and the process returns to the caller process.

  The above is the procedure of the notice effect control process. Hereinafter, the notice effect mode determination process (S2204 in FIG. 22) called from the notice effect control process will be described with reference to FIGS. 25A to 25C. The notice effect mode determination process is a process for determining specific contents of the notice effect. FIG. 25A shows the procedure of the notice effect mode determination processing, and FIGS. 25B and 25C are tables for selecting the notice effect.

  FIG. 25A is a flowchart illustrating a procedure of notice effect mode determination processing according to the embodiment of this invention.

  The effect control device 550 first acquires the set variation pattern information (S2501). Subsequently, a random number for selecting a notice effect is acquired (S2502). Further, a lost notice notice effect selection table is set as a table for selecting the notice effect (S2503).

  The effect control device 550 determines whether or not the big hit flag is set (S2504). When the big hit flag is set (the result of S2504 is “Y”), the big hit time notice effect selection table is set as a table for selecting the notice effect (S2505).

  The effect control device 550 acquires the notice effect from the table for selecting the notice effect based on the variation pattern obtained in the process of S2501 and the random number for selecting the notice effect obtained in the process of S2502 (S2506). Then, the execution of the acquired notice effect is determined and stored in a predetermined area of the RAM 5511 (S2507).

  FIG. 25B is a diagram showing an example of the loss notice notice selection table 2510 according to the embodiment of this invention. FIG. 25C is a diagram showing an example of the big hit announcement effect selection table 2520 according to the embodiment of this invention.

  The notice-of-interesting effect selection table 2510 and the notice-of-hit effect selection table 2520 at the time of big hit define the contents of the notice effect corresponding to random numbers for selecting the change pattern information and the notice effect.

  The lose notice notice effect selection table 2510 and the big hit notice effect selection table 2520 have the same structure, and include variation pattern information 2501, a random number value for selection 2502, a notice effect type 2503, and a notice step number 2504.

  The variation pattern information 2501 is included in the variation pattern command and corresponds to the production random number stored in the start memory. The selection random number value 2502 corresponds to the notice effect selection random number (S2502 in FIG. 25A) in the notice effect mode determination process, and is a value of 1 to 3 in the embodiment of the present invention.

  The notice effect type 2503 is information indicating the kind of notice effect, and in FIG. 25B and FIG. 25C, three types of “story type”, “battle type”, and “character type” are mainly included. The number of notice steps 2504 is the number of steps of the notice effect. The number of steps defined here is set in the continuation counter at the timing of executing the notice effect (S2216 in FIG. 22).

  The effect control device 550 acquires the content of the notice effect to be executed from the above-described lost notice notice effect selection table 2510 or the big hit notice effect selection table 2520 based on the change pattern information and the notice effect selection random number.

  The configuration and processing for executing the notice effect in the embodiment of the present invention have been described above. Hereinafter, the procedure for executing the notice effect will be described along with the passage of time with reference to FIGS. 26A and 26B.

  FIG. 26A and FIG. 26B are timing charts showing the timing at which the notice effect of the embodiment of the present invention is executed. FIG. 26A shows a case where the notice effect is executed until the end (step 4), and FIG. 26B shows a case where the notice effect ends in the middle. In any case, the procedure until the notice effect is executed is the same.

  First, each chart will be described. The start opening SW is set to “ON” when a game ball wins a start winning opening. The fluctuation display game is in a state of “executed” or “not executed”.

  The operation promotion effect is an effect for prompting the player to operate the above-described effect button 60 and is in a state of “executed” or “not executed”. The notice effect (display) is executed when the effect button 60 is operated, and is in a state of “executed” or “not executed”.

  The human body detection SW is interlocked with the detection result of the human body detection sensor 607 provided with the effect button 60 and is in an “ON” or “OFF” state. The effect button SW is set to “ON” when the effect button 60 is operated, and is in a state of “ON” or “OFF”.

  The pre-effect includes a so-called pre-read effect and is in an “executed” or “not executed” state.

  Next, processing from the start to the end of the notice effect will be described with reference to FIGS. 26A and 26B. As described above, the procedure until the notice effect is executed (time T4) is the same.

  First, when a game ball wins the start winning opening, the start opening SW (37d, 38d) is set to “ON” (time T1). In addition, the variable display game is started at this timing.

  Thereafter, when a predetermined standby time elapses, an operation promotion effect is executed (time T2). The predetermined waiting time is set in the effect waiting timer in the process of S2104 in FIG. In step S2107, the end of the standby time is determined.

  Further, when a player tries to operate the effect button 60 and a part of the body (usually, a hand) is brought close to the effect button 60, the player enters the detection range of the human body detection sensor 607 (in S2203 of FIG. 22). The result is “Y”), and the human body detection SW 607a is set to “ON” (time T3). At this time, the effect control device 550 determines the content of the notice effect (S2204).

  Thereafter, when the effect button 60 is operated, the effect button SW60a is set to “ON” (the result of S2206 is “Y”), and the notice effect is executed (time T4).

  The notice effect is ended when it is executed up to the last step, or when a part (hand) of the player's body moves out of the detection area of the human body detection sensor 607.

  The following procedure will be described for a case where a notice effect with four steps is executed. FIG. 26A shows a case where the notice effect is executed to the end, and FIG. 26B shows a case where the notice effect is ended halfway. The time T5 is the time when the notice effect is finished, and the time T6 is the time when the player's hand leaves the detection area of the human body detection sensor 607.

  FIG. 26A shows a case where the player's hand is present in the detection area of the human body detection sensor 607 until the notice effect is finished, and time T5 is the time when the final step 4 of the notice effect is finished. Time T6 is the timing after time T5.

  On the other hand, FIG. 26B shows a case where the player's hand has left the detection area of the human body detection sensor 607 in the middle of step 3, and the notice effect ends at this timing. The time T6 when the player's hand leaves the detection area of the human body detection sensor 607 is the time T5 when the notice effect ends. In FIG. 26B, the player's hand is separated from the detection area of the human body detection sensor 607 in the middle of step 3, but the notice effect may be continued until the effect of step 3 ends.

  Thereafter, when a predetermined condition is satisfied, a pre-effect is executed at time T7 when the game ball is won at the start winning opening (S1702, FIG. 18 in FIG. 17).

  FIG. 27 is a timing chart in the case where the one notification announcement effect is executed by the vibrator 614 according to the embodiment of this invention.

  As described above, the effect of vibrating the effect button 60 by the vibrator 614 and the effect of moving light and sound output are executed as the one-announcement notice effect.

  As described above, when the operation promotion effect is started (time T2), the human body detection sensor 607 detects that a part of the player's body has entered the detection area. At time T <b> 3), a single notification effect in which the effect button 60 vibrates is executed by the vibrator 614.

  Further, when the effect button 60 is operated, an effect such as a moving light and sound is executed for a predetermined time (time T4).

  When a part of the player's body is released from the effect button 60 and the human body detection SW 607a is set to OFF, the one-shot notification notice effect (notification effect using vibration, sound and light) ends (time T5, T6). ).

  In the case where the one-stage announcement effect is an advanced effect that is executed in a plurality of steps, the vibrator 614 may be intermittently vibrated at first, and the vibration interval may be changed stepwise. . Further, the output content of the sound may be changed stepwise, or the lighting state of the moving light may be changed stepwise.

  As described above, when the effect button 60 is to be operated, the one-shot notification effect for notifying the player of the big hit is executed, so that the player can be directed to actively participate in the game.

  Finally, the flow of effects executed on the display screen of the display device 53 will be described. FIG. 28 to FIG. 30 are diagrams showing an example of screen transition when the variable display game is executed according to the embodiment of the present invention. 28 and 29 show the execution time of the notice effect, and FIG. 30 shows the time of execution of the one notification effect.

  First, referring to FIGS. 28 and 29, the flow of the screen when the notice effect is executed will be described. A screen 2801 is a screen showing immediately after the start of the variable display game (time T1). On the screen 2801, three side-by-side identification symbols (identification information) are variably displayed.

  Further, in each screen, a special figure 1 hold storage display area is arranged at the lower left part of the screen, and a special figure 2 hold storage display area is arranged at the lower right part of the screen. In the special figure 1 hold memory display area, a start memory display (hold display) of a variable display game executed when a game ball wins the first start winning opening 37 is made. In addition, in the special figure 2 hold memory display area, a start memory display of a variable display game executed when a game ball wins the second start winning opening 38 is made. It should be noted that the mode of the start memory display changes depending on a prior effect such as a prefetch effect. For example, although it is displayed in white on the screen 2801, it is displayed in blue when it is determined that the probability of jackpot is high by the pre-production.

  When a predetermined standby time has elapsed after the start of the variable display game, an operation promotion effect is executed (screen 2802, time T2). In the operation promotion effect shown on the screen 2802, an image (video) that prompts the user to operate the effect button 60 is displayed. At this time, the LED 630 provided in the effect button 60 is lit in a predetermined manner. Also, detection by the human body detection sensor 607 is started.

  Thereafter, when the human body detection sensor 607 detects the approach of a part of the player's body (usually a hand), the content of the notice effect is determined (screen 2803, time T3). Further, when the player operates the effect button 60, a notice effect including a plurality of (for example, 4) steps is executed (screen 2804, time T4). Then, if the human body detection continues as it is, the step of the notice effect transitions sequentially (screens 2805, 2901, 2902).

  Therefore, if the human body detection continues even if the effect button 60 is not operated continuously, the step of the notice effect proceeds, so that the player is not forced to continuously operate the effect button 60. It is possible to prevent the hands operating the from becoming tired.

  Further, if the reliability of the notice (notification level) is improved in the latter-step production rather than the production in the first-half step, the player can use the action button 60 until all the steps of the notice production are completed. Can be brought close to each other, and the player can be actively involved in the game.

  On the other hand, when the effect button 60 is not operated, the operation promotion effect is continued for a predetermined time (screen 2806). Thereafter, the operation promotion effect is ended, and the display of variation of the identification symbol is continued without executing the notice effect. (Screens 2807, 2903, 2904).

  When the notice effect execution time (first-half change time) ends, an effect such as generation of reach according to the change pattern of the change display game being executed is executed (screen 2905). In the reach shown on the screen 2905, the left and right identification symbols are fluctuating and the middle identification symbol is variably displayed. Thereafter, when the variation time elapses, the variation display of all the identification symbols is stopped, and the result of the variation display game is displayed.

  It should be noted that when the screen 2805 and the screen 2807 are displayed, a game ball is won in the first start winning opening 37 and a pre-production is executed, so that the start memory is displayed in a color (blue) corresponding to the reliability. ing.

  Next, the flow of the screen when executing one announcement effect will be described with reference to FIG. Screen 3001 is a screen showing immediately after the start of the variable display game (time T1), as in the case of the notice effect (screen 2801). Furthermore, when a predetermined time elapses, an operation promotion effect is executed (screen 3002, time T2). The operation promotion effect is the same as the notice effect. At this time, detection by the human body detection sensor 607 is started.

  After the operation promotion effect is executed, when the player approaches a portion of the body close to the effect button 60, the human body detection sensor 607 detects the vibration, and the vibration of the effect button 60 by the vibrator 614 is started (screen 3003). At this time, the LED provided in the effect button 60 is lit or blinks.

  Furthermore, when the effect button 60 is operated, an effect (one-shot notification effect) indicating the jackpot confirmation is executed (screen 3004). At this time, the moving lights (the first movable illumination 13 and the second movable illumination 14) are activated, and an effect by sound is also executed.

  In the embodiment of the present invention, an effect indicating the big hit determination is executed, but an effect with a high expectation level for the big hit may be executed. In other words, the case of detachment may be included. However, in order to promote the operation of the effect button 60 by the player, an effect with a high degree of expectation of jackpot is executed even when it includes a gap, and when the expectation is low, such a stimulus effect is executed. Do not. Moreover, you may change the aspect of a vibration in steps according to an expectation degree. For example, the higher the degree of expectation, the shorter the vibration interval may be set, and when the degree of expectation is relatively low, the vibration interval may be set longer.

  Then, when a part of the body moves away from the detection area of the human body detection sensor 607, or when a predetermined operation time has elapsed, the stimulus effect by vibration is stopped, and after the first half fluctuation time has elapsed, the reach is reached. Is executed, and thereafter, the identification symbol is stopped in a manner that is a big hit (screen 3005).

  According to the embodiment of the present invention, when the operation of the effect button 60 (operation means) is detected, the notification effect is started, and the human body detection sensor 607 (human detection means) is changed from the detection state to the non-detection state. In some cases, the notification effect is stopped, so that a player who wants to execute the notification effect until the end will stay part of the body (in most cases, a hand) in the vicinity of the effect button 60 and actively play the game. It is possible to participate in the game and improve the interest of the game.

  According to the embodiment of the present invention, when the performance button 60 is struck so as to operate outside the detection area of the human body detection sensor 607, the notification effect is stopped. It is possible to prevent the effect button SW60a (operation detection means) from being damaged. In addition, it is possible to prevent the entertainment effect of the game from being attenuated because the notification effect cannot be executed due to the damage of the effect button 60 or the effect button SW60a.

  According to the embodiment of the present invention, since the notification level of the notification effect such as the notice effect changes if the human body detection sensor 607 maintains the detection state without continuously operating the effect button 60, the effect button 60 is changed. The player will not be forced to continue the operation. Therefore, even if there is a scene where the effect button 60 is frequently operated, it is possible to prevent the hand operating the effect button 60 from getting tired.

  According to the embodiment of the present invention, since the process is distributed by separately executing the determination of the notification effect and the determination of the type of the notification effect, the processing load temporarily becomes excessive, and the game Can be prevented from adversely affecting the progress of.

  According to the embodiment of the present invention, it is possible to reliably vibrate the effect button 60 until the player releases a part of the body such as a hand from the effect button 60 (executes the stimulus effect). Therefore, the effect button 60 can be vibrated at an appropriate timing and execution period. Furthermore, even if the player does not take his hand off the operating means, the vibration effect is stopped at a predetermined time, so the execution time of the vibration effect is limited, and the player gets used to the vibration effect from the next time onwards. Can be prevented.

  According to the embodiment of the present invention, it is possible to prevent erroneous detection in which the human body detection sensor 607 (motion detection means) detects an operation not related to the operation of the effect button 60 by the player.

  According to the embodiment of the present invention, by generating a stimulus effect with a lower probability than a normal game effect, it is possible to give a surprise to the player that the stimulus effect is generated, and the stimulus effect is enhanced. Can be made. In addition, by configuring the player so that the player cannot determine whether the normal effect is executed or the stimulus effect is executed, it is possible to give a further surprise to the occurrence of the stimulus effect. Can be further enhanced.

  According to the embodiment of the present invention, a stimulus effect is generated when the variable display game has a special result, so that the stimulus effect functions as a single announcement of the big hit (special result), and the stimulus effect is executed. It is possible to attract the player's interest in whether or not it is done. Further, by limiting the execution of the stimulus effect to a case where the prior notification is not executed, it is possible to give a surprise to the occurrence of the stimulus effect as one notification.

  The embodiment disclosed this time is illustrative in all points and is not restrictive. The scope of the present invention is shown not by the above description of the invention but by the scope of claims, and is intended to include all modifications within the scope and meaning equivalent to the scope of claims.

1 gaming machine 2 body frame (outer frame)
3 Front frame (game frame)
DESCRIPTION OF SYMBOLS 10 Game board 10a Game area 11 Illumination unit 13 1st movable illumination 14 2nd movable illumination 18 Glass frame (front frame)
20 upper plate cover unit 21 upper plate 24 operation unit 30 speaker 34 universal drawing start gate 35 universal drawing / special drawing indicator 37 first starting winning port 38 second starting winning port 42 special variable winning device 51 center case 52 window portion 53 Display device 60 effect button (operation means, notification effect start means)
60a Production button SW (operation detection means)
300 power supply device 500 game control device 550 effect control device (game effect execution means, stimulus effect control means, notification effect control means)
580 Dispensing control device 600 Main button 606 Main button sensor (operation detection means)
607 Human body detection sensor (human detection means, motion detection means, notification effect stop means)
607a Human body detection SW (human detection means, motion detection means)
614 Vibrator (stimulation production means)
630 LED
650 detection range (detection area)
1320 Preliminary determination ACTION jackpot table 1330 Preliminary determination MODE information table 1900 Preliminary effect selection table 2510 Loss time notice effect selection table 2520 Jackpot time notice effect selection table

Claims (8)

  1. An operation means operable by the player, an operation detection means capable of detecting an operation of the operation means, a game effect means capable of executing a predetermined game effect related to the game, and a detection state of the operation detection means A game effect execution means capable of controlling the game effect means and executing the game effect based on the game machine,
    Stimulation effect means provided corresponding to the operation means and capable of executing a stimulus effect that stimulates the player's tactile sense;
    Action detecting means capable of detecting that a part of the player's body has approached the operating means;
    A gaming machine comprising: a stimulus effect control means capable of controlling the stimulus effect means and executing the stimulus effect based on a detection state of the motion detection means.
  2. The motion detection means is configured to detect that a part of the player's body has entered a detection area set including an operation position of the operation means,
    The stimulation effect control means starts the execution of the stimulation effect based on the fact that the motion detection means detects an entry state in which a part of the player's body has entered the detection area. The gaming machine according to claim 1, wherein the gaming machine is characterized.
  3.   The stimulation effect control means stops the execution of the stimulation effect based on the fact that the movement detection means detects a withdrawal state in which a part of the player's body has left the detection area. The gaming machine according to claim 2.
  4.   The said stimulus effect control means stops the said stimulus effect when the predetermined execution time passes or when the said leaving state is detected by the said operation detection means. The gaming machine described.
  5. The motion detection means is a human sensor in which the detection area of a predetermined range is set in front of the detection surface of the motion detection means,
    The gaming machine according to claim 4, wherein the detection surface faces in a direction different from a vertical direction of a gaming machine in which a player is playing a game.
  6. The gaming machine executes a variable display game that variably displays a plurality of pieces of identification information based on winning of a game ball at a start winning opening provided in the game area, and the variable display game has a special result determined in advance Is configured to generate a special gaming state advantageous to the player,
    During execution of the variable display game, a first valid state in which the detection state of the operation detection unit is valid or a second valid state in which the detection state of the operation detection unit and the motion detection unit is valid is generated. Effective state generating means capable of
    An operation promotion effect execution means capable of executing an operation promotion effect that prompts an operation of the operation means during generation of each effective state by the effective state generation means,
    The game effect executing means executes the game effect based on detection of an operation of the operation means during the occurrence of the first effective state or the second effective state,
    The stimulation effect control means executes the stimulation effect based on the detection of the entry state during the occurrence of the second effective state,
    The game effect and the stimulus effect are notice effects for suggesting the result of the variable display game before the result of the variable display game is derived,
    The effective state generating means is configured to generate the first effective state with a first probability and generate the second effective state with a second probability lower than the first probability. The gaming machine according to claim 5, characterized in that
  7.   The operation promotion effect executing means executes the operation promotion effect in a manner in which it is difficult to grasp whether the effective state generated by the effective state generation unit is the first effective state or the second effective state. The gaming machine according to claim 6.
  8. Start storage means capable of extracting determination information based on winning of a game ball to the start winning opening and storing it as start storage for executing the variable display game within the upper limit number range;
    Pre-determining means capable of determining a game result of the variable display game corresponding to the start memory every time the start memory is stored by the start storage means before execution of the variable display game;
    Pre-notification means capable of informing the determination result of the variable display game by the prior determination means in advance before the execution of the variable display game,
    The effective state generating means generates the second effective state for a start memory in which the prior notification is not executed by the prior notification means and the result of the variable display game is a special result. The gaming machine according to claim 7, wherein the gaming machine is configured.
JP2010067584A 2010-03-24 2010-03-24 Game machine Active JP5498216B2 (en)

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JP2015058137A (en) * 2013-09-18 2015-03-30 株式会社大一商会 Game machine
JP2016022299A (en) * 2014-07-24 2016-02-08 株式会社サンセイアールアンドディ Game machine
JP2016120298A (en) * 2016-01-13 2016-07-07 株式会社大都技研 Game machine
JP2016123727A (en) * 2015-01-05 2016-07-11 株式会社平和 Game machine
JP2017064531A (en) * 2017-01-20 2017-04-06 株式会社大都技研 Game machine
JP2017064532A (en) * 2017-01-20 2017-04-06 株式会社大都技研 Game machine
JP2017070845A (en) * 2017-01-25 2017-04-13 株式会社大都技研 Game machine
JP2017094167A (en) * 2017-01-25 2017-06-01 株式会社大都技研 Game machine
JP2018057592A (en) * 2016-10-05 2018-04-12 京楽産業.株式会社 Game machine

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JP5799372B2 (en) * 2010-03-31 2015-10-21 株式会社ソフイア Game machine

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JP2009254633A (en) * 2008-04-17 2009-11-05 Sanyo Product Co Ltd Game machine
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JP2002336439A (en) * 2001-05-14 2002-11-26 Sankyo Kk Game machine
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JP2005131233A (en) * 2003-10-31 2005-05-26 Seiko Epson Corp Game machine
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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015058137A (en) * 2013-09-18 2015-03-30 株式会社大一商会 Game machine
JP2016022299A (en) * 2014-07-24 2016-02-08 株式会社サンセイアールアンドディ Game machine
JP2016123727A (en) * 2015-01-05 2016-07-11 株式会社平和 Game machine
JP2016120298A (en) * 2016-01-13 2016-07-07 株式会社大都技研 Game machine
JP2018057592A (en) * 2016-10-05 2018-04-12 京楽産業.株式会社 Game machine
JP2017064531A (en) * 2017-01-20 2017-04-06 株式会社大都技研 Game machine
JP2017064532A (en) * 2017-01-20 2017-04-06 株式会社大都技研 Game machine
JP2017070845A (en) * 2017-01-25 2017-04-13 株式会社大都技研 Game machine
JP2017094167A (en) * 2017-01-25 2017-06-01 株式会社大都技研 Game machine

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