JP2012170541A - Game machine - Google Patents

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Publication number
JP2012170541A
JP2012170541A JP2011033506A JP2011033506A JP2012170541A JP 2012170541 A JP2012170541 A JP 2012170541A JP 2011033506 A JP2011033506 A JP 2011033506A JP 2011033506 A JP2011033506 A JP 2011033506A JP 2012170541 A JP2012170541 A JP 2012170541A
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Japan
Prior art keywords
control unit
game
effect
winning
special symbol
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JP2011033506A
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Japanese (ja)
Inventor
Takahiro Hamada
Tatsuya Urami
敬大 ▲浜▼田
達也 浦見
Original Assignee
Kyoraku Sangyo Kk
京楽産業.株式会社
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Priority to JP2011033506A priority Critical patent/JP2012170541A/en
Publication of JP2012170541A publication Critical patent/JP2012170541A/en
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Abstract

PROBLEM TO BE SOLVED: To provide a game machine having a movable Yakumono (accessory) that can be moved unexpectedly.SOLUTION: If a performance body part 21 is moved upward with respect to a base part 25 when a drive force of a motor 31 is transmitted, performance developing parts 22 and 23 and a performance moving part 24 are moved upward along with the amove motion, and the performance moving part 24 relative moves with respect to the performance body part 21. A lifting mechanism 30 is configured to move as follows. When the performance moving part 24 is relatively moved by the lifting mechanism 30, the performance developing parts 22 and 23 are developed to the performance body part 21, thereby enabling a player to easily view a movable Yakumono 115. A developing mechanism is configured as follows. The performance developing parts 22 and 23 are developed in the second half of the upward motion.

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine that draws a jackpot by winning a game ball.

  In a gaming machine such as a pachinko machine, a big hit lottery is performed when a game ball wins a prize such as a start opening. When the jackpot is won, the gaming machine is put into a jackpot gaming state in which the jackpot is opened and many winning balls can be obtained. Therefore, in the hall in which the gaming machine is installed, the player plays a game so that the player wins a lottery by winning by hitting a game ball in order to put the gaming machine into a jackpot gaming state. In the gaming machine, various effects such as display on the image display unit, lighting of various lamps, and sound by a speaker are performed in accordance with the game of the game ball by the player.

  Conventionally, various configurations and modes have been proposed as various effects associated with such game balls (see, for example, Patent Document 1). Patent Document 1 includes a movable combination effect device provided with a movable combination that is operated for production, and a movable combination control unit that operates the movable combination according to a continuous production variation pattern. Is disclosed.

JP 2007-268168 A

Here, if the movement of the movable accessory can have an unexpectedness different from the conventional one, it is possible to give the player more fun and excitement of the game.
An object of this invention is to provide the gaming machine which can implement | achieve the motion of an unexpected movable accessory.

A gaming machine to which the present invention is applied is a gaming machine 100 in which production control is performed in accordance with the progress control of a game by a game ball, and a game area 111 in which the game ball is launched is defined by a surface 10a. A game board 110 having a plate-like game board main body 10 and having an opening 11 formed through the game board main body 10 in the thickness direction of the game board main body 10, a drive source 31 and a light emitting part 74. When the light emitting unit 74 is stored so as to be hidden behind the game board 110, it appears in the opening 11 of the game board 110 with the driving force of the drive source 31, and a motion effect is given. A movable accessory 115 that produces a predetermined light effect by the light emitting unit 74 in accordance with the effect of the movement, and the movable accessory 115 develops with respect to the main body unit 21 that performs the production and the main body unit 21. Directing A first operation, which is an operation of moving the main body portion 21 together with the expansion portions 22 and 23 to appear in the opening portion 11 of the game board 110. After performing the driving force, the main body 21 and the unfolding portions 22 and 23 are moved, and the unfolding portions 22 and 23 are unfolded with respect to the main body portion 21 so that a region for hiding the opening 11 is increased. The second operation that is the operation to be performed is performed by the driving force of the driving source 31.
Here, the movable accessory 115 performs a first operation and an operation of moving the main body portion 21 and the unfolding portions 22 and 23 of the second operation by the driving force of the drive source 31. One driving mechanism 30 and a second driving mechanism 50 that performs an operation of expanding the expanding portions 22 and 23 with respect to the main body portion 21 in the second operation by the driving force of the driving source 31. Furthermore, it can be characterized by having. Further, the driving source 31 of the movable accessory 115 transmits a driving force to the first driving mechanism 30, and the second driving mechanism 50 is driven through the first driving mechanism 30. The driving force of the source 31 can be transmitted.

  In addition, the said code | symbol in this column is attached | subjected illustratively in the description of this invention, and this invention is not reduced by this code | symbol.

  According to the present invention, it is possible to realize an unexpected movement of a movable accessory.

It is a schematic front view of the pachinko gaming machine according to the present embodiment. It is a partial plane enlarged view of the pachinko gaming machine of the present embodiment. It is a figure which shows the internal structure of the control unit of the pachinko game machine of this Embodiment. It is a block diagram which shows the function structure of the game control part of this Embodiment. It is a flowchart which shows the main operation | movement of the game control part of this Embodiment. It is a flowchart which shows the content of a start port switch process. It is a flowchart which shows the content of the gate switch process. It is a flowchart which shows the content of the special symbol process. It is a flowchart which shows the content of the jackpot determination process. It is a flowchart which shows the content of the fluctuation pattern selection process. It is a flowchart which shows the content of the process during a stop. It is a flowchart which shows the content of a customer waiting | standby setting process. It is a flowchart which shows the content of normal symbol processing. It is a flowchart which shows the content of the big prize opening process. It is a flowchart which shows the content of the game state setting process. It is a flowchart which shows the content of an electric tulip process. It is a figure which shows the structural example of the random number used by this Embodiment. It is a flowchart which shows operation | movement of an effect control part. It is a flowchart which shows the content of command reception processing. It is a figure which shows the example of a setting of the mode flag in this Embodiment. It is a flowchart which shows the content of effect selection processing. It is a flowchart which shows the content of the process during completion | finish of a fluctuation production. It is a flowchart which shows the content of the win production | presentation selection process. It is a flowchart which shows the content of the ending effect selection process. It is a flowchart which shows the content of a customer waiting command reception process. It is a flowchart which shows the content of effect button processing. It is a figure explaining the board surface composition of a game board. It is a figure explaining the relationship between a movable accessory, a game board, and an image display part. It is a figure explaining the state where the movable accessory appeared from the standby position. It is a perspective view which shows the production | presentation main-body part and production | presentation expansion | deployment part of a movable accessory in the longitudinal cross-section extended in a length direction. It is a top view explaining the structure of a movable accessory. It is a figure explaining the drive mechanism of a movable accessory. It is a figure explaining the drive mechanism of a movable accessory. It is a figure explaining the drive mechanism of a movable accessory. It is a figure explaining the drive mechanism of a movable accessory.

Embodiments of the present invention will be described below in detail with reference to the accompanying drawings.
[Basic configuration of gaming machine]
FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the present embodiment.
A pachinko gaming machine 100 as an example of the gaming machine shown in the figure is configured to pay out a prize ball when a game ball launched by an instruction operation by a player wins. The pachinko gaming machine 100 includes a game board 110 on which game balls are launched, and a frame member 150 surrounding the game board 110. The game board 110 is detachably attached to the frame member 150.

The game board 110 has, on the front, a game area 111 for playing with a game ball, a rail member 112 that forms a passage where a game ball launched from below rises toward the upper position of the game area 111, and a game A guide member 113 for guiding the game ball is provided on the right side of the region 111.
In the present embodiment, an image display unit 114 that displays various images for production is provided at a position of the game area 111 that is easily visible to the player. The image display unit 114 includes a display screen such as a liquid crystal display, and displays a decorative symbol for notifying the player of a symbol lottery result (symbol variation result) as the game progresses by the player, An effect image by the appearance of a character or the appearance of an item is displayed.
In addition, a movable accessory 115 and a board lamp 116 used for various effects are provided on the front surface of the game board 110. The movable accessory 115 performs various effects by operating on the game board 110, and the board lamp 116 performs various effects by emitting light. The movable accessory 115 is an example of an accessory.

The game area 111 is provided with a game nail and a windmill (not shown) for changing the direction in which the game ball falls. Further, in the game area 111, various bonuses relating to winning and lottery are arranged at predetermined positions. In addition, the game area 111 is provided with a discharge port 117 through which game balls launched into the game area 111 that have not been won in the winning area are discharged out of the game area 111.
Here, the game area 111 includes game areas 111a and 111b for playing a game with a game ball. The game area 111a here is a left area in the left-right direction of the game area, and the game area 111b is a right area. More specifically, the game area 111a is located on the left side of the right end 114b (see FIG. 27B) of the image display unit 114, and is an example of a second area. The game area 111b is located on the right side of the right end 114b (see FIG. 27B) of the image display unit 114, and is an example of a first area.

In the present embodiment, as various functions related to winning and lottery, the first starting port 121 and the second starting port 122 that win when a game ball enters and a special symbol lottery (big hit lottery) starts, The game board 110 is provided with a gate 124 that starts a normal symbol lottery (open / close lottery) when it passes. Here, the first start port 121 and the second start port 122 refer to a winning port related to winning a game ball that activates one predetermined special symbol display.
The second start port 122 includes an electric tulip 123 as a normal electric accessory that is turned on and off by a pair of blades in the shape of tulip flowers opened and closed by an electric solenoid. In the electric tulip 123, when the blade is closed, it is difficult for the game ball to enter the second start port 122, but when the blade is opened, the entrance of the second start port 122 is expanded and the game ball is moved to the second start port 122. It is configured to be easy to enter. When the electric tulip 123 wins the normal symbol lottery, the blade opens for a specified time (for example, 6 seconds) and a specified number of times (for example, 3 times) while lighting or flashing.
The gate 124 is arranged in the first game area 111a and also in the second game area 111b. For example, a left-handed game ball passes through the gate 124 of the first game area 111a, and a right-handed game ball passes through the gate 124 of the second game area 111b.
The electric tulip 123 is an example of a variable winning device.

  In the case of the pachinko gaming machine 100, when the jackpot probability of winning a jackpot in a special symbol lottery varies under a predetermined condition (from a low probability state (for example, 1/300) to a high probability state (for example, 1/30)) Variation). In addition, the pachinko gaming machine 100 can reduce the special symbol variation time during the special symbol lottery under a predetermined condition, increase the probability of winning during the normal symbol lottery, or the normal symbol variation time during the normal symbol lottery. It may be shortened, the opening time of the blades of the electric tulips 123 may be extended, or the number of times the blades of the electric tulips 123 may be opened.

In the present embodiment, the other prize-winning and lottery items include the special prize opening 125 that opens according to the result of the special symbol lottery, and the lottery starts even if the game ball wins. A normal winning opening 126 that is not to be played is provided on the game board 110.
In the present embodiment, the first start port 121 and the second start port 122 are disposed in the game area 111, but a configuration example in which only one of them is disposed or another start port is disposed. A configuration example is also conceivable. In the present embodiment, one big prize opening 125 is arranged in the game area 111, but a configuration example in which a plurality of big prize openings 125 are arranged is also conceivable.
In the present embodiment, a display 130 for displaying a lottery result and the number of holds is arranged at the lower right position of the game board 110.

When the player touches the handle 151 and rotates the lever 152 in the clockwise direction, the frame member 150 moves the game balls at a predetermined time interval (for example, 100 per minute) with a hitting force according to the operation angle. And a launching device (not shown) for electrically firing. In addition, the frame member 150 includes a supply device (not shown) that sequentially supplies game balls to the launching device one by one at a timing in conjunction with the operation of the player's lever 152, and a game ball that the supply device supplies to the launching device. A plate 153 (see FIG. 2) for temporarily storing. For example, a payout ball by a payout unit is paid out to the plate 153.
In the present embodiment, the plate 153 is configured as an integrated upper and lower plate, but a configuration example in which the upper plate and the lower plate are separated is also conceivable. A configuration example in which the handle 151 of the launching device emits light under a predetermined condition is also conceivable.

The frame member 150 also includes a stop button 154 for temporarily stopping the launch of the game ball even when the player is touching the handle 151 of the launch device, and a game ball stored in the tray 153. A take-out button 155 for dropping and taking out the box (not shown).
Further, the frame member 150 includes a speaker 156 and a frame lamp 157 for notifying the gaming state and situation of the pachinko gaming machine 100 and performing various effects. The speaker 156 performs various effects based on music, voice, and sound effects, and the frame lamp 157 performs various effects based on light depending on a pattern or light emission color caused by lighting and blinking. In addition, about the frame lamp | ramp 157, the structural example which enables it to perform the effect which changes the irradiation direction of light can be considered.
The frame member 150 includes a transparent plate 158 for separating the game board 110 from the player.

FIG. 2 is a diagram for explaining the pachinko gaming machine 100 according to the present embodiment, and FIG. 2A is an enlarged view showing an example of a display 130 arranged at the lower right of the game board 110. b) is a partial plan view of the pachinko gaming machine 100. FIG.
As shown in FIG. 2A, the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to winning of the first starting port 121 and a winning of the second starting port 122. The second special symbol display 222 that operates in response to the above and the normal symbol display 223 that operates in response to the passage of the gate 124 are provided. The first special symbol display 221 variably displays the special symbol resulting from winning of the first start port 121 and displays the lottery result. The second special symbol display 222 variably displays special symbols resulting from winning at the second start port 122 and displays the lottery results. The normal symbol display unit 223 displays the normal symbol variably and displays the lottery result when the game ball passes through the gate 124. Each of the first special symbol display 221, the second special symbol display 222, and the normal symbol display 223 is constituted by an LED display device, and a symbol representing each lottery result is displayed according to the lighting mode.

  In addition, the indicator 130 operates in response to the hold in the first special symbol display 221 and the first special symbol hold indicator 218 that operates corresponding to the hold in the first special symbol display 221 and the second special symbol display 222. 2 a special symbol hold indicator 219 and a normal symbol hold indicator 220 that operates in response to the hold in the normal symbol indicator 223. Each of the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the normal symbol hold indicator 220 is configured by an LED display device, and the number of holds is displayed by its lighting mode.

  Here, the hold will be described. If there is a prize with another game ball during the fluctuation display operation of special symbols or normal symbols (while the fluctuation display for one win is being performed), the symbol fluctuation display operation for the winning game ball will be A predetermined number (for example, four) is held until the variation display operation for the game ball won in is completed. The fact that such a hold is made and the number of the hold (the number of undrawn lots) are displayed on the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the normal symbol hold indicator 220.

  The frame member 150 of the pachinko gaming machine 100 includes an input device for a player to input an effect. As shown in FIG. 2B, in the present embodiment, as an example of an input device, an effect button 161 and an effect key 162 composed of a plurality of keys adjacent to the effect button 161 and arranged in a substantially cross shape are provided. Are disposed on the frame member 150. The production key 162 is configured such that one central key is arranged at the center, and four peripheral keys having substantially the same shape are arranged around the central key. The player can select one of a plurality of images displayed on the image display unit 114 by operating the four peripheral keys, and can select the selected image by operating the center key. Can be entered as information.

[Configuration of control unit]
Next, a control unit that performs operation control and signal processing in the pachinko gaming machine 100 will be described.
FIG. 3 is a block diagram showing an internal configuration of the control unit. As shown in the figure, the control unit includes a game control unit 200 that performs various controls relating to the number of prize balls to be paid out, such as internal lottery and determination of winning, as main control means. Further, as sub-control means, an effect control unit 300 that comprehensively controls effects, an image / sound control unit 310 that controls effects using images and sound, and effects using various lamps and movable accessories 115 A ramp control unit 320 for controlling the payout, and a payout control unit 400 for performing payout control of the payout ball.
The effect control unit 300 is an example of a control unit.

[Configuration and function of game control unit]
The game control unit 200 includes a CPU 201 that performs arithmetic processing when performing various controls related to the number of paid-out prize balls, such as internal lottery and winning determination, and a ROM 202 that stores programs executed by the CPU 201, various data, and the like. And a RAM 203 used as a working memory for the CPU 201.
The game control unit 200 performs a special symbol lottery when a game ball wins the first start port 121 or the second start port 122, and sends a determination result as to whether or not it is a win in the special symbol lottery to the effect control unit 300. Also, fluctuation setting of winning probability at special symbol lottery (for example, fluctuation setting from 1/300 to 1/30), special symbol fluctuation time shortening at special symbol lottery, and normal symbol at normal symbol lottery The variable time is set to be shortened, and the setting content is sent to the effect control unit 300.
Further, the game control unit 200 controls the extension of the opening time of the blades of the electric tulip 123, the setting of the number of times the blades of the electric tulip 123 are opened, and the setting of the opening / closing operation interval when the blades are opened. In addition, when a game ball continuously wins the first start port 121 or the second start port 122, the game ball is suspended until the limit number (for example, four) for the undrawn lots, or the game ball continuously passes through the gate 124. The suspension is set up to the limit number (for example, 4) for the undrawn lots.
In addition, the game control unit 200 performs a predetermined number of rounds that maintain an open state until the special winning opening 125 satisfies a predetermined condition (for example, 30 seconds have passed or 10 game balls have been won) according to the result of the special symbol lottery. Control to repeat. Furthermore, the opening / closing operation interval when the special winning opening 125 is opened is controlled.

Further, when the game ball is won in the first start port 121, the second start port 122, the big winning port 125, and the normal winning port 126, the game control unit 200 per game ball according to the place where the game ball has won. The payout control unit 400 is instructed to pay out a predetermined number of prize balls. For example, when a game ball wins at the first start port 121, three prize balls, when a game ball wins at the second start port 122, four prize balls, and when a game ball wins the big prize port 125, thirteen prizes. When a game ball wins the ball, the normal winning opening 126, an instruction command (command) is sent to the payout control unit 400 so as to pay out 10 prize balls. Even if it is detected that the game ball has passed through the gate 124, the payout control unit 400 is not instructed to pay out the prize ball in conjunction therewith.
When the payout control unit 400 pays out a prize ball in accordance with an instruction from the game control unit 200, the game control unit 200 acquires information on the number of prize balls paid out from the payout control unit 400. As a result, the number of prize balls paid out is managed.

As shown in FIG. 2, the game control unit 200 includes a first start port detection unit (first start port switch (SW)) 211 that detects a winning of a game ball to the first start port 121, and a second start. A second start port detection unit (second start port switch (SW)) 212 that detects a winning of a game ball to the mouth 122, an electric tulip opening / closing unit 213 that opens and closes the electric tulip 123, and a game ball to the gate 124 A gate detection unit (gate switch (SW)) 214 that detects passage is connected.
Further, the game control unit 200 has a large winning port detecting unit (large winning port switch (SW)) 215 for detecting a winning of a game ball to the large winning port 125, and the large winning port 125 is inclined to be in a closed state. A large winning opening / closing unit 216 set to the open state and a normal winning opening detecting unit (normal winning opening switch (SW)) 217 for detecting the winning of a game ball to the normal winning opening 126 are connected.

In addition, the game control unit 200 displays the reserved number for the undrawn special symbol lottery (big win lottery) started by winning the game ball at the first start port 121 within the limit number (for example, four). A special symbol hold indicator 218, a second special symbol hold indicator 219 for displaying the number of unsold lots in the special symbol lottery started by winning a game ball in the second start port 122 within the limit number, A normal symbol hold indicator 220 is connected to the normal symbol lottery display (open / close lottery) started by the passage of the game ball to the gate 124 and displays the number of unsettled hold numbers within the limit number.
Further, the game control unit 200 includes a first special symbol display 221 for displaying a result of a special symbol lottery started by winning a game ball at the first start port 121, and a game ball to the second start port 122. A second special symbol display 222 for displaying the result of the special symbol lottery started by winning, a normal symbol display 223 for displaying the result of the normal symbol lottery, and a status indicator 224 for displaying the state of the pachinko gaming machine 100 , Is connected.

  Then, detection signals detected by the first start port switch 211, the second start port switch 212, the gate switch 214, the big winning port switch 215 and the normal winning port switch 217 are sent to the game control unit 200. In addition, the control signal from the game control unit 200 includes an electric tulip opening / closing unit 213, a special prize opening / closing unit 216, a first special symbol hold indicator 218, a second special symbol hold indicator 219, a normal symbol hold indicator 220, It is sent to the first special symbol display 221, the second special symbol display 222, the normal symbol display 223, and the status display 224. Thereby, the game control unit 200 performs various controls related to the number of payout prize balls.

  Further, a board external information terminal board 250 that transmits various kinds of information to a host computer (not shown) installed in the hall is connected to the game control unit 200. Then, the game control unit 200 transmits information regarding the number of paid-out winning balls acquired from the payout control unit 400, information indicating the state of the game control unit 200, and the like to the host computer via the board external information terminal board 250. .

[Configuration and function of production control unit]
The effect control unit 300 includes a CPU 301 that performs calculation processing when controlling the effect, a ROM 302 that stores programs executed by the CPU 301 and various data, a RAM 303 that is used as a work memory of the CPU 301, and the like. And a real-time clock (RTC) 304 for measuring.
The production control unit 300 sets the production content based on, for example, the determination result of whether or not the winning is a special symbol lottery sent from the game control unit 200. At that time, in response to an operation input from the user using an effect button or the like (the effect button 161 and the effect key 162), the contents of the effect corresponding to the operation input may be set. At that time, in response to an operation input from the user using an effect button or the like, the contents of the effect according to the operation input may be set. In this case, for example, a signal (operation signal) corresponding to an operation is received from a controller (not shown) such as an effect button, and the operation content identified by the operation signal is reflected in the setting of the effect. In addition, when the game is interrupted for a predetermined period, an instruction to set a screen display for waiting for a customer is given as one of the effects.
Furthermore, when the game control unit 200 changes the winning probability at the time of the special symbol lottery, shortens the special symbol fluctuation time at the time of the special symbol lottery, and shortens the normal symbol fluctuation time at the time of the normal symbol lottery. In this case, the production control unit 300 sets the production content corresponding to the set content.
In addition, the effect control unit 300 sends a command for instructing execution of the set effect contents to the image / sound control unit 310 and the lamp control unit 320.

[Configuration / Function of Image / Sound Control Unit]
The image / sound control unit 310 is a CPU 311 that performs arithmetic processing for controlling the image and sound representing the content of the effect, a ROM 312 that stores programs executed by the CPU 311, various data, and the like. And a RAM 313 used as a memory or the like.
Then, the image / sound control unit 310 controls the image displayed on the image display unit 114 and the sound output from the speaker 156 based on the command sent from the effect control unit 300.
Specifically, in the ROM 312 of the image / sound control unit 310, a symbol image or background image displayed during the game on the image display unit 114, a decorative symbol for notifying the player of the lottery result, and a notice effect for the player Image data such as a character or item for displaying is stored. Furthermore, various kinds of acoustic data such as music and sound output from the speaker 156 in synchronization with the image data or independently of the image data, and sound effects such as jingles are stored. The CPU 311 selects and reads out the data corresponding to the command sent from the effect control unit 300 from the image data and the sound data stored in the ROM 312. Furthermore, image processing for background image display, symbol image display, symbol image variation, character / item display, etc., and voice processing using the read acoustic data are performed using the read image data.
Then, the image / sound control unit 310 controls screen display on the image display unit 114 based on the image data subjected to image processing. Further, the sound output from the speaker 156 is controlled by the sound data subjected to the sound processing.

[Configuration and function of lamp control unit]
The lamp control unit 320 stores a CPU 321 that performs arithmetic processing when controlling the light emission of the panel lamp 116 and the frame lamp 157 and the operation of the movable accessory 115, and programs executed by the CPU 321 and various data. A ROM 322 and a RAM 323 used as a working memory for the CPU 321 are provided.
The lamp control unit 320 controls lighting / flashing of the panel lamp 116 and the frame lamp 157, the emission color, and the like based on the command sent from the effect control unit 300. Further, the operation of the movable accessory 115 is controlled.
Specifically, the ROM 322 of the lamp control unit 320 stores lighting / flashing pattern data and emission color pattern data (emission pattern) for the panel lamp 116 and the frame lamp 157 according to the production contents set by the production control unit 300. Data) is stored. The CPU 321 selects and reads out the light emission pattern data stored in the ROM 322 corresponding to the command sent from the effect control unit 300. The lamp controller 320 controls the light emission of the panel lamp 116 and the frame lamp 157 based on the read light emission pattern data.
The ROM 322 of the lamp control unit 320 stores operation pattern data of the movable accessory 115 corresponding to the production content set by the production control unit 300. The CPU 321 controls the operation of the movable accessory 115 based on the read operation pattern data.

[Configuration and function of payout control unit]
The payout control unit 400 includes a CPU 401 that performs arithmetic processing for controlling payout of payout balls, a ROM 402 that stores programs executed by the CPU 401, various data, and the like, and a RAM 403 that is used as a work memory for the CPU 401 and the like. And.
The payout control unit 400 controls payout of the payout ball based on the command sent from the game control unit 200.
Specifically, the payout control unit 400 acquires from the game control unit 200 a command for paying out a predetermined number of prize balls according to the place where the game ball has won (such as the first start port 121). Then, the payout driving unit 411 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 411 includes a drive motor that sends out the game ball from the storage unit of the game ball.

The payout control unit 400 also includes a payout ball detection unit 412 that detects the number of prize balls actually paid out from the game ball storage unit by the payout drive unit 411, and a game ball in the storage unit (not shown). Sphere detection unit 413 for detecting whether or not there is a storage, and whether or not the plate 153 in which a game ball used when a player plays a game or a prized ball to be held is full is detected. A full tank detection unit 414 is connected. Then, the payout control unit 400 receives detection signals detected by the payout ball detection unit 412, the ball presence detection unit 413, and the full tank detection unit 414, and performs predetermined processing according to these detection signals.
Further, the payout control unit 400 is connected to a frame external information terminal board 450 that transmits various types of information to a host computer installed in the hall. Then, the payout control unit 400, for example, information on the number of prize balls instructed to pay out to the payout driving unit 411, information on the number of prize balls actually paid out detected by the payout ball detection unit 412, etc. Is transmitted to the host computer via the frame external information terminal board 450. Also, similar information is transmitted to the game control unit 200.

[Functional configuration of game control unit]
Next, the functional configuration of the game control unit 200 will be described.
FIG. 4 is a block diagram showing a functional configuration of the game control unit 200. As shown in the figure, the game control unit 200 is a special symbol lottery unit 231, a normal symbol lottery unit 232, a special symbol variation control unit 233, and a special symbol lottery result determination as functional units for executing various lottery processes. A unit 234 and a normal symbol control unit 237.
In addition, the game control unit 200 includes a variation pattern selection unit 235 and a game progress control unit 236 as functional units that execute processing associated with special symbol variation.
Furthermore, the game control unit 200 is a function unit that executes operation control of various types of objects and data processing related to a prize ball, etc., as a function unit for a prize winning opening operation control unit 238, an electric tulip operation control unit 239, and a prize ball processing unit 240. And an output control unit 241 and a random number control unit 242.

The special symbol lottery unit 231 performs a special symbol lottery when a game ball wins the first starting port 121 or the second starting port 122.
The normal symbol lottery unit 232 performs the normal symbol lottery when the game ball passes through the gate 124.
The special symbol fluctuation control unit 233 controls the fluctuation of the special symbol according to the lottery result when the special symbol lottery is performed.

The special symbol lottery result determination unit 234, when a special symbol lottery is performed, the lottery result is “whether it is a big hit”, “a type of jackpot when a big winner is won”, “not a big winner It is determined whether or not it is a small hit or not.
Here, the “hit” is divided into a plurality of types according to the gaming state that occurs after the end of the jackpot game. Specifically, the type of jackpot is determined by a combination of the presence / absence of a short-time gaming state in which the variation time of the special symbol is shortened and the presence / absence of a probability-changing gaming state in which the winning probability of the jackpot varies with high probability. In other words, the types of jackpots include jackpots in which both a short-time gaming state and a probability variable gaming state occur after the jackpot game ends, a jackpot in which only a short-time gaming state occurs, a jackpot in which only a probability-changing gaming state occurs, a short-time gaming state and There can be a jackpot where none of the probable gaming states occur. Hereinafter, when distinguishing these jackpots, they are distinguished by describing as “with time reduction”, “without time reduction”, “with certainty change”, “without certainty change”, etc., based on the gaming state that occurs after the end of the jackpot game. Each of these jackpots is associated with an individual special symbol, and the type of jackpot is determined according to the type of special symbol won in the special symbol lottery.

  In addition, the “bonanza” may be divided into a jackpot that can be expected to pay out a large amount of gaming balls for a long time, and a jackpot that can hardly be expected to pay out gaming balls because the jackpot game time is short. The former is called “long hit” and the latter is called “short hit”. For example, in “long win”, a round that is maintained until the open state of the big winning opening 125 satisfies a predetermined condition (for example, a predetermined time has elapsed or a predetermined number of game balls have been won) is repeated a predetermined number of times. In the “short win”, a round in which the big prize opening 125 is opened for a predetermined time is repeated a predetermined number of times. Usually, a jackpot where a short-time gaming state occurs (with time saving) after the jackpot game ends is a long win, and a jackpot where no short-time gaming state occurs (no time saving) is a short win.

  Note that a jackpot in which a probability change gaming state occurs (with probability change) after the jackpot game ends is also referred to as a “probability change jackpot”, and a jackpot in which a probability change gaming state does not occur (without probability change) is also referred to as a “normal jackpot”. Also, depending on the game mode, only a probabilistic gaming state occurs after the jackpot game ends, and a short-time gaming state does not occur (with probability variation + no time shortening). Also called etc. In addition, “probability jackpot” may be distinguished as “15 round (15R) probability jackpot”, “2 round (2R) probability jackpot” or the like based on the number of rounds in which the winning prize opening 125 is open. is there.

In addition, the “small winning” in the case where the big winning is not won, for example, a small winning game in which the opening and closing of the big winning opening 125 is performed a predetermined number of times is performed, and the gaming state at the time of winning the small winning is continued even after the winning. It is a hit. That is, when the game state at the time of winning the small hit is the probability variation game state, the probability variation game state is continued even after the end of the small hit game, and the game state does not shift. Similarly, if the gaming state at the time of winning the small hit is a normal gaming state (normal gaming state) in which neither probability fluctuation nor time reduction is made, the normal gaming state is continued even after the end of the small hitting game, The gaming state does not transition.
Further, in the “out of game”, neither “big hit” nor “small win” is set, and none of the above-described gaming states advantageous to the player is set.

The variation pattern selection unit 235 displays the variation pattern (variation time) of the special symbol displayed on the first special symbol display 221 or the second special symbol display 222 when the lottery result of the special symbol is “big hit”. Select. Further, it is determined whether or not a reach effect is to be performed. The “reach effect” here is an effect performed by the image display unit 114 or the like for causing the player to expect a big hit.
The game progress control unit 236 controls the progress of the game in each game state.

When the normal symbol lottery is performed, the normal symbol control unit 237 determines whether the normal symbol lottery result is “winning or lost”. Further, the fluctuation of the normal symbol is controlled according to the lottery result. The winning probability of this normal symbol lottery is high when there is a winning support (so-called electric chew support) to the second start port 122 by opening the electric tulip 123, which is mainly performed in the short-time gaming state.
When it is determined as “winning”, the electric tulip 123 is opened for a specified time and a specified number of times, and a state in which the winning probability of the game ball to the second start port 122 is increased is generated. During the above winning support (electrical chew support), the specified number of times and the specified time increase. In addition, when it is determined as “displacement”, such an open state of the electric tulip 123 does not occur.

The special winning opening operation control unit 238 controls the opening operation of the special winning opening 125.
The electric tulip operation control unit 239 controls the opening operation of the electric tulip 123.
The prize ball processing unit 240 controls the management of the number of prizes received for various types of winnings and lotteries, and controls the payout of prize balls according to the prizes.
The output control unit 241 controls the output of control commands from the game control unit 200 to the effect control unit 300 and the payout control unit 400.
The random number control unit 242 controls updating of various random number values used in processing by the main control unit and the sub control unit.

[Basic operation of gaming machine]
Next, the basic operation of the pachinko gaming machine 100 configured as described above will be described.
The basic operation of the pachinko gaming machine 100 is performed by a game control unit 200 that is a main control means. Under the control of the game control unit 200, the effect control unit 300, which is a sub-control means, controls the game effect, and the payout control unit 400 controls the payout of the prize ball.

FIG. 5 is a flowchart showing main operations of the game control unit 200.
The game control unit 200 repeatedly executes each process shown in FIG. 5 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Referring to FIG. 4, random number update processing, switch processing, symbol processing, electric accessory processing, prize ball processing, and output processing are sequentially executed (steps 501 to 506).

  In the random number update process (step 501), the random number control unit 242 of the game control unit 200 updates various random number values used in the process by the main control unit and the sub control unit. Details of the setting of the random number and the update of the random value will be described later.

As the switch process (step 502), a start port switch process and a gate switch process are performed.
In the start port switch process, the special symbol lottery unit 231 of the game control unit 200 monitors the states of the first start port switch 211 and the second start port switch 212 in FIG. Processing for symbol lottery is executed.
In the gate switch process, the normal symbol lottery unit 232 of the game control unit 200 monitors the state of the gate switch 214 in FIG. 2, and executes a process for the normal symbol lottery when the switch is turned on.
The detailed contents of these switch processes will be described later.

As the symbol processing (step 503), special symbol processing and normal symbol processing are performed.
In the special symbol processing, the special symbol variation control unit 233, the special symbol lottery result determination unit 234, the variation pattern selection unit 235, and the game progress control unit 236 of the game control unit 200 perform special symbol variation and processing associated with this symbol variation. Done.
In the normal symbol processing, the normal symbol control unit 237 of the game control unit 200 performs normal symbol variation and processing associated with this symbol variation.
The detailed contents of these symbol processes will be described later.

As the electric accessory process (step 504), a big prize opening process and an electric tulip process are performed.
In the special prize opening process, the special prize opening operation controller 238 of the game control unit 200 controls the opening operation of the special prize opening 125 based on a predetermined condition.
In the electric tulip process, the electric tulip operation control unit 239 of the game control unit 200 controls the opening operation of the electric tulip 123 based on a predetermined condition.
The detailed contents of these electric accessory processing will be described later.

In the prize ball processing (step 505), the prize ball processing unit 240 of the game control unit 200 controls the management of the number of winning prizes and the payout of prize balls according to the winning prize.
In the output process (step 506), the output control unit 241 of the game control unit 200 outputs a control command to the effect control unit 300 and the payout control unit 400. The control command is generated in each process up to step 505, set in the RAM 203, and output in this output process.

[Start-up switch processing in game control unit]
FIG. 6 is a flowchart showing the contents of the start port switch process in the switch process shown in step 502 of FIG.
In the start port switch process, a process for winning at the first start port 121 and a process for winning at the second start port 122 are sequentially performed. Referring to FIG. 6, the special symbol lottery unit 231 of the game control unit 200 first determines whether or not a game ball is won at the first starting port 121 and the first starting port switch 211 is turned on (step). 601). If the first start port switch 211 is turned ON, then the special symbol lottery unit 231 determines whether or not the number U1 of the unlotted hold in the winning of the first start port 121 is less than the upper limit value (step). 602). In the example shown in FIG. 6, the upper limit value is four. If the number of holdings U1 has reached the upper limit (No in step 602), the winnings for the undrawn lots cannot be held any longer, so the process for winning at the first start port 121 is terminated.

  On the other hand, when the number of reservations U1 is less than the upper limit value (Yes in Step 602), the special symbol lottery unit 231 then adds 1 to the value of the number of reservations U1 (Step 603). Then, a random value for the lottery by the current winning is obtained and stored in the RAM 203 (step 604). Here, since the first starting port 121 is won, a random number value for special symbol lottery is acquired. The random value acquired at this time is the value updated by the random number update process in step 501. And the result of the special symbol lottery is determined by this random number value. Random value here is a jackpot random value that determines jackpot, jackpot or lose, jackpot type (whether there is a short-time gaming state after the jackpot game, whether there is a promiscuous gaming state, per jackpot, short hit) A design random number value to be determined (a jackpot symbol random number value), a variation pattern random number for specifying a variation pattern in symbol variation, a reach random number value for determining whether or not to perform a reachable effect, and the like are included.

Next, the special symbol lottery unit 231 performs a pre-determination process for performing a notice effect of the lottery result on a winning ball (holding ball) for which a special symbol variation display operation is suspended (that is, an undrawn lottery). Perform (step 605). This pre-determination process is performed when the lottery result is determined not at the start of symbol variation but at the start opening prize (that is, at step 605), and for acquiring information to be used for the effect on the image display unit 114. It is. In addition, in the gaming machine that does not perform the notice effect of the lottery result, this prior determination process may be omitted.
Thereafter, the special symbol lottery unit 231 sets a command for increasing the number of held U1 to notify the effect control unit 300 of the increase in the number of held U1 in Step 603 in the RAM 203 (Step 606), and wins a prize at the first start port 121. The process for is terminated. When the preliminary determination process in step 605 is performed, the information on the determination result of the preliminary determination obtained in step 605 is included in the pending number U1 increase command.

  Next, a process for winning in the second start port 122 is performed. Referring to FIG. 6, next, the special symbol lottery unit 231 determines whether or not the game ball has won the second start port 122 and the second start port switch 212 is turned on (step 607). If the second start port switch 212 is turned on, then the special symbol lottery unit 231 determines whether or not the number U2 of unreserved hold numbers in the winning of the second start port 122 is less than the upper limit (step). 608). In the example shown in FIG. 6, the upper limit value is four. If the number of holds U2 has reached the upper limit (No in step 608), the winning for the undrawn lots cannot be held any longer, and the process for winning at the second start port 122 is terminated.

  On the other hand, when the reserved number U2 is less than the upper limit value (Yes in Step 608), the special symbol lottery unit 231 next adds 1 to the value of the reserved number U2 (Step 609). Then, a random value for the lottery by the current winning is acquired and stored in the RAM 203 (step 610). Here, since the winning of the second starting port 122 is won, a random number value for the special symbol lottery (a jackpot random number, a jackpot symbol random number, a reach random number, a variation pattern random number, etc.) is acquired similarly to the above step 604. The random value acquired at this time is the value updated by the random number update process in step 501. And the result of the special symbol lottery is determined by this random number value.

Next, the special symbol lottery unit 231 performs a pre-determination process for performing a notice effect of the lottery result on a winning ball (holding ball) for which a special symbol variation display operation is suspended (that is, an undrawn lottery). Perform (step 611). The contents of this preliminary determination process are the same as in step 605 above. This pre-determination process may also be omitted in the pachinko gaming machine 100 that does not perform the notice effect of the lottery result.
Thereafter, the special symbol lottery unit 231 sets a command for increasing the number of held U2 for notifying the effect control unit 300 of the increase in the number of held U2 in step 609 in the RAM 203 (step 612), and wins a prize at the second starting port 122. The process for is terminated. When the preliminary determination process in step 611 is performed, the information on the determination result of the preliminary determination obtained in step 611 is included in the pending number U2 increase command.

[Gate switch processing in game control unit]
FIG. 7 is a flowchart showing the contents of the gate switch process among the switch processes shown in step 502 of FIG.
In this gate switch process, the normal symbol lottery unit 232 of the game control unit 200 first determines whether or not the game ball has passed through the gate 124 and the gate switch 214 is turned on (step 701). If the gate switch 214 is turned on, then the normal symbol lottery unit 232 determines whether or not the number of holds G for the undrawn lot is less than the upper limit value (step 702). In the example shown in FIG. 7, the upper limit value is four. If the number of holds G has reached the upper limit (No in Step 702), the winning for the undrawn lots cannot be held any more, so the gate switch process is terminated.

  On the other hand, when the number of reservations G is less than the upper limit (Yes in Step 702), the normal symbol lottery unit 232 next adds 1 to the value of the number of reservations G (Step 703). Then, a random value for the lottery by the current winning is obtained and stored in the RAM 203 (step 704). Here, since the gate 124 is won, a random number value (such as a winning random number) for normal symbol lottery is acquired.

[Special symbol processing in game control unit]
FIG. 8 is a flowchart showing the contents of the special symbol processing of the symbol processing shown in step 503 of FIG.
In this special symbol process, the special symbol variation control unit 233 of the game control unit 200 first checks whether or not the winning game flag is ON in the setting of a flag set in the RAM 203 (hereinafter, flag setting) ( Step 801). Here, when the result of the special symbol lottery is a big win or a small win, the win game flag is a flag that is set to identify a game state corresponding to these wins. Depending on the hit type, one of the long hit game flag, the short hit game flag, and the small hit game flag is set. In the present embodiment, these are collectively called a winning game flag.

  When the winning game flag is ON, since the pachinko gaming machine 100 is already in a gaming state due to some kind of hitting (a state where the special symbol is selected and stopped), the special symbol processing is terminated without starting the special symbol variation. (Yes in step 801). On the other hand, if the winning game flag is OFF (No in Step 801), the special symbol variation control unit 233 next determines whether or not the current state of the pachinko gaming machine 100 is in the special symbol variation (Step 802). . When the special symbol is not changing (No in step 802), the special symbol fluctuation control unit 233 performs processing related to the number of holdings U1 and U2 (see FIG. 6) for the undrawn special symbol (steps 803 to 806). . In the present embodiment, the number of holds U1 related to winning of the first start port 121 and the number of holds U2 related to winning of the second start port 122 are distinguished, so this processing is also performed for each corresponding start port. .

  Specifically, the special symbol variation control unit 233 first determines whether or not the number of holds U2 related to winning in the second start port 122 is 1 or more (step 803). When the number of reservations U2 is 1 or more (Yes in Step 803), the special symbol variation control unit 233 subtracts 1 from the value of the number of reservations U2 (Step 804). On the other hand, if the hold number U2 = 0 (No in step 803), the special symbol variation control unit 233 next determines whether the hold number U1 related to winning in the first start port 121 is 1 or more (step 805). . When the number of reservations U1 is 1 or more (Yes in Step 805), the special symbol variation control unit 233 subtracts 1 from the value of the number of reservations U1 (Step 806). On the other hand, if the number of holdings U1 = 0 (No in step 805), it means that there is no winning for starting the special symbol lottery, so the special symbol change is not started, and the waiting for a different routine is set. The process is executed and the process is terminated (step 816).

  After subtracting the holding number U1 or the holding number U2 in step 804 or step 806, the special symbol variation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (step 807). The customer waiting flag is a flag for identifying that the pachinko gaming machine 100 is in a customer waiting state, and is set in the customer waiting setting process.

  Next, the special symbol variation control unit 233 executes jackpot determination processing and variation pattern selection processing by separate routines (steps 808 and 809). As will be described in detail later, setting information (design, game state, variation pattern, etc.) included in the variation start command sent to the effect control unit 300 is determined by the jackpot determination processing and variation pattern selection processing.

  Thereafter, the special symbol variation control unit 233 is displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in FIG. 2 based on the setting contents determined in the jackpot determination process and the variation pattern selection process. The special symbol change is started (step 810). Then, a change start command including setting information (symbol, gaming state, change pattern, etc.) indicating the setting contents is generated and set in the RAM 203 (step 811). The variation start command set in step 811 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

  If it is determined in step 802 that the special symbol is changing (Yes in step 802), or after the change start command is set in step 811, the special symbol fluctuation control unit 233 determines whether or not the fluctuation time has elapsed. (Step 812). That is, it is determined whether or not the elapsed time since the start of the variation of the special symbol at step 810 has reached the variation time set in the variation pattern selection process at step 809. If the variation time has not elapsed (No in step 812), the special symbol variation is continued, and the special symbol processing is terminated as it is.

  On the other hand, when the variation time has elapsed (Yes in step 812), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol display 221 and the second special symbol display 222 (step 813), a change stop command is set in the RAM 203 (step 814). Then, a stop routine process of another routine is executed (step 815). The contents of the stop process will be described later. The change stop command set in step 814 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

[Big hit judgment processing by game control unit]
FIG. 9 is a flowchart showing the contents of the jackpot determination process (step 808 in FIG. 8).
In this jackpot determination process, the special symbol lottery result determination unit 234 of the game control unit 200 first determines a jackpot random number in the current special symbol lottery (step 901), and determines whether or not the jackpot or small hit is made. (Steps 902 and 905). The value of the jackpot random number acquired at step 604 or step 610 in FIG. 6 matches the value set as the winning value of the jackpot or the value set as the winning value of the jackpot. It is determined by judging whether or not (see FIG. 17A).

If the result of the random number determination in step 901 is a big hit (Yes in step 902), then the special symbol lottery result determination unit 234 determines a big hit symbol random number (step 903). Depending on the result of this determination, the type of jackpot (any of probability variation + time reduction, probability variation + no time shortage, no probability variation + time shortage, no probability variation + no time shortness) is determined. Which jackpot is determined is determined by whether the value of the jackpot symbol random number acquired in step 604 of FIG. 6 matches one of the preset values for each jackpot type (FIG. 17B). )reference).
After the above determination, the special symbol lottery result determination unit 234 sets the symbol representing the type of jackpot determined by the determination of the jackpot symbol random number (the jackpot symbol) as setting information in the RAM 203 (step 904).

  When the result of the random number determination in step 901 is a small hit (No in step 902, Yes in step 905), the special symbol lottery result determination unit 234 next displays a symbol indicating a small hit (hereinafter referred to as a small hit symbol). ) As setting information in the RAM 203 (step 906).

  If the result of the random number determination in step 901 is neither big win nor small win (No in step 902 and step 905), then the special symbol lottery result determination unit 234 indicates that the lottery has been lost (hereinafter referred to as a lost symbol). Is set in the RAM 203 as setting information (step 907).

[Change pattern selection process by game control unit]
FIG. 10 is a flowchart showing the contents of the variation pattern selection process (step 809 in FIG. 8).
In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first determines whether or not a big win has been won in this special symbol lottery (step 1001). This determination is the same as steps 901 and 902 of the jackpot determination process (FIG. 9) (the determination result of step 902 may be used). If it is a big hit (Yes in Step 1001), the fluctuation pattern selection unit 235 reads the big hit fluctuation pattern table from the ROM 202 and sets it in the RAM 203 (Step 1002).

On the other hand, if the jackpot has not been won (No in step 1001), the variation pattern selection unit 235 then determines a random number for determining whether or not to perform a so-called reach effect for causing the player to expect a jackpot. (Step 1003). Whether or not the reach effect is performed is determined by determining whether or not the reach random number value acquired in step 604 of FIG. 6 matches a preset value (see FIG. 17C).
As a result of determination using random numbers, when a reach effect is performed (Yes in step 1004), the variation pattern selection unit 235 reads a variation pattern table for reach from the ROM 202 and sets it in the RAM 203 (step 1005). When the reach effect is not performed (No in Step 1004), the variation pattern selection unit 235 reads the variation pattern table for loss from the ROM 202 and sets it in the RAM 203 (Step 1006).
Here, the variation pattern table is a table in which a plurality of variation patterns (variation times 10 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) prepared in advance are associated with values of variation pattern random numbers.

  Next, the variation pattern selection unit 235 determines the variation pattern random number using the variation pattern random number acquired in Step 604 or Step 610 of FIG. 6 and the variation pattern table set in Steps 1002, 1005, and 1006 ( Step 1007). That is, the fluctuation pattern selection unit 235 refers to the fluctuation pattern table set in the RAM 203 and selects a fluctuation pattern corresponding to the random value of the fluctuation pattern random number. Therefore, even if the same random number value is acquired, the variation referred to depending on the state difference such as whether or not the result of the special symbol lottery is a big hit or not and whether or not a reach effect is performed if it is not a big hit Since the pattern tables are different, the determined variation pattern may be different.

  Thereafter, the variation pattern selection unit 235 sets the variation pattern selected in Step 1007 in the RAM 203 as setting information (Step 1008). The variation pattern setting information set in step 1008 is included in the variation start command set in step 811 of FIG. 8, and is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

[Processing during stop by game control unit]
FIG. 11 is a flowchart showing the contents of the stop process (step 815 in FIG. 8).
In this stop process, the game progress control unit 236 of the game control unit 200 first checks whether or not the time reduction flag is ON in the flag setting of the RAM 203 (step 1101). The short time flag is a flag for identifying that the gaming state of the pachinko gaming machine 100 is the short time gaming state. When the time-short flag is ON (Yes in Step 1101), the game progress control unit 236 subtracts 1 from the value of the number of lotteries (number of fluctuations) J in the time-short game state (Step 1102), and the number of lotteries J becomes 0. It is checked whether or not (step 1103). If the number of lotteries J = 0 (Yes in Step 1103), the time reduction flag is turned OFF (Step 1104). It should be noted that the operation for turning on the hourly flag and the setting of the initial value of the lottery number J are performed in a game state setting process (FIG. 15) in a special winning opening process (FIG. 14) described later.

  If the time reduction flag is OFF (No in step 1101), or after the time reduction flag is turned OFF in step 1104, or if the value of the number of times of lottery J is not 0 (No in step 1103), then the game progress control unit 236 Checks whether or not the probability variation flag is ON in the flag setting of the RAM 203 (step 1105). The probability variation flag is a flag for identifying that the gaming state of the pachinko gaming machine 100 is a probability variation game. When both the probability change flag and the previous time reduction flag are ON, generally, the game state has a probability change and time reduction as performed after a long hit, and the probability change flag is ON and the time reduction flag is OFF. In some cases, the game is generally in a gaming state where the probability change is made after a short win but the time is not short.

  When the probability change flag is ON (Yes in Step 1105), the game progress control unit 236 subtracts 1 from the value of the number of lotteries (number of variations) X in the probability variation game state (Step 1106), and the number of lotteries X is set to 0. It is checked whether or not (step 1107). If the number of times of lottery X = 0 (Yes in Step 1107), the probability variation flag is turned OFF (Step 1108). Note that the operation for turning on the probability change flag and the setting of the initial value of the lottery number X are performed in a game state setting process (FIG. 15) in a special prize opening process (FIG. 14) described later.

  If the probability change flag is OFF (No in step 1105), or after the probability change flag is turned OFF in step 1108, or if the value of the lottery count X is not 0 (No in step 1107), then the game progress control unit 236 Determines whether or not a big win has been won in this special symbol lottery (step 1109). If it is a big hit (Yes in Step 1109), the game progress control unit 236 next determines whether or not the type of big hit is a long win (Step 1110).

  These determinations can be made based on the type of symbol set in the setting information in the jackpot determination process (FIG. 9). For example, when the normal symbol A or the probability variation symbol A is set among symbols shown in the diagram of FIG. 17B described later, it is determined that the jackpot type is long hit. Further, when the normal symbol B, the probability variation symbol B or the latent probability symbol is set, it is determined that the type of jackpot is short hit. Therefore, if the normal symbol A or the probable variation symbol A is set in the setting information, “Yes” in both steps 1109 and 1110. If the normal symbol B, the probability variation symbol B, or the latent probability symbol is set, Yes in step 1109 and No in step 1110. If the off symbol or the small hit symbol is set, No in step 1109. Since these determinations are substantially the same as steps 902, 903, and 905 of the jackpot determination process (FIG. 9), the determination results of steps 902, 903, and 905 may be used.

  When the jackpot type is a long hit (Yes in Step 1110), the game progress control unit 236 turns on the long hit game flag (Step 1111). Thereby, the setting of the gaming state in the RAM 203 becomes a jackpot gaming state (long winning gaming state) in which the jackpot type is long winning. Here, the presence / absence of probability fluctuation is not distinguished in the per unit length. The presence / absence of the probability change is specified by turning on the corresponding flag in the gaming state setting process (FIG. 15) in the special prize opening process (FIG. 14) described later.

  When the big hit type is not long hit (No in Step 1110), the game progress control unit 236 turns on the short hit game flag (Step 1112). Thereby, the setting of the gaming state in the RAM 203 becomes a big hit gaming state (short winning gaming state) in which the big hit type is short hit.

  After the winning game flag is turned ON in step 1111 or step 1112, the game progress control unit 236 initializes the values of the lottery times J and X (step 1113). That is, since the special symbol lottery was a big win (step 1109), the lottery times J and X are reset to 0 and newly counted again. Further, the game progress control unit 236 turns off the time reduction flag when the time reduction flag is ON in step 1101 and the lottery count J is not 0 in step 1103 (step 1114). Similarly, if the probability variation flag is ON in step 1105 and the lottery count X is not 0 in step 1107, the probability variation flag is turned OFF (step 1114).

On the other hand, when the result of the special symbol lottery this time is not a big hit (No in Step 1109), the game progress control unit 236 determines whether or not the result of the special symbol lottery this time is a big hit (Step). 1115). If it is not a small hit (No in step 1115), the in-stop process is terminated.
On the other hand, if it is a small hit (Yes in step 1115), the game progress control unit 236 turns on the small hit game flag (step 1116). Thereby, the setting of the gaming state in the RAM 203 becomes the small hit gaming state.

After initializing the values of the lottery times J and X in step 1113 and turning on the small hit game flag in step 1116, the game progress control unit 236 starts an opening operation (step 1117). Here, the contents of the opening operation differ depending on which of steps 1111, 1112, and 1116 the winning game flag is turned on. In other words, depending on the state of the winning game flag, one of the opening operations set in each gaming state of the long winning game, the short winning game, and the small winning game is performed.
Thereafter, the game progress control unit 236 sets an opening command for performing an effect in the opening operation corresponding to the winning game flag in the effect control unit 300 in the RAM 203 (step 1118), and ends the in-stop process. This opening command is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

[Customer waiting setting process by game control unit]
FIG. 12 is a flowchart showing the contents of the customer waiting setting process (step 816 in FIG. 8).
In this customer waiting setting process, the game progress control unit 236 of the game control unit 200 first checks whether or not the customer waiting flag is ON in the flag setting of the RAM 203 (step 1201). Here, the customer waiting flag is a flag that is set to identify that the pachinko gaming machine 100 is in a customer waiting state.

  When the customer waiting flag is ON, since the pachinko gaming machine 100 is in the customer waiting state, the processing is ended as it is (Yes in step 1201). On the other hand, when the customer waiting flag is OFF, the game progress control unit 236 generates a customer waiting command and sets it in the RAM 203 (step 1202), and turns on the customer waiting flag (step 1203). The customer waiting command set in step 1202 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

[Normal symbol processing by game control unit]
FIG. 13 is a flowchart showing the contents of the normal symbol processing in the symbol processing shown in step 503 of FIG.
In this normal symbol process, the normal symbol control unit 237 of the game control unit 200 first checks whether or not the auxiliary game flag is ON in the flag setting of the RAM 203 (step 1301). Here, the auxiliary game flag is a flag that is set in order to identify a game state (auxiliary game state) corresponding to a normal symbol lottery when winning. In the auxiliary gaming state, the electric tulip 123 is opened according to the electric tulip process (FIG. 16) described later, and it is easy to win (assistant) the second starting port 122.

  When the auxiliary game flag is ON, the normal symbol is already selected and stopped, so the normal symbol processing is terminated without starting the normal symbol variation (Yes in step 1301). On the other hand, when the auxiliary game flag is OFF (No in Step 1301), the normal symbol control unit 237 next determines whether or not the current state of the pachinko gaming machine 100 is changing the normal symbol (Step 1302). When the normal symbol is not changing (No in step 1302), the normal symbol control unit 237 next determines whether or not the holding number G (see FIG. 7) for the undrawn of the normal symbol is 1 or more (step 1303). If the holding number G = 0 (No in step 1303), it means that there is no winning for starting the normal symbol lottery, and therefore the processing is terminated without starting the normal symbol variation.

  On the other hand, when the reserved number G is 1 or more (Yes in step 1303), the normal symbol control unit 237 subtracts 1 from the value of the reserved number G (step 1304), and the random number in the current normal symbol lottery is calculated. A determination is made to determine whether or not the normal symbol lottery has been won (step 1305). Whether or not the game is won is determined by determining whether or not the value of the winning random number acquired in step 704 in FIG. 7 matches the value set as the winning value.

  Next, the normal symbol control unit 237 sets the normal symbol in accordance with the result of the normal symbol lottery (step 1306). That is, when a normal symbol lottery is won, a symbol representing the winning (hereinafter referred to as a winning symbol) is set in the RAM 203 as setting information. On the other hand, when the normal symbol lottery is not won, a symbol indicating that the lottery has been lost (hereinafter referred to as a lost symbol) is set in the RAM 203 as setting information.

  Next, the normal symbol control unit 237 sets the variation time of the normal symbol (step 1307). This variation time is set based on the time reduction flag set in the processing of steps 1104 and 1114 in FIG. 11, step 1506 in FIG. That is, when the time reduction flag is ON in the setting in step 1307, it is set to a short time (for example, 1.5 seconds), and when the time reduction flag is OFF, it is set to a long time (for example, 4.0 seconds). Is set. After this setting, the normal symbol control unit 237 starts normal symbol fluctuations in the normal symbol display 223 shown in FIG. 2 based on the setting contents of Step 1307 (Step 1308).

  After starting normal symbol variation in step 1308 or when it is determined in step 1302 that normal symbol variation is in progress (Yes in step 1302), the normal symbol control unit 237 determines whether or not the variation time has elapsed. (Step 1309). That is, it is determined whether or not the elapsed time from the start of normal symbol fluctuation in step 1308 has reached the fluctuation time set in step 1307. If the fluctuation time has not elapsed (No in step 1309), the normal symbol variation is continued, and the normal symbol processing is terminated as it is.

  On the other hand, when the variation time has ended (Yes in step 1309), the normal symbol control unit 237 stops the variation of the normal symbol in the normal symbol display 223 (step 1310). Then, the normal symbol control unit 237 determines whether or not the normal symbol lottery is won based on the stopped normal symbol (step 1311). If it is elected (Yes in Step 1311), the auxiliary game flag is turned ON (Step 1312). On the other hand, if the lottery is off (No in step 1311), the normal symbol process is terminated without turning on the auxiliary game flag.

[Large winning mouth processing by game control unit]
FIG. 14 is a flowchart showing the contents of the big prize opening process in the electric accessory process shown in Step 504 of FIG.
In this special winning opening process, the special winning opening operation control unit 238 of the game control unit 200 first checks whether or not the winning game flag is ON in the flag setting of the RAM 203 (step 1401). If the winning game flag is OFF, there is no prize winning in the big prize opening 125, so the big prize opening process is terminated (No in step 1401). On the other hand, if the winning game flag is ON (Yes in Step 1401), the special winning opening operation control unit 238 next performs the operation control at the time of the big hit started in the pachinko gaming machine 100 being stopped (FIG. 11). It is determined whether or not the opening operation is in progress (step 1402).

  When the pachinko gaming machine 100 is opening (Yes in Step 1402), the next prize opening operation control unit 238 determines whether or not a predetermined time for opening operation (opening time) has elapsed. Judgment is made (step 1403). If the opening time has not elapsed, the opening operation at the special winning opening 125 is continued, and the special winning opening process is terminated (No in step 1403). On the other hand, if the opening time has elapsed (Yes in step 1403), the special winning opening operation control unit 238 next sets the operation of the special winning opening 125 (step 1404) and initializes the winning number C (C = 0) (step 1405), the value of the number of operation rounds R of the big prize opening 125 is incremented by 1 from the current value (step 1406), and the big prize opening 125 is started (opened) (step 1407).

  In the operation setting of step 1404, the operation pattern of the special winning opening 125 and the number of rounds (operation round number) operated by the operation pattern are set. As the case where the big prize opening 125 is operated, there are a case where it is a big win per long or short in a special symbol lottery and a case where it is a small win. The operation pattern and the number of rounds are variously set according to the hit type. In the case of a long hit, for example, 15 rounds (15R) are operated, and 29.5 seconds are released once in one round. In the case of a short hit, for example, 15 rounds (15R) are operated, and one round is performed once for 0.1 seconds. In the case of a small hit, for example, one round (1R) is operated, and 0.1 second is released 15 times in this round. Here, when the operation with short hits and the operation with small hits are compared in the above examples, both 0.1 seconds of opening is performed 15 times. That is, the action of the big winning opening 125 that can be seen by the player is the same for the case of short win and the case of small win, and the short win and the small win are distinguished only from the action of the big winning opening 125 on the game board 110. I can't do it.

  As another example, 15 rounds (15R) are activated per long, 29.5 seconds are released once per round, 2 rounds (2R) are activated per short, and 0 are rounded per round. .9 seconds are opened twice, and with a small hit, one round (1R) is operated, and 0.9 seconds is opened twice in this round. In this case as well, when the operation with short hits and the operation with small hits are compared, both 0.9 seconds are released twice, and the action of the big prize opening 125 that can be seen by the player is in the case of short hits. It is the same in the case of small hits.

  The law stipulates that the cumulative opening time of the special winning opening 125 must be set within 1.8 seconds for a small hit. On the other hand, in the case of a big hit (long hit or short win), the big winning opening 125 must be continuously opened a plurality of times. Therefore, when trying to make it difficult to visually distinguish the operation with a small hit and the operation with a short hit as described above, within the range that satisfies the cumulative open time within 1.8 seconds in one operation, An operation mode in which the big prize opening 125 is opened two or more times is set, and in the short win, the same number of rounds as the number of small hits is set.

  Next, the special winning opening operation control unit 238 determines whether or not the opening time in the operation pattern set in Step 1404 has elapsed (Step 1408). When the open state at the big prize opening 125 has not passed the opening time (No in step 1408), the big prize opening operation control unit 238 then determines that the number C of winning prizes to the big prize opening 125 is a predetermined number (for example, It is determined whether or not (9) or more (step 1409). If the opening time has not elapsed and the number C of winning prizes is less than the prescribed number, the operating state (opening state) of the big winning opening 125 is continued, so that the big winning opening process is terminated (step 1409). No). On the other hand, if the opening time has passed (Yes in Step 1408) or the winning number C has reached the specified number (Yes in Step 1409), the special winning opening operation controller 238 ends the operation of the special winning opening 125 ( (Step 1410).

  Next, the special winning opening operation control unit 238 determines whether or not the round number R of the operation of the special winning opening 125 has reached the maximum value set in Step 1404 (Step 1411). If the maximum value has not been reached, the remaining operations are performed, and the special winning opening process is terminated (No in step 1411).

If the number of rounds R of the operation of the special prize opening 125 reaches the maximum value (Yes in Step 1411), the special prize opening operation control unit 238 then starts the ending operation (Step 1412). Here, the content of the ending operation corresponds to the state of the winning game flag among the ending operations set in each gaming state of long hit game, short hit game, and small hit game.
Thereafter, the special winning opening operation control unit 238 sets an ending command for performing the effect in the ending operation according to the winning game flag in the effect control unit 300 in the RAM 203 (step 1413). This opening command is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

  Next, the prize winning opening operation control unit 238 resets the round number R of the action of the prize winning opening 125 to 0 (step 1414), and then performs an ending operation in which an elapsed time from the start of the ending operation is set in advance. It is determined whether or not the time to be played (ending time) has passed (step 1417). If the ending time has not elapsed, the ending operation is continued, and thus the big prize opening process is terminated (No in step 1417). On the other hand, if the ending time has elapsed (Yes in Step 1417), the special winning opening operation unit 238 next performs the game state setting process (Step 1418), and then turns off the winning game flag to make a big prize. The mouth process is terminated (step 1419). The contents of the game state setting process will be described later.

  If it is determined in step 1402 that the pachinko gaming machine 100 is not opening (No in step 1402), the special winning opening operation control unit 238 determines whether or not ending is in progress (step 1415). If ending is in progress (Yes in step 1415), the operations after step 1417 are executed.

  On the other hand, if the pachinko gaming machine 100 is not ending (No in step 1415), the special prize opening operation control unit 238 determines whether or not the special prize opening 125 is operating (opening) (step 1416). . If it is not in operation (No in Step 1416), the operation after Step 1405 is executed. If it is in operation (Yes in Step 1416), the operation after Step 1408 is executed.

[Game state setting process]
FIG. 15 shows the contents of the game state setting process (step 1418) executed when the ending time has elapsed (Yes in step 1417).
As shown in FIG. 15, first of all, since the winning game flag is ON in step 1401 of FIG. 14, the special winning opening operation control unit 238 determines the type of winning (steps 1501, 1502, 1503, 1506). These determinations can be made based on, for example, the type of symbol set as setting information in the RAM 203 in the jackpot determination process (FIG. 9). Since these determinations are substantially the same as steps 902, 903, and 905 of the jackpot determination process (FIG. 9), the determination results of steps 902, 903, and 905 may be used.

If the win type is a small win (Yes in step 1501), the gaming state (internal state of the pachinko gaming machine 100) is not changed, so the gaming state setting process is terminated.
If the winning type is a jackpot with no positive change and a short time (No at Step 1501, Yes at Steps 1502 and 1503), the special winning opening operation control unit 238 turns on the short time flag (Step 1504). Thereby, the setting of the gaming state in the RAM 203 becomes the short-time gaming state. Further, the special winning opening operation control unit 238 sets an initial value of the lottery number J (step 1505), and ends the gaming state setting process. The initial value of the lottery number J is 100 in the illustrated example. Therefore, if the lottery in the short-time gaming state is performed 100 times, the short-time gaming state ends.

  On the other hand, when the winning type is a big hit with no probability change + no time reduction (No in step 1501, Yes in 1502, No in step 1503), the special winning opening operation control unit 238 does not set both the time reduction flag and the probability change flag to ON. The process ends. Therefore, the setting of the game state of the RAM 203 for the game after the jackpot does not result in a short-time game state or a probabilistic game state.

  When the winning type is a big hit with certain change + short time (No at Steps 1501 and 1502, Yes at Step 1506), the winning prize opening operation control unit 238 turns on the hourly flag (Step 1507), and the number of lottery times J Is set (step 1508). In this case, the initial value of the number of times of lottery J is 10,000 in the illustrated example. Further, the special winning opening operation control unit 238 sets the probability variation flag to ON (step 1509) and sets the initial value of the lottery number X (step 1510). The initial value of the number of times of lottery X is 10,000 in the illustrated example. Thereby, the setting of the gaming state in the RAM 203 becomes a time-varying probability changing gaming state. If the lottery is performed 10,000 times in the time-varying probability variation game state, the time-variable probability variation game state ends.

  On the other hand, when the winning type is a big hit with probability variation + no time reduction (No in steps 1501, 1502, and step 1506), the big prize opening operation control unit 238 turns on only the probability variation flag (step 1509), and the number of lotteries An initial value of X (10000 times) is set (step 1510). As a result, the game state of the RAM 203 is set to a probabilistic gaming state in which time is not set. If the lottery in the timeless probability change game state is performed 10,000 times, the timeless probability change game state ends.

[Electric tulip processing by game control unit]
FIG. 16 is a flowchart showing the contents of the electric tulip process in the electric accessory process shown in Step 504 of FIG.
In the electric tulip process, the electric tulip operation control unit 239 of the game control unit 200 first checks whether or not the auxiliary game flag is ON in the flag setting of the RAM 203 (step 1601). When the auxiliary game flag is OFF, the electric tulip 123 is not released, and thus the electric tulip process is terminated (No in step 1601). On the other hand, when the auxiliary game flag is ON (Yes in Step 1601), the electric tulip operation control unit 239 determines whether the electric tulip 123 is in operation (Step 1602).

  When the electric tulip 123 is not in operation (No in step 1602), the electric tulip operation control unit 239 sets the operation pattern of the electric tulip 123 (step 1603), and operates the electric tulip 123 with the set operation pattern ( Step 1604). Here, the operation pattern is set based on the time reduction flag set in the processing of steps 1104 and 1114 in FIG. 11, steps 1503 and 1506 in FIG. For example, when the time reduction flag is OFF at the time of setting in step 1603, an operation pattern that opens once with a release time of 0.15 seconds is set, and when the time reduction flag is ON, 1.80 seconds are set. An operation pattern that opens three times in the opening time is set. As described above, normally, when the hourly flag is ON (when the hourly gaming state is set), the electric tulip 123 is opened a plurality of times for a long time, and the winning support that makes it easy to win the second starting port 122 (electric chewing support) ) Is performed.

  When it is determined in step 1602 that the electric tulip 123 is in operation (Yes in step 1602), or after the electric tulip 123 is operated in step 1604, the electric tulip operation control unit 239 opens in the set operation pattern. It is determined whether time has passed (step 1605). If the opening time has not elapsed, the operation state (open state) of the electric tulip 123 is continued, and thus the electric tulip process is terminated (No in step 1605). On the other hand, if the opening time has elapsed (Yes in step 1605), the electric tulip operation control unit 239 sets the auxiliary game flag to OFF and ends the electric tulip process (step 1606).

[Random number judgment method]
Here, a determination method using random numbers performed in the jackpot determination process (FIG. 9), the variation pattern selection process (FIG. 10), the normal symbol process (FIG. 13), and the like will be described in detail.
FIG. 17 is a diagram illustrating a configuration example of random numbers used in the present embodiment.
17A shows a configuration example of a jackpot random number, FIG. 17B shows a configuration example of a jackpot symbol random number, FIG. 17C shows a configuration example of a reach random number, and FIG. Configuration examples are shown respectively.

  Referring to FIG. 17 (a), the jackpot random number is set to two types, that is, a jackpot at normal time when the gaming state of the pachinko gaming machine 100 does not change, a jackpot at the time of probability change, and a jackpot. The range of values of random numbers (big hit random numbers) is 300 from 0 to 299. In the case of a special symbol lottery (a jackpot lottery) during normal times, only one winning value is set and the winning probability is 1/300. In the case of special symbol lottery at the time of probability change, ten winning values are set, and the winning probability is 10/300 (= 1/30). In other words, in the example shown in the figure, if the special symbol lottery is performed by winning at the start ports 121 and 122 at the time of the probability change, the winning probability is 10 times as compared with the case where the special symbol lottery is performed at the normal time. In addition, three winning values are set regardless of whether or not the probability changes, and the winning probability is 3/300 (= 1/100).

  Referring to FIG. 17B, there are five types of jackpot symbols: normal symbol A, normal symbol B, probability variation symbol A, probability variation symbol B, and latent probability symbol. Here, the normal symbol A and the normal symbol B are symbols representing a big hit without any probability change. Among them, the normal symbol A has a long hit (with a short time), and the normal symbol B has a short hit (without a short time). Represent. The probability variation symbol A and the probability variation symbol B are symbols representing a jackpot with certain probability variation. Of these symbols, the probability variation symbol A represents a long winning (with time reduction), and the probability variation symbol B represents a short winning (without time shortening). The latent pattern is a pattern that represents a jackpot with certainty + short time. Therefore, the probability variation symbol B and the latent probability symbol have the same gaming state after the jackpot game, but the latent probability symbol is provided separately from the probability variation symbol B in order to make it a condition for performing the probability variation latent effect. The range of random number values is 250 from 0 to 249. In addition, in the jackpot symbol random number, a winning value is set for each of the first start port 121 and the second start port 122 that trigger the special symbol lottery.

In the normal symbol A, 35 values are assigned as winning values for both the first start port 121 and the second start port 122. Therefore, when winning the jackpot, the probability of winning in the normal symbol A (no change in probability + short time) is 35/250 (= 7/50).
In the normal symbol B, 15 values are assigned as winning values for both the first start port 121 and the second start port 122. Therefore, when winning a jackpot, the probability of winning in the normal symbol B (no probability change + no time reduction) is 15/250 (= 3/50).

In the probability variation symbol A, 25 values are assigned as winning values when the first starting port 121 is won. Therefore, the probability of winning in the probability variation symbol A (with certain variation + short time) is 25/250 (= 1/1 /) when winning a big win in the special symbol lottery started by winning the first starting port 121. 10).
On the other hand, 175 values are assigned as winning values when winning at the second start port 122. Therefore, the probability of winning in the probable variation symbol A (with certain variation + short time) is 175/250 (= 7 / 10).

In the probability variation symbol B, 75 values are assigned as winning values when the first starting port 121 is won. Therefore, the probability of winning in the probable variation symbol B (with certain variation + no short time) when winning a jackpot in the special symbol lottery started by winning the first starting port 121 is 75/250 (= 3 / 10).
On the other hand, 25 values are assigned as winning values when winning at the second start port 122. Therefore, the probability of winning in the probability variation symbol B (with certain variation + no short time) when winning a big win in the special symbol lottery started by winning the second starting port 122 is 25/250 (= 1 / 10).

In the latent symbol, 100 values are assigned as winning values when winning at the first start port 121. Therefore, the probability of winning in the latent symbol (with certainty + no time) is 100/250 (= 2 /) when winning a big win in the special symbol lottery started by winning the first starting port 121. 5).
On the other hand, the winning value in the latent symbol is not assigned to the second starting port 122, and when winning in the second starting port 122, it is not won in the latent symbol.

  As described above, in the example shown in FIG. 17B, the jackpot when winning the first start port 121 is highly likely to be a jackpot (probability variation symbol B, latent probability symbol) with probability variation + no time reduction, There is a high probability that the jackpot when winning at the second start port 122 will be a jackpot with probability variation + short time (probability variation symbol A). In this way, by making the winning probabilities of the jackpot types different when winning at the first start port 121 and when winning at the second start port 122, various game characteristics can be provided. Further, the arrangement of the first start port 121 and the second start port 122 in the game board 110 is devised so that it is easy to aim at either the first start port 121 or the second start port 122 in a specific state (mode). By configuring the above, it is possible to encourage the player to participate in more aggressive games.

  Referring to FIG. 17 (c), the range of random number values is 250 from 0 to 249, and 22 random numbers are assigned to the lottery result (with reach) for performing the reach effect, and the reach effect is not performed. 228 random numbers are assigned to the result (no reach). In other words, in the illustrated example, when a special symbol lottery is not won, a reach effect is performed with a probability of 22/250 (= 11/125).

  Referring to FIG. 17D, the range of the random number value is 10 from 0 to 9, and one value is assigned as the winning value when the time-short flag is OFF, and as the winning value when the time-short flag is ON. Nine values are assigned. Therefore, when the game ball passes through the gate 124 and the normal symbol lottery (open / close lottery) is performed when the short-time gaming state has not occurred, the player wins with a probability of 1/10. On the other hand, when the game ball passes through the gate 124 and the normal symbol lottery (open / close lottery) is performed when the short-time gaming state is occurring, the winning is performed with a probability of 9/10.

  These random number values start from a predetermined initial value and are incremented by one each time the random number update process (step 501) shown in FIG. 5 is performed. Then, the values at the time each lottery is performed are acquired by the start opening switch process (FIG. 6) and the gate switch process (FIG. 7), and used in the special symbol process (FIG. 8) and the normal symbol process (FIG. 13). The Note that this random value counter is an infinite loop counter, and returns to 0 again after reaching the maximum value of the set random number (for example, 299 for the big hit random number). In addition, since the random number update process is performed at regular intervals, if the initial value of each random number is specified, the winning value may be estimated based on such information. Therefore, in general, a mechanism for randomly changing the initial value of each random number at an appropriate timing has been introduced.

[Operation of production control unit]
Next, the operation of the effect control unit 300 will be described.
FIG. 18 is a flowchart showing the operation of the effect control unit 300 when a command is received from the game control unit 200.
The operation of the effect control unit 300 includes a main process shown in FIG. 18A and an interrupt process shown in FIG. Referring to FIG. 18A, the production control unit 300 first performs initial setting at the time of activation (step 1801), sets the cycle of the CTC (Counter / Timer Circuit) (step 1802), and then sets the cycle. Accordingly, the interrupt process is accepted while updating the random number used in the production control (step 1803).

  The interrupt process is periodically performed according to the period set in step 1802. Referring to FIG. 18B, in this interruption process, the effect control unit 300 receives a command from the game control unit 200 and performs a command reception process (step 1811). In this command reception process, an effect pattern is selected. In addition, the effect control unit 300 performs effect button processing for accepting operations such as an effect button by the player (step 1812). Thereafter, the effect control unit 300 performs command transmission processing for transmitting a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320 (step 1813). As a result, effects such as image display on the image display unit 114, sound output, operation of the movable accessory 115, light emission of the panel lamp 116 and the frame lamp 157 are performed.

[Command reception processing by the production control unit]
FIG. 19 is a flowchart showing the contents of the command reception process (step 1811 in FIG. 18B).
In this command reception process, the effect control unit 300 first determines whether or not the received command is a command for increasing the number of holds (holding number increase command) (step 1901). This pending number increase command is set in the start port switch process shown in FIG. 6 in the game control unit 200 (steps 606 and 612), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG. Is done. If the command is an increase command for the number of holdings (Yes in Step 1901), the effect control unit 300 adds 1 to the value of the number of holdings held in the RAM 303 (Step 1902), and shows the value of the number of holdings after the addition. A number command is set in the RAM 303 (step 1903).

When the received command is not a pending number increase command (No in step 1901), or when a command is received after setting the pending number increase command in step 1903, the effect control unit 300 determines whether or not the received command is a change start command. Is determined (step 1904). This variation start command is set in the special symbol process shown in FIG. 8 in the game control unit 200 (step 811), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is a change start command (Yes in Step 1904), the effect control unit 300 executes an effect selection process (Step 1905). Details of the effect selection process will be described later.

When the received command is not a change start command (No in 1901 and step 1904), or when a command is received after the execution selection process in step 1905 is performed, the effect control unit 300 determines whether or not the received command is a change stop command. Is determined (step 1906). This variation stop command is set in the special symbol process shown in FIG. 8 in the game control unit 200 (step 814), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is a variation stop command (Yes in Step 1906), the effect control unit 300 executes a process during the end of the variation effect (Step 1907). Details of the process during the end of the variation effect will be described later.

When the received command is not the change start command and the change stop command (No in Step 1901, Step 1904, and Step 1906), or when the command is received after the execution of the changing effect end process in Step 1907, the effect control unit 300 It is determined whether or not the received command is an opening command for starting the opening in the jackpot effect (step 1908). This opening command is set in the stop process shown in FIG. 11 (step 1118), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is an opening command (Yes in Step 1908), the effect control unit 300 executes a hit effect selection process (Step 1909). Details of the winning effect selection process will be described later.

If the received command is not a change start command, change stop command, or opening command (No in step 1901, step 1904, step 1906, and step 1908), or if a command is received after the hit effect selection process in step 1909, Control unit 300 determines whether or not the received command is an ending command for starting the ending in the jackpot effect (step 1910). This ending command is set in the big prize opening process shown in FIG. 14 (step 1413), and is transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
If the received command is an ending command (Yes in Step 1910), the effect control unit 300 executes an ending effect selection process (Step 1911). Details of the ending effect selection process will be described later.

  If the received command is not a variation start command, variation stop command, opening command, or ending command (No in step 1901, step 1904, step 1906, step 1908, and step 1910), or after the end of the ending effect selection process in step 1911 Next, the effect control unit 300 executes a customer waiting command reception process for shifting the received command to the customer waiting state (step 1912). Details of the customer waiting command reception process will be described later.

FIG. 20 is a diagram illustrating a setting example of the mode flag.
When an effect is performed by the effect control unit 300, various effect patterns are selected and executed based on the operation mode set according to the lottery result of the special symbol lottery. This operation mode is determined by a mode flag set in the RAM 303 (see FIG. 3). In the example shown in FIG. 20, five types of modes from A mode to E mode are set, and mode flag values 0 to 4 are assigned to each mode. The B mode is a jackpot of probability variation symbol A, the C mode is a bonus symbol of normal symbol A, the D mode is a jackpot of probability variation symbol B and normal symbol B, and the E mode is a jackpot of small probability probability symbol Each win is assigned. Here, the types of these symbols are the same as those shown in FIG. No hit is assigned to the A mode. Further, in the example shown in FIG. 20, the parameter M (M value) used in the process during the end of the changing effect is set individually for each mode except the A mode.

FIG. 21 is a flowchart showing the contents of the effect selection process (step 1905) of FIG.
In this effect selection process, the effect control unit 300 first analyzes the received variation start command (step 2101). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (see FIG. 3) (step 2102), and subtracts 1 from the value of the number of holds held in the RAM 303 (step 2102). 2103). Then, the effect control unit 300 is based on various setting information (information about jackpot type, gaming state after jackpot game, variation pattern, etc.) obtained from the analysis result of the variation start command and the operation mode determined by the mode flag. Then, a design variation effect pattern (variation effect pattern) is selected based on the image displayed on the image display unit 114 in the operation mode (step 2104). Finally, the effect control unit 300 reads image data and sound data used for the effect by the selected effect pattern from the ROM, and sets a change effect start command for instructing the execution start of the selected effect in the RAM 303 together with these data. Then, the effect selection process ends (step 2105).

FIG. 22 is a flowchart showing the contents of the changing effect end process (step 1907) of FIG.
In the process during the end of the change effect, the effect control unit 300 first analyzes the received change stop command (step 2201). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (see FIG. 3) (step 2202). Then, the production control unit 300 determines whether or not the lottery result of the special symbol lottery is based on the information indicating the type of the symbol when the special symbol variation obtained from the analysis result of the variation stop command is stopped (big hit or small hit). It is determined whether or not (step 2203). If it is any hit (Yes in Step 2203), the mode flag set in the RAM 303 is changed based on the setting example shown in FIG. 20 according to the type of hit (Step 2204).

  On the other hand, when the lottery result of the special symbol lottery is not successful (No in Step 2203), the effect control unit 300 next checks whether or not the value of the mode flag is 0 (Step 2205). When the mode flag is not 0 (No in Step 2205), the effect control unit 300 subtracts 1 from the parameter M (Step 2206), and checks whether the value of M has become 0 (Step 2207). If the value of M becomes 0 (Yes in Step 2207), the effect control unit 300 sets the mode flag to 0 (Step 2208).

  If the mode flag is 0 in Step 2205 (Yes in Step 2205), if the value of the parameter M is not 0 in Step 2207 (No in Step 2207), or the mode flag is set to 0 in Step 2208 After or after changing the mode flag in step 2204, the effect control unit 300 sets a change effect end command for instructing the end of the effect of symbol change in the RAM 303, and ends the process during the end of the change effect ( Step 2209). Here, referring to FIG. 20, when the mode flag is changed in step 2204, the operation mode after the end of the changing effect is an operation mode corresponding to the winning type. When the mode flag is 0 in step 2205 and when the mode flag is set to 0 in step 2208, the operation mode after the end of the changing effect is the A mode. On the other hand, if the value of the parameter M is not 0 in step 2207, the operation mode so far is continued.

FIG. 23 is a flowchart showing the contents of the hit effect selection process (step 1909) of FIG.
In this winning effect selection process, the effect control unit 300 first analyzes the received opening command (step 2301), and selects an effect pattern (winning effect pattern) according to the contents of the opening operation obtained from the analysis result. (Step 2302). Then, the effect control unit 300 reads image data and sound data used for the effect by the selected effect pattern from the ROM, and, together with these data, a hit effect start command for instructing the selected effect to the RAM 303 (see FIG. 3). The winning effect selection process is completed (step 2303). This winning effect is also called an opening effect.

FIG. 24 is a flowchart showing the contents of the ending effect selection process (step 1911) of FIG.
In this ending effect selection process, the effect control unit 300 first analyzes the received ending command (step 2401), and refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (see FIG. 3) (step 2402). ). Next, the effect control unit 300 selects an effect pattern (ending effect pattern) according to the content of the ending operation obtained from the analysis result of the ending command (step 2403). Then, the effect control unit 300 reads out image data and sound data used for the effect by the selected effect pattern from the ROM, and sets an ending effect start command for instructing the selected effect in the RAM 303 together with these data. The effect selection process is terminated (step 2404).

FIG. 25 is a flowchart showing the contents of the customer waiting command reception process (step 1912) of FIG.
The production control unit 300 determines whether or not a customer waiting command for shifting to the customer waiting state has been received (step 2501). When the customer waiting command is received (Yes in Step 2501), the effect control unit 300 starts measuring the elapsed time (Step 2502), and turns on the measurement flag in the RAM 303 (see FIG. 3) (Step 2503). On the other hand, if the received command is not a customer waiting command (No in step 2501), it is determined whether or not the measurement flag held in the RAM 303 is ON (step 2504). If the measurement flag is OFF (No in step 2504), the customer waiting command reception process is terminated.

  When the measurement flag is ON (Yes in step 2504 or after being turned ON in step 2503), the effect control unit 300 next determines whether or not the measurement time has reached a predetermined time-up time ( Step 2505). If the time is not up (No in step 2505), the customer waiting command reception process is terminated. On the other hand, when the time is up (Yes in Step 2505), the effect control unit 300 turns off the measurement flag held in the RAM 303 (Step 2506), and sets a customer waiting effect command for performing the customer waiting effect in the RAM 303. Then, the customer waiting command reception process ends (step 2507).

  When the customer waiting command reception process is completed as described above, the RAM 303 is set with any one of a variation effect start command, a variation effect end command, a winning effect start command, an ending effect start command, and a customer wait effect command. .

FIG. 26 is a flowchart showing the contents of the effect button process (step 1812 in FIG. 18B).
In the process during the end of the variation effect, the effect control unit 300 first determines whether or not an effect button or the like by the player has been operated (step 2601). Here, the operation of the effect button or the like includes turning on the effect button 161 and turning it on when the center key or the surrounding key of the effect key 162 is pressed. In addition, when an operation device other than the effect button 161 and the effect key 162 such as a touch panel is provided in the pachinko gaming machine 100, this includes detecting the operation of the device. The effect control unit 300 receives an operation signal from the controller of these devices and detects that an operation has been performed.

  If an effect button or the like is operated (Yes in step 2601), the effect control unit 300 sets an effect button command including information indicating the operation content of the effect button or the like in the RAM 303 (see FIG. 3), and effects button processing is performed. Is finished (step 2602).

  Thereafter, the effect control unit 300 performs the command transmission process (step 1813) of FIG. 18B, and the command set in the RAM 303 by the above-described command reception process and effect button process is transmitted to the image / sound control unit 310 and Transmit to the lamp controller 320. Then, the image / sound control unit 310 and the lamp control unit 320 display an image on the image display unit 114, sound output, operation of the movable accessory 115, light emission of the panel lamp 116 and the frame lamp 157 based on the received command. Is controlled to execute the set effect.

[Board configuration]
FIG. 27 is a view for explaining a board surface configuration of the game board 110. In the same figure, the state which removed the center decoration part 118 (refer FIG. 28) is shown.
As shown in FIG. 27, the game board 110 includes a plate-like game board main body (game board, veneer board, plywood) 10 that defines a game area 111 with a surface 10a. This game board main body 10 includes a relatively large opening 11 in the central region. In addition, the game board main body 10 includes a plurality of mounting holes 14 on the periphery of the opening 11 for mounting the central decorative portion 118.
Note that the passage through which the right-handed game ball passes on the game board 110 is not the game board main body 10 but the central decoration portion 118. Therefore, the lighting effect can be given by making the right-handed passage shine.

In addition, the game board main body 10 includes a notch 15 on the left side when viewed from the front, in which the gate 124 (see FIG. 1) is located. The gate 124 (see FIG. 1) on the right side when viewed from the front is attached to the central decorative portion 118.
Further, the game board main body 10 is provided with a mounting hole 16 for mounting a slope member (not shown) on the left side when viewed from the front.
The game board main body 10 includes a plurality of nail-like game nails that change the direction in which the game balls fall. These game nails are driven almost vertically into the game board main body 10 and are arranged so as not to make the fall of the game balls extremely irregular.

[About the area around the movable accessory 115]
FIG. 28 is a diagram illustrating the relationship between the movable accessory 115, the game board 110, and the image display unit 114. (A) of the figure is a front view, (b) is a cross-sectional view.
As shown in FIG. 28A, the movable accessory 115 is hidden by the central decorative portion 118 below the LCD 114a in the standby state. It is difficult for the player to easily see the movable accessory 115 in the standby state. Then, the movable accessory 115 appears in front of the LCD 114a, as will be described later, when performing an effect operation.
Further, as shown in FIG. 28B, an LCD (Liquid Crystal Display) 114a forming a part of the image display unit 114 is disposed on the back surface 10b side of the game board main body 10. Then, the player can view the image displayed on the LCD 114a through the opening 11. The opening 11 is formed so as to penetrate in the thickness direction from the front surface 10a of the game board main body 10 to the back surface 10b. The board surface is provided on the surface 10 a of the game board body 10.
The movable accessory 115 is located between the game board main body 10 and the LCD 114a. Details of the movable accessory 115 will be described later. In the front view of the movable accessory 115, the right side may be referred to as the right end portion 115R, and the left side may be referred to as the left end portion 115L.

In the present embodiment, the game board main body 10 has a central decorative portion (center decoration) that covers a part of the opening portion 11 so that the player can see the image display portion 114 and the movable accessory 115 through the opening portion 11. ) 118 is attached. In other words, the opening 11 is not covered with the central decorative portion 118 in the area corresponding to the display screen of the LCD 114a. That is, it is possible to see the image display unit 114 and the movable accessory 115 through an area corresponding to the display screen of the LCD 114a.
As shown in FIG. 28 (b), a counterbore (counterbore) is formed on the back surface 10b of the game board main body 10 so as to reduce the wall thickness.

[Moving character 115]
FIG. 29 is a diagram for explaining a state (effect operation state) in which the movable accessory 115 appears from the standby position.
The movable accessory 115 performs an effect operation that reciprocates between two positions, a position in a standby state or a storage state (see FIG. 28A) hidden behind the central decorative portion 118 and an appearance position that pops out from the central decorative portion 118. Do. More specifically, the movable accessory 115 moves upward from the standby position (see FIG. 28A), appears as shown in FIG. 29, and appears in front of the image display unit 114. Thereby, the player can visually recognize the movable accessory 115 through the opening 11.
More specifically, the posture of the movable accessory 115 is different between the standby state and the rendering operation state. That is, the movable combination 115 in the standby state is stored in a small size (see FIG. 28A), and the movable combination 115 in the production operation state appears in front of the image display unit 114 and expands widely, It becomes visible from the part 11.
A drive mechanism for switching the movable accessory 115 between the standby state and the rendering operation state will be described later.

The movable accessory 115 is a component that can be seen from the opening 11 in the production operation state, and the production main body 21 and the production development that moves behind the production main body 21 so as to develop with respect to the production main body 21. Units 22 and 23, and an effect moving unit 24 that is located behind the effect movable units 22 and 23 and linearly moves upward with respect to the effect main body unit 21 to produce an effect. The production main body 21 is an example of the main body, and the production development units 22 and 23 are examples of the development unit.
The production main body 21, the production development units 22, 23, and the production movement unit 24 of the movable accessory 115 are all constituted by plate-like members.

  The production main body 21 has a central portion and an extending portion extending radially from the central portion along the board surface of the game board main body 10. The extending portion of the effect main body 21 is formed continuously with the central portion, is integral with the central portion, and does not move relative to the central portion. The extending portion extends substantially linearly, and the width becomes narrower as the distance from the central portion increases. Each distal end of the extending portion is a free end.

The effect development units 22 and 23 are composed of members different from the effect main body unit 21. Moreover, the production | presentation expansion | deployment parts 22 and 23 are comprised with a mutually different member. That is, among the effect development units 22 and 23, the effect development unit 22 is located on the left side of the production main body 21 in the front view, and the production development unit 23 is located on the right side of the production main body 21 in the front view. is there.
The effect development parts 22 and 23 have a shape that extends radially along the board surface of the game board main body 10, similar to the extending part of the effect main body part 21. The effect development units 22 and 23 are movable with respect to the effect main body unit 21. That is, the effect development parts 22 and 23 are accommodated so as to overlap as much as possible in the effect body part 21 in the standby state (see FIG. 28A). In addition, the effect development units 22 and 23 are developed so as not to overlap with the effect main body 21 as much as possible in the effect operation state (see FIG. 29).

  The effect moving unit 24 is for showing a specific character to the player. In the present embodiment, the effect moving unit 24 is simplified and illustrated as a rectangle, but it may be formed in a shape having a specific character as a motif, and a specific character may be drawn.

FIG. 30 is a perspective view showing the effect main body 21 and the effect development parts 22 and 23 of the movable accessory 115 in a longitudinal section extending in the length direction. In addition,
As shown in FIG. 30, the effect body part 21 and the effect development parts 22, 23 of the movable accessory 115 are a board 71 on which various components are mounted, and an inner lens member 72 arranged in the vicinity of the board 71. And an outer lens member 73.
More specifically, in the movable accessory 115, the outer lens member is positioned on the surface of the substrate 71 (upper surface in the drawing), and the inner lens member 72 is positioned between the substrate 71 and the outer lens member 73. is doing.

  A plurality of LEDs (Light Emitting Diodes) 74 that emit monochromatic light (white) are mounted on the substrate 71, and components (not shown) for driving the LEDs 74 are also mounted. That is, both the production main body 21 and the production development units 22 and 23 include the LED 74, and are configured to perform a light production using the light of the light source during the production operation. It is also possible to adopt a configuration in which the LED 74 is mounted on the effect moving unit 24 as well. The LED 74 is an example of a light emission source.

Several LED74 is arrange | positioned at the surface (upper surface in the figure) of the board | substrate 71. FIG. The plurality of LEDs 74 are not collected and arranged at one place on the surface of the substrate 71, but are scattered on the surface of the substrate 71.
The LEDs 74 are disposed sideways on the surface of the substrate 71. The LED 74 has a light emitting surface 74 a that extends in a direction away from the surface of the substrate 71, and emits light in one direction. LED74 is what is called side LED thru | or side LED, and is what is called lateral light emission. For this reason, the light emitted from the light emitting surface 74a of the LED 74 is mainly directed in the direction along the surface of the substrate 71, more specifically, in the direction of the tip (the diagonally upper left direction in FIG. 30). In addition, since the light of LED74 goes to the direction along the surface of the board | substrate 71, in order to supplement the light attenuate | damped with distance and to obtain more uniform surface emission, the lens structure called the inner lens member 72 and the outer lens member 73 is used. Is adopted.

As the LED 74 mounted on the substrate 71, a relatively expensive one having a directional diffuser on the light emitting surface (white light emission) or a relatively inexpensive one without such a diffuser (RGB light emission). It is possible to use it. The former white light-emitting type excites red, green, and blue phosphors with one LED to develop white color. In the latter RGB light emission type, each of the LEDs 74 emits white light by mixing light of a chip emitting red light, a chip emitting green light, and a chip emitting blue light.
In addition, the board | substrate 71 controls the timing which lights several LED74 based on the control command from the production | presentation control part 300 (refer FIG. 3). As described above, the LED 74 is a type that emits monochromatic light of white, but it is also possible to adopt a type that emits light of a color other than white, for example, a plurality of colors such as red, green, and blue. In such a case, the board 71 controls the emission color of the LED 74 based on a control command from the effect control unit 300 (see FIG. 3).

  The inner lens member 72 and the outer lens member 73 are plate-like members for refracting light emitted from the LEDs 74 of the substrate 71. The inner lens member 72 and the outer lens member 73 are made of a transparent or translucent resin that transmits light, and function as an optical element or a light guide for diverging or focusing light. Accordingly, the light of the LED 74 scattered on the substrate 71 can be used to light the entire surface of the movable accessory 115 for performing the light effect, and the light at the position of the LED 74 can be used more actively. Can give the sharpness of light.

FIG. 31 is a plan view for explaining the configuration of the movable accessory 115. In addition, illustration of the game board 110 (refer FIG.28 (b)) is abbreviate | omitted in the figure.
As shown in FIG. 31, the production main body 21 of the movable accessory 115 is located in the front, the production movement unit 24 is located in the rear, and the production development units 22 and 23 are arranged between the production main body 21 and the production movement unit 24. Located between. In other words, the production main unit 21 is located near the transparent plate 158 or the player side, and the production movement unit 24 is located near the image display unit 114.
The movable accessory 115 includes a box-shaped base 25 that is fixed without moving relative to the game board 110 in addition to the above-described production main body 21, production development units 22 and 23, and production movement unit 24. Yes. The base 25 holds the production main body 21, the production development units 22 and 23, and the production movement unit 24. In other words, the production main body 21, the production development units 22 and 23, and the production movement unit 24 are held by the base 25 and are movable with respect to the base 25. Two motors 31 to be described later are attached to the base portion 25. The rotational driving force of these motors 31 is converted into a linear driving force and used for the movement of the effect body 21, the effect development units 22 and 23 and the effect moving unit 24.
Note that the movable combination 115 located between the game board main body 10 and the LCD 114a employs a structure in which the production main body 21, the production development units 22, 23, and the production movement unit 24 overlap each other. It is difficult to ensure a sufficient dimension in the thickness direction of the object 115. For this reason, the configuration of the driving mechanism for switching the movable accessory 115 between the standby state and the state of the rendering operation is spatially restricted.

[Driving mechanism of movable accessory 115]
32, FIG. 33, FIG. 34 and FIG. 35 are diagrams for explaining the driving mechanism of the movable accessory 115. FIGS. 32 to 34 show the movable accessory 115 on the back side (of the image display unit 114 in FIG. 31). FIG. 35 is a projection view (front view) of the movable accessory 115 viewed from the front side (transparent plate 158 side of FIG. 31).
More specifically, FIGS. 32 to 34 show linear movements in which the production main body 21, production development units 22 and 23, and production movement unit 24 of the movable accessory 115 are raised or lowered with respect to the base 25. It is a figure explaining the raising / lowering mechanism 30 for the purpose. 35 (a) to 35 (c) are diagrams for explaining a deployment mechanism 50 for deploying the rendering deployment units 22 and 23 of the movable accessory 115 with respect to the rendering main unit 21. FIG. The lifting mechanism 30 is an example of a first drive mechanism, and the deployment mechanism 50 is an example of a second drive mechanism.
As described above, the movable accessory 115 includes the elevating mechanism 30 for ascending and descending and the unfolding mechanism 50 as a mechanism for unfolding as drive mechanisms used for the effect rendering. The ascending and descending operations are examples of the first operation, and the ascending, descending, and unfolding operations are examples of the second operation.
After describing the configuration / action of the lifting mechanism 30 of the movable accessory 115 with reference to FIGS. 32 to 34, the configuration / action of the deployment mechanism 50 of the movable accessory 115 with reference to FIGS. Will be explained.

[Elevating mechanism 30]
FIG. 32 illustrates a case where the movable accessory 115 is in a standby state, and FIG. 33 illustrates a case where the movable accessory 115 is in the process of being shifted from the standby state to the effect operation state by the elevating mechanism 30. FIG. 8 illustrates a case where the movable accessory 115 is in the effect operation state. 32 to 34, the effect main body 21 of the movable accessory 115 is illustrated by a broken line, and the base 25 is illustrated by a two-dot chain line.
The base portion 25 of the movable accessory 115 includes two motors 31. More specifically, one motor 31 is located at the right end 115R of the movable accessory 115, and the other motor 31 is located at the left end 115L. The movable accessory 115 is driven by the two motors 31. In addition, the driving source provided in the movable accessory 115 is only two motors 31, and the lifting mechanism 30 and the unfolding mechanism 50 are operated by the driving force of these two motors 31. The motor 31 is an example of a drive source.

The gears 32 are coaxially attached to the drive shafts of the two motors 31, and thus the driving force of the motors 31 is transmitted to the gears 32. The driving force of the gear 32 is further transmitted to the gear 33. The gears 32 and 33 are spur gears.
More specifically, the gear 32 meshes with the gear 33 at the left end 115L, while the gear 32 does not mesh with the gear 33 at the right end 115R. That is, in the right end portion 115 </ b> R, a spur intermediate gear 32 a is disposed between the gear 32 and the gear 33. For this reason, in the right end portion 115R, the driving force of the gear 32 is transmitted to the gear 33 via the intermediate gear 32a.
The left end 115L side and the right end 115R are thus configured differently (with or without the intermediate gear 32a) because the rotation directions of the two motors 31 are the same, and therefore the gear 33 on the left end 115L side. This is because the rotation direction of the right end portion 115R and the rotation direction of the gear 33 on the right end 115R side are opposite to each other.

A rocking rod 34 is attached to the gear 33. One end 34 a of the swing bar 34 is connected to the base 25, and an intermediate portion 34 c that is a portion between the one end 34 a and the other end 34 b is connected to a position close to the teeth of the gear 33. . In other words, the swing bar 34 moves with the rotation of the gear 33. For this reason, when the motor 31 is driven and the gear 33 rotates, the swing rod 34 swings around the one end 34a. More specifically, when the motor 31 on the left end portion 115L side and the motor 31 on the right end portion 115R side rotate in the same direction, the other end portion 34b of the swing rod 34 is located on the left end portion 115L side and the right end portion 115R side. Move in the same direction. That is, when the other end 34b on the left end 115L side moves upward, the other end 34b on the right end 115R side also moves upward. When the other end 34b on the left end 115L side moves downward, the other end 34b on the right end 115R side also moves downward.
The other end 34 b of the swing bar 34 is connected to the lifting plate 35. The elevating plate 35 moves up and down while keeping the posture as the swinging bar 34 swings. Therefore, when the motor 31 on the left end 115L side and the motor 31 on the right end 115R side rotate in the same direction, they move in parallel in the vertical direction, and the lifting plate 35 moves up and down.
The base 25 is formed with an arcuate guide hole (illustrated with a two-dot chain line) for guiding the other end 34b of the swing bar 34.
The motor 31, the gears 32 and 33, the intermediate gear 32 a, the swing bar 34, and the rising plate 35 constitute a part of the lifting mechanism 30. The gears 32 and 33, the intermediate gear 32 a, the swinging rod 34, and the lifting plate 35 realize a first-stage lifting portion.

The elevating mechanism 30 includes a driving side rack 36 disposed on the rising plate 35 and a driven side rack 37 disposed so as to extend in the same direction as the driving side rack 36. The drive side rack 36 is located closer to the right end 115 </ b> R of the movable accessory 115. The tooth row of the driving side rack 36 and the tooth row of the driven side rack 37 extend in the vertical direction and are substantially parallel to each other. The tooth row of the driving side rack 36 and the tooth row of the driven side rack 37 are arranged to face each other. Note that the driving side rack 36 and the driven side rack 37 can be referred to as a pair of racks, thereby realizing a second-stage lifting portion.
The elevating mechanism 30 is located between the driving side rack 36 and the driven side rack 37 and is always in mesh with the gear of the driving side rack 36 and the gear of the driven side rack 37 and has a small diameter and small circular gear 38. (Shown by diagonal lines). The small gear 38 is rotatably attached to a plate member (not shown).

In addition, the base 25 of the movable accessory 115 includes a fixed rack 41 disposed so as to extend in the vertical direction. The fixed rack 41 is always meshed with a small small-diameter circular gear 42 that forms part of the gear train. The gear train including the small gear 42 is held by a holding plate (not shown) fixed to the base portion 25. Therefore, the gear train including the small gear 42 moves up and down together with the base portion 25. In addition, the holding plate not shown here is a member different from the above-mentioned plate member not shown.
The gear train here is located between the small gear 43 located at the upper end of the gear train and the small gear 42 and the small gear 43 in addition to the small gear 42 described above located at the lower end of the gear train. And a plurality of gears for transmitting driving force. When the base 25 is raised by the operation of the motor 31, the gear 42 of the gear train runs up the fixed rack 41, and when the base 25 is lowered, the gear 42 of the gear train runs down the fixed rack 41. The gear 42 that meshes with the fixed rack 41 is an input side for driving force, and the gear 43 that is located at the end opposite to the gear 42 in the gear train is an output side for driving force.
The fixed rack 41 and the small gears 42 and 43 constitute a part of the lifting mechanism 30.

The elevating mechanism 30 includes a movable rack 44 (shown by diagonal lines) that is movable with respect to the fixed rack 41.
In the movable rack 44, linear teeth extending in the vertical direction are formed on the left end 115L side and the right end 115R side of the movable accessory 115, respectively. That is, the movable rack 44 is formed with tooth rows on both the left and right sides. The tooth row on the left end 115L side of the movable rack 44 is always meshed with the small gear 43 of the gear train described above.
The movable rack 44 is fixed to a plate member (not shown) to which the small gear 38 is rotatably attached. The relative positional relationship between the movable rack 44 shown by hatching and the small gear 38 shown by hatching does not change even if it moves in the vertical direction. Accordingly, when the movable rack 44 moves upward, the small gear 38 also moves upward by the same distance, and when the movable rack 44 moves downward, the small gear 38 also moves downward by the same distance.

The elevating mechanism 30 includes a small gear 45 that is always meshed with a tooth row on the right end 115R side of the movable rack 44, and a movable rack 46 that is always meshed with the small gear 45. The tooth row on the right end portion 115R side of the moving rack 44 and the tooth row of the moving rack 46 extend in a straight line in the same direction and are substantially parallel to each other, and are arranged to face each other. The movable rack 44 and the movable rack 46 can be referred to as a pair of racks, thereby realizing a third-stage lifting portion.
When the movable rack 44 moves upward, the small gear 45 that meshes with the rack 44 rotates in one direction, and the movable rack 46 that meshes with the small gear 45 moves upward. When the movable rack 44 moves downward, the small gear 45 rotates in the reverse direction, and the movable rack 46 moves downward.
The moving rack 46 is attached to the effect moving unit 24. Therefore, as the moving rack 44 moves up and down, the effect moving unit 24 also moves in the same direction. The movable rack 46 is not connected to the driven rack 37 and can move independently in the vertical direction.

By such an elevating mechanism 30, the effect main body 21, the effect development units 22, 23, and the effect moving unit 24 move in the vertical direction with respect to the base 25, and the effect moving unit 24 relatively moves in the vertical direction. . That is, when the production main body 21 moves upward with respect to the base 25 by transmitting the driving force of the motor 31, the production development units 22 and 23 and the production movement unit 24 are similarly moved upward. The effect moving unit 24 moves relative to the effect main unit 21 while moving. In addition, when the production main body 21 moves downward relative to the base 25 by transmitting the driving force of the motor 31, the production development units 22 and 23 and the production movement unit 24 are similarly moved downward. While moving, the effect moving unit 24 moves relative to the effect main unit 21.
As described above, the elevating mechanism 30 includes a first stage elevating part, a second stage elevating part, and a third stage elevating part. Such a multiple configuration makes it possible to reduce the height of the movable accessory 115 in the standby state to a smaller value, and to increase the amount of movement from the standby state to the effect operation state. It becomes possible to make the height of the movable accessory 115 in a state higher. Therefore, even if it is difficult to secure a wide space for accommodating the movable accessory 115, it is possible to easily cope with it, and it is possible to perform an effect that the player can enjoy.
Here, referring to FIG. 32, FIG. 33, and FIG. 34, the effect development units 22, 23 develop with respect to the effect main body 21 as the effect main body 21 moves upward. Such an unfolding operation of the effect unfolding units 22 and 23 is realized by the unfolding mechanism 50.

[Deployment mechanism 50]
Next, the structure of the expansion | deployment mechanism 50 which expand | deploys the effect expansion | deployment parts 22 and 23 with respect to the effect | action main body part 21 is demonstrated. FIG. 35 is a projected view seen from the opposite direction to FIGS.
35A illustrates a stage (see FIG. 32) that is not yet in the production operation state, and FIG. 35B illustrates a stage (see FIG. 33) immediately before the production operation state. (C) has shown the stage (refer FIG. 34) of a production | presentation operation state. In addition, in FIG. 35, the production | presentation main-body part 21 of the movable accessory 115 is shown with the broken line.
Referring to FIG. 35, in the later-described members constituting the development mechanism 50, the effect development unit 22 and the effect development unit 23 are arranged substantially symmetrically. This will be specifically described below.
The effect moving unit 24 of the movable accessory 115 includes a pin-shaped protruding portion 51 that protrudes in front of the movable accessory 115 (in the direction from the effect moving unit 24 to the effect main body 21 in FIG. 31) (FIG. 31). See also). The protrusion 51 is fixed to the effect moving unit 24 and does not move relative to the effect moving unit 24.

Here, the effect development unit 22 includes development pieces 22 a and 22 b that can be developed with respect to the production main body 21, and the production development unit 23 has development pieces 23 a and 23 b that can be developed with respect to the production main body 21. It has.
The development piece 22a and the development piece 22b of the effect development part 22 are separate members, and the development piece 223 and the development piece 23b are separate members. The deployment piece 22a is located above the deployment piece 22b, and the deployment piece 23a is located above the deployment piece 23b.

Each of the developed pieces 22a, 22b, 23a, and 23b is cantilevered so that the base end portion is rotatably held by the effect main body portion 21 and the distal end portion is a free end.
A gear 52a coaxial with the rotation axis of the deployment piece 22a is provided at the base end of the deployment piece 22a, and a gear 52b coaxial with the rotation axis of the deployment piece 22b is provided at the proximal end of the deployment piece 22b. It has been. The gear 52a is located above the gear 52b. The gears 52a and 52b are arranged in direct mesh with each other. Due to the meshing arrangement of the gears 52a and 52b, when the gear 42b rotates in one direction, each of the development pieces 22a and 22b develops (separates) away from each other, and the gear 42b rotates in the other direction. Thus, each of the development pieces 22a and 22b is developed so as to approach each other (proximity).
A gear 53a coaxial with the rotation axis of the deployment piece 23a is provided at the base end of the deployment piece 23a, and a gear 53b coaxial with the rotation axis of the deployment piece 223 is provided at the base end of the deployment piece 23b. It has been. The gear 53a is located above the gear 53b. The gears 53a and 53b are arranged in direct mesh with each other. Due to the meshing arrangement of the gears 52a and 52b, the deploying pieces 23a and 23b are deployed so as to deploy and approach each other as in the operation of the deploying pieces 22a and 22b described above. In other words, the gears 53a and 53b are spaced apart from the gears 52a and 52b, and do not mesh with any of the gears 52a and 52b.

The development piece 22b of the effect development unit 22 includes a cantilevered bar-like member 54 attached coaxially to the gear 52b. This rod-shaped member 54 extends in the direction of the other effect development portion 23, and its free end is close to the effect development portion 23.
The development piece 23b of the effect development unit 23 includes a cantilevered bar-like member 55 attached coaxially with the gear 53b. The rod-like member 55 extends in the direction of the other effect development portion 22, and the free end or tip thereof is close to the effect development portion 22.
The rod-shaped members 54 and 55 are alternately arranged so that the positions between the effect moving unit 24 and the effect main body unit 21 are different from each other.

The effect development unit 22 includes a spring member 56 that connects the effect movement unit 24 and the development piece 22b to each other. The spring member 56 is a tension coil spring that is formed in a coil shape and generates a load in a direction in which the spring member 56 is restored when pulled in the extending direction. Moreover, the effect development part 23 is provided with the spring member 57 which is a tension coil spring which connects the effect movement part 24 and the expansion piece 23b to each other.
In the effect unfolding part 22, one end of the spring member 56 is attached to the effect moving part 24 and the other end is attached to the unfolding piece 22b so as to generate an urging force in a direction in which the unfolding pieces 22a and 22b approach each other. Further, in the effect development part 23, one end of the spring member 57 is attached to the effect movement part 24 and the other end is attached to the development piece 23b so that the development pieces 23a and 23b generate a biasing force in a direction approaching each other.
By attaching the spring members 56 and 57 as described above, the postures of the rod-shaped members 54 and 55 are maintained so that the distal ends of the rod-shaped members 54 and 55 overlap each other.

  The projecting portion 51 of the effect moving unit 24 is located below the portion where the bar-shaped members 54 and 55 overlap each other. More specifically, when the movable accessory 115 is in a standby state (see FIG. 32), the protrusion 51 is separated from the rod-shaped members 54 and 55 as shown in FIG.

Then, when the movable accessory 115 is in the process of shifting from the standby state to the production operation state (see FIG. 33), the production movement unit 24 moves upward (upward on the paper surface of FIG. 35). Along with this, the protruding portion 51 comes into contact with the rod-shaped members 54 and 55. When the effect moving unit 24 is further raised, as shown in FIG. 35 (b), the projecting portion 51 pushes up the distal end side of the rod-shaped members 54 and 55 against the urging force of the spring members 56 and 57, thereby forming a rod-like shape. Each of the members 54 and 55 rotates in the direction of the arrow. Note that the rotation direction of the rod-shaped member 54 and the rotation direction of the rod-shaped member 55 are opposite to each other.
The rotation of the rod-shaped member 54 causes the gear 52b to rotate in the same direction as the rotation direction of the rod-shaped member 54 (counterclockwise in FIG. 35), and the gear 52a rotates in a direction opposite to the rotation direction of the rod-shaped member 54 (see FIG. 35 clockwise). Further, the rotation of the rod-shaped member 55 causes the gear 53b to rotate in the same direction as the rotation direction of the rod-shaped member 55 (clockwise in FIG. 35), and the gear 53a rotates in a direction opposite to the rotation direction of the rod-shaped member 55 ( (Counterclockwise in FIG. 35).
By such rotation of the gears 52a, 52b, 53a, 53b, the unfolded piece 22a and the unfolded piece 22b of the effect unfolding portion 22 are separated from each other, and the unfolded piece 23a and the unfolded piece 23b of the unfolded effect unfolding portion 23 are separated. Move away from each other. In this way, the development pieces 22a, 22b, 23a, and 23b are developed, and the development effect by the effect development units 22 and 23 is started. Along with the start of the expansion effect, the effect main body 21 and the effect expansion units 22 and 23 start the light effect using the light of the light source. Therefore, the start of the development effect increases the light range of the light source that the player can see.

  When the movable accessory 115 is in the production operation state (see FIG. 34), the production movement unit 24 is further raised, so that each of the rod-like members 54 and 55 resists the urging force of the spring members 56 and 57. Rotates further. As a result, the unfolded piece 22a and the unfolded piece 22b of the effect unfolding part 22 are in the state farthest away from each other, and the unfolded piece 23a and the unfolded piece 23b of the effect unfolding part 23 are farthest away from each other. become. Thus, the light range of the light source that can be seen by the player is maximized.

Due to the action of the unfolding mechanism 50, the projecting portion 51 of the effect moving unit 24 is still separated from the rod-shaped members 54 and 55 in the first half of the effect operating state, which is a stage where the state is shifted from the standby state to the effect operating state. (See (a) of FIG. 35), the development effect by the effect development units 22 and 23 is not performed.
In the latter half of the production operation state, the projecting portion 51 pushes up the rod-shaped members 54 and 55 to rotate the gears 52a, 52b, 53a, and 53b (see (b) and (c) of FIG. 35), and the developed piece. 22a, 22b, 23a, and 23b rotate and the expansion | deployment effect by the effect expansion | deployment parts 22 and 23 is performed. In this state, the movable accessory 115 is largely unfolded so as to block the image display unit 114 (see, for example, FIG. 29). At that time, it is possible to execute an effect that impresses the player by performing an optical effect using the light of the LED 74 incorporated in the movable accessory 115.
Further, the driving force is not directly transmitted from the motor 31 to the deployment mechanism 50, but is indirectly transmitted via the elevating mechanism 30. In other words, a configuration in which the driving force of the motor 31 is directly transmitted to the elevating mechanism 30 and also directly transmitted to the deployment mechanism 50 by being branched into two is not adopted. For this reason, a drive transmission system for transmitting the driving force from the motor 31 can be easily configured.

  As described above, in the present embodiment, since the movable accessory 115 includes the above-described lifting mechanism 30 and the deployment mechanism 50, it is possible to realize an unexpected movement of the movable accessory with a simple configuration. It becomes possible.

DESCRIPTION OF SYMBOLS 10 ... Game board main body, 11 ... Opening part, 21 ... Production | presentation main-body part, 22, 23 ... Production | presentation expansion | deployment part, 22a, 22b, 23a, 23b ... Deployment piece, 24 ... Production | movement moving part, 25 ... Base, 30 ... Lifting mechanism 31 ... Motor, 32, 33 ... Gear, 34 ... Oscillating rod, 35 ... Elevating plate, 36 ... Drive side rack, 37 ... Drive side rack, 38, 42, 43, 45 ... Small gear, 41 ... Fixed rack , 44, 46 ... moving rack, 50 ... deployment mechanism, 51 ... protrusion, 52a, 52b, 53a, 53b ... gear, 54, 55 ... rod-like member, 56, 57 ... spring member, 74 ... LED, 74 ... light emitting surface , 100 ... Pachinko machines, 110 ... Game board, 111 ... Game area, 114 ... Image display unit, 114a ... LCD, 115 ... Movable accessory, 158 ... Transparent plate 33

Claims (3)

  1. A gaming machine in which production control is performed in accordance with the progress control of a game by a game ball,
    A game board having a plate-like game board main body defining a game area on which a game ball is launched on the surface, and an opening penetrating the game board main body in a thickness direction of the game board main body; and
    While having a drive source and a light emitting part, and appearing in the opening of the game board with the driving force of the drive source from a state where the light emitting part is housed so as to be hidden by the game board, a motion effect is performed. , A movable accessory that performs a predetermined light effect by the light emitting unit in accordance with the motion effect;
    With
    The movable accessory has a main body portion that produces an effect and an unfolding portion that produces an effect by deploying to the main body portion, and moves the main body portion together with the unfolding portion to the opening of the game board. After performing the first operation, which is the operation to appear, by the driving force of the driving source, the main body and the unfolding part are moved, and the unfolding part is unfolded with respect to the main body, thereby opening the opening. A gaming machine characterized in that a second operation, which is an operation for making a hidden area larger, is performed by a driving force of the driving source.
  2. The movable accessory is
    A first drive mechanism that performs an operation of moving the main body portion and the deployment portion of the first operation and the second operation by the driving force of the drive source;
    A second drive mechanism that performs an operation of expanding the expanding portion with respect to the main body portion of the second operation by a driving force of the drive source;
    The gaming machine according to claim 1, further comprising:
  3. The driving source of the movable accessory transmits a driving force to the first driving mechanism,
    The gaming machine according to claim 2, wherein a driving force of the driving source is transmitted to the second driving mechanism via the first driving mechanism.
JP2011033506A 2011-02-18 2011-02-18 Game machine Pending JP2012170541A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015093016A (en) * 2013-11-11 2015-05-18 京楽産業.株式会社 Game machine
JP2016083281A (en) * 2014-10-28 2016-05-19 京楽産業.株式会社 Game machine

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007312847A (en) * 2006-05-23 2007-12-06 Newgin Corp Performance device for game machine
JP2007312901A (en) * 2006-05-24 2007-12-06 Asama Seisakusho:Kk Movable ornamental device of game machine
JP2010035718A (en) * 2008-08-01 2010-02-18 Nippon Pachinko Buhin Kk Performance device for game machine and game machine having the same
JP2010057829A (en) * 2008-09-05 2010-03-18 Kyoraku Sangyo Kk Movable decoration body, game board unit, and pachinko game machine
JP2010057862A (en) * 2008-09-08 2010-03-18 Toyomaru Industry Co Ltd Game member, and game machine including the same
JP2012029736A (en) * 2010-07-29 2012-02-16 Sansei R&D:Kk Game machine

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007312847A (en) * 2006-05-23 2007-12-06 Newgin Corp Performance device for game machine
JP2007312901A (en) * 2006-05-24 2007-12-06 Asama Seisakusho:Kk Movable ornamental device of game machine
JP2010035718A (en) * 2008-08-01 2010-02-18 Nippon Pachinko Buhin Kk Performance device for game machine and game machine having the same
JP2010057829A (en) * 2008-09-05 2010-03-18 Kyoraku Sangyo Kk Movable decoration body, game board unit, and pachinko game machine
JP2010057862A (en) * 2008-09-08 2010-03-18 Toyomaru Industry Co Ltd Game member, and game machine including the same
JP2012029736A (en) * 2010-07-29 2012-02-16 Sansei R&D:Kk Game machine

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015093016A (en) * 2013-11-11 2015-05-18 京楽産業.株式会社 Game machine
JP2016083281A (en) * 2014-10-28 2016-05-19 京楽産業.株式会社 Game machine

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