JP2014213185A - Game machine - Google Patents

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Publication number
JP2014213185A
JP2014213185A JP2013095946A JP2013095946A JP2014213185A JP 2014213185 A JP2014213185 A JP 2014213185A JP 2013095946 A JP2013095946 A JP 2013095946A JP 2013095946 A JP2013095946 A JP 2013095946A JP 2014213185 A JP2014213185 A JP 2014213185A
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Prior art keywords
game
symbol
opening
effect
winning
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JP2013095946A
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JP6002081B2 (en
Inventor
臣 鈴木
Shin Suzuki
臣 鈴木
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株式会社ニューギン
Newgin Co Ltd
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Priority to JP2013095946A priority Critical patent/JP6002081B2/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/02Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games

Abstract

PROBLEM TO BE SOLVED: To provide a game machine capable of enhancing interest by having a strong impact on a player.SOLUTION: A game machine according to the present invention comprises: a game board 13; and opening and closing means 82. The game board 13 is at least partially made of a transparent plate 31. The opening and closing means 82 is switched into an open state that allows a game ball A1 to enter. The game machine comprises movable means 101 to be driven on the basis of an instruction from game control means. The opening and closing means 82 is arranged in a flow-down route R3 of the game ball A1 on a front side of the transparent plate 31, and the movable means 101 is arranged so as to at least partially overlap the opening and closing means 82 on a rear side of the transparent plate 31. The game control means selects at least one win from multiple wins and executes control so as to synchronize switching of the opening and closing means 82 into the open state with the driving of the movable means 101 in at least a partial period of the selected win.

Description

  The present invention relates to a gaming machine such as a pachinko machine, and more particularly to a gaming machine provided with opening / closing means that can be switched to an open state during a winning gaming state.
  Conventionally, in a pachinko machine that is a kind of gaming machine, a symbol variation game is performed in which a plurality of types of symbols are varied in response to winning of a game ball in a start winning device. When the result of the symbol variation game is a big hit, a big hit gaming state is given, and a plurality of round effects are continuously executed in one big hit gaming state. In each round effect, since the game ball can be won by the opening operation of the big winning device (attacker), the player is given a chance to obtain a large amount of prize balls in a short time. In addition, one round production is performed when the specified opening time (for example, 25 seconds) has elapsed with the grand prize opening door of the large winning device being switched to the open state or before the specified opening time has elapsed. The process ends when a predetermined number (for example, 10) of game balls has won the grand prize device.
  However, since the outer dimensions and the opening pattern of the special prize opening door are restricted by the rules, even if the special prize opening door is driven, a strong impact cannot be given to the player. In view of this, a gaming machine has been proposed in which a pseudo attacker (pseudo door 130) is driven in response to the operation of the grand prize opening door (see, for example, Patent Document 1).
JP 2010-5324 A (FIG. 1 etc.)
  However, in the prior art described in Patent Document 1, since the pseudo attacker is arranged at a location away from the big prize door, the player may not notice the driving of the pseudo attacker even if the pseudo attacker is driven. High nature. In other words, since the impact on the player remains weak, there is a problem that the interest cannot be improved.
  The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a gaming machine capable of improving the interest by giving a strong impact to the player.
  In order to solve the above-mentioned problem, the invention described in claim 1 (means 1) is a game board having a game area where game balls flow down, a game control means for controlling a gaming machine, and a design variation that varies the design. Based on an instruction from the game control means, the game ball is switched to an open state in which a prize can be won and a winning game ball is detected during a winning game state given when the game result is a win. And an opening / closing means for triggering the payout of the prize ball, comprising a movable means that is driven based on an instruction from the game control means, wherein at least a part of the area of the game board is transparent The opening / closing means is disposed in the flow path of the game ball in the game area on the front side of the transparent plate, and the movable means is on the back side of the transparent plate. The opening / closing means is arranged so as to at least partially overlap when viewed from the front-rear direction of the game board, and the game control means selects at least one hit from the plurality of hits, The gist of the gaming machine is characterized in that control is performed to synchronize switching of the opening / closing means to the open state and driving of the movable means during at least a part of the hit gaming state given based on the above. To do.
  Therefore, according to the first aspect of the present invention, the opening / closing means such as the grand prize opening door is arranged on the front side of the transparent plate, and the movable means such as the pseudo attacker is at least partially connected to the opening / closing means on the back side of the transparent plate. Are arranged so as to overlap. Therefore, when the player looks at the opening / closing means, the movable means can be visually recognized through the transparent plate, so that a strong impact can be given to the player. Moreover, since the switching of the opening / closing means to the open state and the driving of the movable means can be synchronized, the synergistic effect of the operation of the opening / closing means and the driving of the movable means makes it possible for the player to be more than the case where only the opening / closing means operates. The impact is strong. From the above, it becomes possible to improve interest.
  Note that the opening / closing means is switched to an open state in which a game ball can be won during a winning game given when the result of the symbol variation game is won. As a specific example of the state in which the opening / closing means is switched to the open state, for example, a state where the game ball can be won by opening a winning opening door provided in the winning device, an electric accessory provided in the winning device is A state in which a game ball can be won by opening a pair of constituent wing members, a lid member that closes the winning device protrudes (or slides) and the winning device is opened, so that a game ball can be won State.
  In addition, the movable means is arranged on the back side of the transparent plate so that at least a part thereof overlaps with the opening / closing means when viewed from the front-back direction of the game board. Examples of the shape of the movable means include a front view rectangular shape, a front view square shape, a front view circular shape, a front view elliptical shape, and a front view triangular shape. Moreover, as a drive aspect of a movable means, rotating a movable means centering | focusing on a rotating shaft, making a movable means protrude (or slide), etc. are mentioned. In addition, although it does not specifically limit as a material which forms a movable means, For example, a resin material and a metal material can be mentioned. If the movable means is formed by injection molding of a resin material, the movable means can be easily formed. Specific examples of the resin material for forming the movable means include a fluorine-based resin material such as polytetrafluoroethylene (PTFE). Moreover, as a metal material which forms a movable means, aluminum, iron, etc. are mentioned, for example. The movable means is preferably formed using an opaque material. In this case, the player is likely to notice the existence of the movable means, and therefore it is easy to give a strong impact to the player. The outer dimension of the movable means is preferably set larger than the outer dimension of the opening / closing means. In this way, even if the outside dimension of the opening / closing means is limited due to regulatory reasons, the movable means is formed larger than the opening / closing means, thereby giving a strong impact to the player. Can do.
  The invention according to claim 2 (means 2) is the main control according to claim 1, wherein the game control means determines whether or not the symbol variation game is a big hit and controls the driving of the opening / closing means. And a sub-control means for controlling the driving of the movable means based on information from the main control means.
  Therefore, according to the second aspect of the invention, even if the opening pattern of the opening / closing means controlled by the main control means is limited due to regular reasons, etc., the sub-control means drives the movable means. By controlling this, a strong impact can be given to the player.
  The invention described in claim 3 (means 3) is that in claim 1 or 2, the symbol variation game has a specific effect, and the specific effect is independent of the result of the symbol variation game. The suggestion effect suggests that the opening / closing means is released during the symbol variation game by driving the movable means without driving the opening / closing means, and the game control means indicates that the result of the symbol variation game is If the symbol variation game is successful, control is performed to switch the opening / closing means to the open state after the symbol variation game is ended. If the result of the symbol variation game is a loss, the opening / closing unit is controlled after the symbol variation game is terminated. The gist is to perform control to start the next symbol variation game without switching to the open state.
  Therefore, according to the third aspect of the present invention, a suggestion effect suggesting opening of the opening / closing means is executed during the symbol variation game. Therefore, since the player can have an expectation that the result of the symbol variation game will be a big hit and, in turn, that a winning game state will be given, it is possible to further enhance the interest.
  The invention according to claim 4 (means 4) is that in any one of claims 1 to 3, the probability that the winning is derived in the symbol variation game after the end of the winning gaming state is high. Including a special win that gives a fluctuating probability fluctuation state, and a non-special hit that does not give the probability fluctuation state in the symbol fluctuation game after the winning game state ends. After the result is the win, control is performed to shift to the probability variation concealment mode for concealing that the probability variation state is given, and in the probability variation concealment mode, during the symbol variation game or during the winning game state Depending on the driving mode of the movable means in the above, the degree of expectation to which the probability variation state is given is suggested, and the driving of the movable means selected according to the type of hit And the gist that the like of selectivity is different.
  Therefore, according to the invention described in claim 4, the probability variation concealment mode is set regardless of whether or not the probability variation state is given. Then, in the probability variation concealment mode, the degree of expectation that the probability variation state is given is suggested according to the driving mode of the movable unit, and the driving mode of the selected movable unit differs depending on the type of hit. Yes. As a result, since there are a plurality of driving modes of the movable means having different profits, the player has high expectation for giving the probability variation state, and the interest of the game is improved.
  Here, as a method of making the driving modes of the movable means selected different from each other according to the hit type, the number of times of driving the movable means is changed according to the hit type (for example, it is movable in the case of a special hit). The means is driven three times, and the movable means is driven only once when there is a non-special hit, or the drive time of the movable means is changed according to the type of hit (eg, when the hit is special hit) The device is driven until 1500 ms elapses, and when it is a non-special hit, the movable device is driven until 300 ms elapses), or the opening pattern of the movable device is changed according to the type of hit ( For example, in the case of a special hit, the movable means is driven three times, and an opening pattern for driving the movable means until 1500 ms elapses is selected. Drives the moving unit only once, to select an open pattern of driving between the movable means until the elapse of 300 ms) it, and the like.
  As described above in detail, according to the inventions described in claims 1 to 4, it is possible to provide a gaming machine capable of improving the interest by giving a strong impact to the player. In particular, according to the third aspect of the present invention, the player can have an expectation that the result of the symbol variation game will be a big hit and, in turn, that a winning game state will be given. Can be improved.
The schematic front view which shows the pachinko machine in this invention. The front view which shows a game board. The front view which shows the principal part of a game board. The front view which shows a state when a pseudo attacker reaches | attains a 2nd position. The block diagram for demonstrating the connection relation of a main control board and another board | substrate. Open pattern determination table. The time chart which shows the execution timing of a cover member and a pseudo attacker.
  Hereinafter, an embodiment in which a gaming machine of the present invention is embodied in a pachinko machine 10 will be described with reference to the drawings.
(1) Schematic configuration of the entire pachinko machine 10 FIG. 1 schematically shows the surface side of the pachinko machine 10. The pachinko machine 10 includes a vertical rectangular outer frame 11 that forms an outer shell of the machine body. A vertical rectangular middle frame 12 constituting the airframe is assembled to the outer frame 11 so as to be openable and detachable. Further, a front frame 14 is assembled on the front side of the middle frame 12 so as to be opened and closed in a laterally open state. The front frame 14 has a structure in which an upper ball tray 15 is integrally assembled below the window 14a while having a window 14a at the center. On the back side of the front frame 14, glass (not shown) for seeing and protecting the game board 13 disposed inside the machine is assembled. Further, an upper frame lamp 16a, a left frame lamp 16b, and a right frame lamp 16c are provided on the front surface of the front frame 14. Each of the frame lamps 16a to 16c is a light emitting unit including a light emitter (not shown) (not shown), and is configured by covering the light emitter with a lens member. In these frame lamps 16a to 16c, light emission effects such as lighting (flashing) and light extinction are executed according to various game performance modes (big hit, reach, etc.) of the pachinko machine 10.
  Further, as shown in FIG. 1, a left speaker 17 a is disposed at the upper left portion of the front frame 14, and a right speaker 17 b is disposed at the upper right portion of the front frame 14. The left speaker 17a and the right speaker 17b are for executing sound effects for outputting various sounds. The left speaker 17a and the right speaker 17b are mounted on the back side of the front frame 14, and a plurality of sound emitting holes are formed at locations corresponding to the left speaker 17a and the right speaker 17b on the front side of the front frame 14.
  Further, a lower ball tray 18 is assembled to be openable and closable below the front frame 14 on the front side of the middle frame 12. On the right side of the lower ball tray 18, an operation handle 19 constituting a hitting ball launching device (not shown) is mounted. When the player turns the operation handle 19, the game ball A1 (see FIG. 2 and FIG. 3) stored in the upper ball tray 15 is launched by the ball striking device and is on the game board surface 13a of the game board 13. Will be led to. In the present embodiment, the lower ball tray 18 and the operation handle 19 are provided on the middle frame 12, but the lower ball tray 18 and the operation handle 19 may be integrally assembled to the lower portion of the front frame 14. . Further, on the left side of the lower ball tray 18, a lower speaker 17c that executes sound effects for outputting various sounds is disposed. The lower speaker 17c is attached to the middle frame 12.
(2) Configuration of Game Board 13 As shown in FIGS. 1 to 3, all areas of the game board 13 are made of a transparent plate 31. The transparent plate 31 is formed in a substantially rectangular plate shape by injection molding of a colorless and transparent resin material (acrylic resin in this embodiment). Further, on the game board surface 13a of the game board 13, an inner rail 33a and an outer rail 33b that divide a game area 32a through which the game ball A1 can flow down are laid in a substantially circular shape. A game ball A1 that is launched when the operation handle 19 is operated passes through a launch path 33 that occurs between the inner rail 33a and the outer rail 33b. Then, the game ball A1 launched by the ball striking device and passed through the launch path 33 pushes the ball return prevention member 36 present at the end of the launch path 33 to enter the game area 32a, and enters the game area 32a. It is designed to flow down. In addition, a windmill 34 is disposed in the game area 32a, and a plurality of game nails 35 are planted in substantially the entire area of the game area 32a. The windmill 34 and the game nail 35 change the direction of the game ball A1 flowing down in the game area 32a.
  As shown in FIGS. 1 to 3, a frame-shaped center accessory 50 having an opening 50 a is attached to a substantially central portion of the game board surface 13 a. Note that a symbol display device 60 is detachably attached to the back side of the game board 13. The display screen of the symbol display device 60 is visible from the front side of the game board 13 through the opening 50 a of the center accessory 50. In addition, although the symbol display apparatus 60 of this embodiment is a liquid crystal type, a dot matrix type, an electroluminescence element type, and a 7 segment type symbol display apparatus may be sufficient. In addition, in the symbol display device 60, a game effect (display effect) based on variable display (or image display) is performed. The symbol display device 60 displays an effect symbol variation game in which a plurality of types of effect symbols are varied in three columns in relation to the display effect. The effect design is a design showing 10 numbers from “0” to “9”.
  As shown in FIGS. 1 and 2, a start winning device 51 is arranged below the center accessory 50 on the game board surface 13a so that the game ball A1 flowing down on the game board surface 13a can win. . In the start winning device 51, a start winning port 51a is formed, and an ordinary electric accessory consisting of a pair of blade members 51b is integrally formed. The pair of blade members 51b are opened and closed by the exciting action of the ordinary electric accessory solenoid SOL (see FIG. 5). In addition, a start opening switch SE1 (see FIGS. 2 and 5) for detecting the game ball A1 winning in the start winning opening 51a is provided in the back of the start winning apparatus 51. The start port switch SE1 is turned on when the game ball A1 won in the start winning device 51 is detected, and outputs a winning signal. On the other hand, the start port switch SE1 is turned off when the game ball A1 is not detected and does not output a winning signal. When a winning signal is output, a special symbol variation game is performed by a special symbol display device 61 described later, and an effect symbol variation game is performed by a symbol display device 60.
  As shown in FIGS. 1 and 2, a first big prize device 52 is arranged below the start prize device 51. A first count switch SE2 (see FIGS. 2 and 5) for detecting the winning game ball A1 is provided in the back of the first big winning device 52. In addition, the big prize opening door 52a of the first big prize winning device 52 holds the game ball A1 in the first closed state in which the game ball A1 is not received by the exciting action of the first big prize opening solenoid SOL1 (see FIG. 5). It can be switched to the first open state that is easy to accept. In the present embodiment, the “first closed state” means a state in which the big prize opening door 52a is closed, and the “first open state” means a state in which the big prize opening door 52a is opened. When a game ball A1 is detected by the first count switch SE2, a predetermined number (15 in this embodiment) of prize balls is paid out.
  A gate 53 having a function of detecting the passage of the game ball A1 is provided on the left side of the center accessory 50. Behind the gate 53, a gate switch SE3 (see FIGS. 2 and 5) for detecting the passed game ball A1 is provided. It should be noted that when the game ball A1 is detected by the gate switch SE3, a random number is acquired, and based on the result of determining whether or not the acquired random number is a predetermined random value, the ordinary electric accessory solenoid SOL is driven. The Since the pair of blade members 51b of the ordinary electric accessory is opened by such determination (hit determination), the game ball A1 can easily win the start winning opening 51a.
  As shown in FIGS. 2 and 3, the game board 13 includes decorative members 91, 92, and 93 attached to the non-game area 32b of the game board surface 13a. Each of the decorative members 91 to 93 is formed by injection molding of a translucent resin (a polycarbonate resin in the present embodiment). The 1st decoration member 91 is arrange | positioned in the whole right end part of the game board surface 13a. The second decorative member 92 is disposed at the upper left portion of the game board surface 13a, and the third decorative member 93 is disposed at the lower left portion of the game board surface 13a. The inner surface of the first decorative member 91 is curved and the lower end of the inner surface is connected to the out port 57. That is, the first decorative member 91 has a function as a rail that guides the game ball A <b> 1 to the out port 57. Further, the inner surfaces of the second decorative member 92 and the third decorative member 93 are curved so as to follow the outer surface of the outer rail 33b. Then, in the upper right portion of the game area 32a and on the back side of the upper portion of the first decorative member 91, the return rubber 37 that repels the game ball A1 that is launched by the ball striking device and guided into the game area 32a. Is arranged.
  As shown in FIGS. 1 to 3, a second big prize device 81 is disposed at the upper part of the game area 32 a and at the upper right part of the center accessory 50. The second large winning device 81 is disposed at a position where the game ball A1 that collides with the return rubber 37 and bounces back can be won, in the present embodiment, at the lower left of the return rubber 37. A part of the route R1 from the end of the launch route 33 to the second big prize device 81 is located in the upper part of the game region 32a and between the outer rail 33b and the center accessory 50. Is configured.
  The second grand prize winning device 81 is provided with a special electric accessory consisting of a lid member 82 which is an “opening / closing means”. That is, the lid member 82 is arranged on the front side of the game board 13 (transparent plate 31). As shown in FIG. 3, the lid member 82 includes a plate-like bottom portion 83 that extends in the left-right direction, and a substantially triangular-shaped protrusion portion 84 that projects upward from the right side portion of the bottom portion 83. The length of the bottom 83 in the left-right direction is set to be larger than the diameter (11 mm) of the game ball A1, and the length in the depth direction of the bottom 83 (dimension in the longitudinal direction of the gaming machine) is slightly larger than the diameter of the game ball A1. It is set large. On the other hand, the height of the protruding portion 84 is set to be slightly smaller than the inner diameter of the second big prize winning port 81a of the second big prize winning device 81. Further, the length of the protrusion 84 in the depth direction is set to be slightly larger than the diameter of the game ball A1. Furthermore, the protrusion part 84 has the 1st guide surface 84a, the 2nd guide surface 84b, and the 3rd guide surface 84c. The second guide surface 84b of the present embodiment is a concave curved surface that increases as it goes from the left part to the right part. The right side portion of the second guide surface 84 b is connected to the first guide surface 84 a, and the left side portion of the second guide surface 84 b is connected to the upper surface of the bottom portion 83. Then, the lid member 82 guides the game ball A1, which is launched at the upper position of the game area 32a and reaches the second guide surface 84b, into the second grand prize winning opening 81a along the second guide surface 84b. It has become. On the other hand, the 3rd guide surface 84c of this embodiment is a concave curved surface which becomes low as it goes to the right side part from the left side part. The left side portion of the third guide surface 84 c is connected to the first guide surface 84 a, and the right side portion of the third guide surface 84 c is connected to the back surface of the bottom portion 83. Then, the lid member 82 guides the game ball A1 that has been launched at the upper position of the game area 32a and reached the third guide surface 84c to the right of the center accessory 50 along the third guide surface 84c. It has become.
  The lid member 82 shown in FIGS. 1 to 3 receives the second closed state in which the game ball A1 is not received and the game ball A1 by the excitation action of the second big prize opening solenoid SOL2 (see FIG. 5). It is possible to switch to the easy second open state. In the present embodiment, the “second closed state” refers to a state in which the game ball A1 guided into the game area 32a becomes incapable of winning when the lid member 82 moves to the left and closes (FIG. 3). (See the solid line part). On the other hand, the “second open state” of the lid member 82 means a state in which the game ball A1 guided into the game area 32a can be won by the lid member 82 moving to the right and opening (see FIG. 3 (see broken line part).
  When the lid member 82 is switched to the second closed state, the lid member 82 constitutes a part of the flow path R3 (see FIG. 3) of the game ball A1 in the game area 32a. . In this case, the game ball A1 that has flowed down the flow path R3 is guided to the right along the third guide surface 84c of the lid member 82, and then flows down the right area of the center accessory 50 in the game area 32a. . On the other hand, when the lid member 82 is switched from the second closed state to the second opened state, a winning path R2 (FIG. 3) for winning the game ball A1 led into the gaming area 32 to the second grand prize winning device 81. Reference) is formed. At this time, the lid member 82 is disposed so as to block the flow-down path R3. In this case, the game ball A1 that has flowed down the flow path R3 is guided to the left along the second guide surface 84b of the lid member 82, and then wins the second grand prize winning device 81. That is, the flow-down path R3 is displaced to a path for flowing the game ball A1 and a path for winning the game ball A1 depending on the open / close state of the lid member 82.
  Further, a second count switch SE4 (see FIGS. 2 to 5) for detecting the game ball A1 that has won the second grand prize device 81 is provided on the winning path R2. When the game ball A1 is detected by the second count switch SE4, a predetermined number (15 in this embodiment) of prize balls is paid out. The game ball A1 that has passed through the second count switch SE4 flows down the downstream portion of the winning path R2 provided in the right portion of the center accessory 50, and is then guided to the rear of the game board 13. ing. Further, the downstream portion of the winning path R2 is covered with a transparent plate (not shown) and is visible from the front side of the game board 13 through the transparent plate. The downstream portion of the winning path R2 may be invisible from the front side of the game board 13 by being covered with an opaque plate.
  As shown in FIGS. 1 to 3, a ball guiding member 71 having a substantially triangular shape in front view is disposed in the right region of the second big winning device 81 in the game region 32. The ball guiding member 71 has a game ball rolling surface 71a on the upper surface, and has a substantially triangular shape in front view. The length of the ball guiding member 71 in the depth direction is set to be slightly larger than the diameter of the game ball A1. The game ball rolling surface 71a of the present embodiment is a flat surface that becomes lower from the right side portion toward the left side portion. When the lid member 82 is switched to the second open state, a winning path R2 is formed, the upper end portion of the projecting portion 84 contacts the left end portion of the ball guiding member 71, and the first guide surface 84a. The game ball rolling surface 71a is flush with the game ball rolling surface 71a. In this case, the game ball A1 that rolls on the game ball rolling surface 71a is guided onto the first guide surface 84a and wins in the second big winning device 81. On the other hand, when the lid member 82 is switched to the second closed state, the upper end portion of the projecting portion 84 is separated from the left end portion of the ball guiding member 71, so that the game ball A1 is guided onto the first guide surface 84a. Instead, it flows downward from between the lid member 82 and the ball guiding member 71 (flowing path R3).
  A first guide member 72 is disposed above the ball guide member 71 in the game area 32a, and a second guide member 73 is disposed to the right of the ball guide member 71 in the game area 32a. . The first guide member 72 guides the game ball A1 guided along the path R1 to the return rubber 37 side. Further, the second guide member 73 guides the game ball A <b> 1 that collides with the return rubber 37 and bounces back onto the game ball rolling surface 71 a of the ball guide member 71. And between the 2nd guide member 73 and the ball guidance member 71, the flow-down path | route R4 where the game ball A1 flows down is formed. The game ball A1 that has flowed down the flow path R4 flows down the right area of the center accessory 50 in the game area 32a as it is.
  As shown in FIGS. 1 and 2, a special symbol display device 61 having a visible display unit is disposed on the lower right side of the center accessory 50. In the special symbol display device 61, when the game ball A1 wins the start winning device 51, the special symbol display device 61 changes a plurality of special symbols (in this embodiment, ten symbols from “0” to “9”). A symbol variation game is displayed, and as a result of the special symbol variation game, a display result of a big hit (hit) and a loss is displayed. For example, when the result of the special symbol variation game is a big hit, at the end of the special symbol variation game, symbols indicating ten different numbers “0” to “9” are displayed as the special symbols. On the other hand, when the result of the special symbol variation game is lost, at the end of the special symbol variation game, a symbol “-” indicating a loss is displayed as the special symbol.
  Here, the special symbol displayed in the case of a big hit consists of a probability variation symbol and a non-probability variation symbol. The probability variation symbol is a symbol that triggers the start of a probability variation state in which the probability that a jackpot is derived in the special symbol variation game is high. The non-probable variation symbol is a symbol that is in a normal state that does not trigger the probability variation state. The probability variation symbol of this embodiment is a special symbol indicating the numbers “1”, “3”, “5”, “7”, “9”. On the other hand, the non-probable variation symbol of this embodiment is a special symbol indicating the numbers “0”, “2”, “4”, “6”, “8”.
  Furthermore, in the present embodiment, an effect symbol variation game is performed by the symbol display device 60 in accordance with the special symbol variation game on the special symbol display device 61. Specifically, the effect symbol variation game is started almost simultaneously with the start of the special symbol variation game, and the result of the effect symbol variation game is displayed almost simultaneously with the end of the special symbol variation game (the display result of jackpot or lose) is displayed. It has become so. In the present embodiment, the effect symbol variation game performed on the symbol display device 60 and the special symbol variation game performed on the special symbol display device 61 are referred to as a “variation game”.
  As shown in FIGS. 1 and 2, general winning devices 58a to 58c that can win game balls A1 flowing down on the gaming board surface 13a are arranged on the left side of the start winning device 51 on the gaming board surface 13a. Yes. In the back of the general winning devices 58a to 58c, a lower left winning port switch SE5 (see FIG. 5) for detecting the winning game ball A1 is provided. The lower left winning opening switch SE5 is turned on when a game ball A1 won in the general winning devices 58a to 58c is detected, and outputs a winning signal. That is, in the general winning devices 58a to 58c, the winning of the game ball A1 is detected by one lower left winning port switch SE5. Further, on the game board surface 13a, a general winning device 58d capable of winning a game ball A1 flowing down on the game board surface 13a is also arranged on the upper right side of the start winning device 51. In the back of the general winning device 58d, a lower right winning port switch SE6 (see FIG. 5) for detecting the winning game ball A1 is provided. The lower right winning opening switch SE6 is turned on when the game ball A1 won in the general winning device 58d is detected, and outputs a winning signal. In the general winning devices 58a to 58d, a predetermined number (10 in this embodiment) of winning balls is paid out in response to winning of the game ball A1. In addition, an out port 57 for collecting the game balls A1 that have not won any of the winning devices 51, 52, 58a to 58d is disposed at the lowermost part of the gaming area 32a (the lower end of the inner rail 33a). Has been.
(3) Configuration of Pseudo Attacker 101 As shown in FIGS. 1 to 3, the pseudo attacker 101 that is “movable means” is arranged on the back side of the game board 13 (transparent plate 31). The pseudo attacker 101 has a blade shape when viewed from the front, and is arranged so that at least a portion thereof overlaps the lid member 82 when viewed from the front-rear direction of the game board 13. The external dimension of the pseudo attacker 101 is set larger than the external dimension of the lid member 82. Specifically, the length L1 (see FIG. 3) of the pseudo attacker 101 is set to about 6 times the height of the protruding portion 84. Further, the width L2 (see FIG. 3) of the pseudo attacker 101 is set to about twice the horizontal length of the bottom 83. Note that the pseudo attacker 101 of the present embodiment is formed by injection molding of an opaque resin material (for example, polytetrafluoroethylene) colored in blue, for example. Therefore, the front surface of the pseudo attacker 101 is visible through the transparent plate 31.
  The pseudo attacker 101 is configured to rotate between a first position (see FIG. 3) and a second position (see FIG. 4). Here, the “first position” refers to a standby position where the tip of the pseudo attacker 101 is positioned upward. On the other hand, the “second position” refers to a rotation position where the tip of the pseudo attacker 101 is located at the upper right. A rotating shaft 103 of the motor 102 is connected to the base end portion of the pseudo attacker 101. The pseudo attacker 101 is rotatable about an axis (rotating shaft 103) extending perpendicular to the game board surface 13a.
(4) Electrical Configuration of Pachinko Machine 10 As shown in FIG. 5, the pachinko machine 10 includes a main control board 21, a general control board 22, a display control board 23, and an audio / lamp control board 24. An overall control board 22 is electrically connected to the main control board 21, and a display control board 23 and an audio / lamp control board 24 are electrically connected to the overall control board 22.
(4-1) Electrical Configuration of Main Control Board 21 The main control board 21 includes a “game control means” that controls the pachinko machine 10 and a main CPU 21a that is a “main control means”. The main CPU 21a is connected to a start port switch SE1, a first count switch SE2, a second count switch SE4, a gate switch SE3, a lower left prize port switch SE5, and a lower right prize port switch SE6. The main CPU 21a is connected to a special symbol display device 61, a normal electric accessory solenoid SOL, a first big prize opening solenoid SOL1, and a second big prize opening solenoid SOL2.
  As shown in FIG. 5, a main ROM (not shown) and a main RAM (not shown) are electrically connected to the main CPU 21a. The main CPU 21a updates the values of various random numbers such as a jackpot determination random number, a jackpot design random number, a reach determination random number, and a variation pattern distribution random number used for various lotteries relating to the variation game at predetermined intervals. The main CPU 21a sets the updated value in the random number storage area of the main RAM and rewrites the value before the update. Various timers that are appropriately rewritten during operation of the pachinko machine 10 are stored (set) in the timer storage area of the main RAM.
  The big hit determination random number is a random number used when determining whether or not the variable game is a big hit (when determining the big hit). The jackpot symbol random number is a random number used when determining a special symbol when the result of the variable game is a jackpot. The reach determination random number is a random number used when determining whether or not to execute the reach effect when the result of the floating game is lost (during reach determination). The variation pattern distribution random number is a random number used when determining the variation pattern for specifying the contents of the effect of the game effect in the variation game.
  The main ROM stores a variation pattern distribution table in which variation patterns for the effect symbol variation game are allocated. In the variation pattern distribution table of this embodiment, a variation pattern for a loss effect, a variation pattern for a loss reach effect, and a variation pattern for a jackpot effect are distributed. In addition, each variation pattern has the symbols in all the columns displayed on the symbol display device 60 (the effect symbol) start changing (the effect symbol variation game is started), and the symbols in all the columns are stopped (the effect symbol variation game is This is for specifying the time and contents of the game effect (display effect, light emission effect, sound effect) until the end). Each variation pattern is assigned a variation pattern distribution random number value (100 integers from 0 to 99 in this embodiment). It should be noted that the variation pattern for losing effect indicates a pattern serving as a base of the effect for deriving a symbol combination of losing symbols (a symbol combination from which a symbol combination that is a big hit or reach is not derived). The variation pattern for losing reach production shows the pattern that is the base of the production that displays the losing symbol combination (the symbol combination where the middle symbol stops at a different symbol from the left and right symbols) after reaching the reach. . The variation pattern for the jackpot effect indicates a pattern serving as a base for the effect of displaying the jackpot symbol combination (the symbol symbol combination in which the middle symbol stops at the same symbol as the left symbol and the right symbol) through the reach effect.
  Next, various processes related to the special symbol variation game executed by the main CPU 21a illustrated in FIG.
  First, the main CPU 21a determines whether or not a winning signal is input from the start port switch SE1. When it is determined that a winning signal has been input, the main CPU 21a performs control to execute a special symbol variation game. More specifically, the main CPU 21a acquires the value of the jackpot symbol random number updated by a predetermined period extracted by random number lottery from the main RAM, and stores the acquired value in the random number storage area of the main RAM ( Remember. Further, the main CPU 21a acquires, from the main RAM, a value of a big hit determination random number extracted by a random number lottery and updated every predetermined period when the start winning condition is satisfied, and the acquired value is a random number of the main RAM. Store (store) in the storage area.
  Then, the main CPU 21a shown in FIG. 5 obtains the jackpot determination random number value stored in the random number storage area of the main RAM and the jackpot determination value stored in the main ROM immediately before the start of the special symbol variation game. In comparison, a jackpot determination (a jackpot lottery) is performed to determine whether or not the special symbol variation game is successful. In the present embodiment, the numbers that can be taken by the jackpot determination random numbers are set to 0 to 599 (total of 600 types of integers). Then, the main CPU 21a uses two jackpot determination values out of the numerical values that can be taken as the jackpot determination random numbers, and determines the jackpot determination by setting the lottery probability of the jackpot to 2/600 (= 1/300).
  When the determination result of the big hit determination is negative (the value of the big hit determination random number does not match the big hit determination value), the main CPU 21a determines the loss. Then, the main CPU 21a determines the symbol “−” indicating a loss as a special symbol. Furthermore, the main CPU 21a stores data corresponding to the determined special symbol in the main RAM until the next special symbol variation game is performed.
  The main CPU 21a shown in FIG. 5 compares the reach determination random number read from the main RAM with the reach determination value stored in the main ROM when the determination result of the big hit determination is lost. Reach determination is made as to whether or not to execute losing reach. In the present embodiment, the numerical values that can be taken by the random numbers for reach determination are 0 to 180 (a total of 181 kinds of integers). The reach determination value is a value determined in advance from numerical values that can be taken by the reach determination random number. When the determination result of reach determination is affirmative (the value of the reach determination random number matches the reach determination value), the main CPU 21a determines the loss reach. If the determination result of reach determination is negative (the reach determination random number value and the reach determination value do not match), the main CPU 21a determines a loss (a loss without a reach).
  On the other hand, when the determination result of the big hit determination is affirmative (the value of the random number for big hit determination matches the big hit determination value), the main CPU 21a shown in FIG. 5 determines the big hit. When the jackpot determination is made, the main CPU 21a determines a special symbol indicating any one of “0” to “9” based on the value of the jackpot symbol random number stored in the random number storage area of the main RAM. To do. Then, the main CPU 21a stores data corresponding to the determined special symbol in the main RAM until a process related to the next special symbol variation game is performed.
  When the result of the big hit determination is a big hit (that is, when it is determined that the result of the special symbol variation game is a big hit), the main CPU 21a determines the type of the big hit gaming state, more specifically, in the big hit gaming state. The number of round effects to be executed (number of rounds) is determined. Specifically, the main CPU 21a determines whether to set the number of rounds to “10” or “15” based on the value of the jackpot symbol random number stored in the random number storage area of the main RAM. In the present embodiment, the numerical values that can be taken by the random numbers for jackpot symbols are set to 0 to 9 (all 10 types of integers). When the value of the jackpot symbol random number is “0”, “2”, “5”, “7”, “9”, the main CPU 21a stores the round number “15” in the main RAM. On the other hand, when the value of the jackpot symbol random number is “1”, “3”, “4”, “6”, “8”, the main CPU 21a stores the number of rounds “10” in the main RAM.
  Further, the main CPU 21a shown in FIG. 5 determines whether the special symbol is a probability variation symbol or a non-probability variation symbol based on the value of the jackpot symbol random number stored in the random number storage area of the main RAM. In this embodiment, if the value of the random number for the jackpot symbol is any one of “1”, “3”, “5”, “7”, “9”, the special symbol is a probability variation symbol (“1”, “3”). ”,“ 5 ”,“ 7 ”,“ 9 ”), and the value of the random number for jackpot symbol is“ 0 ”,“ 2 ”,“ 4 ”,“ 6 ”,“ 8 ” If it is either, it is determined that the special symbol is an uncertain variable symbol (any one of “0”, “2”, “4”, “6”, “8”). Note that the jackpot given when the value of the jackpot symbol random number is “1”, “3”, “5”, “7”, “9” is a probability in the variation game after the jackpot game state is finished. It is a probable big hit (special hit) that gives a fluctuating state. In addition, the big hit given when the value of the big hit symbol random number is “0”, “2”, “4”, “6”, “8” is the probability in the variable game after the big hit gaming state is finished. A non-probable big hit (non-special hit) that does not give a fluctuating state. Furthermore, since the number of rounds is determined to be “15” when the value of the random number for the jackpot symbol is “0”, “2”, “5”, “7”, “9”, the jackpot The jackpot gaming state given when the symbol random number value is “5”, “7”, or “9” is a so-called “15R probability variation”, and the jackpot symbol random number value is “0” or “ The jackpot gaming state given in the case of “2” is the so-called “15R normal”. Also, since the number of rounds is determined to be “10” when the value of the random number for the jackpot symbol is “1”, “3”, “4”, “6”, “8”, the jackpot The jackpot gaming state given when the symbol random number value is “1” or “3” is a so-called “10R probability variation”, and the jackpot symbol random number values are “4”, “6”, “8”. The jackpot gaming state given when any of the above is so-called “10R normal”. When it is determined that the special symbol is a probable variation symbol, a probability variation state is given in a special symbol variation game started after the end of the jackpot gaming state described later. On the other hand, when it is determined that the special symbol is a non-probable variation symbol, the main CPU 21a gives the normal gaming state in the special symbol variation game started after the end of the big hit gaming state.
  Then, when the probability variation state is given in the special symbol variation game, the main CPU 21a shown in FIG. Is determined to be 20/600 (= 1/30). That is, the number of jackpot determination values in the probability variation state is 10 times that in the probability variation state. The probability variation state may be continued until the next jackpot gaming state is started, or until the symbol variation display is executed a plurality of times (for example, 10,000 times). It may be continued for a while.
  Further, the main CPU 21a determines a variation pattern based on the determination results of jackpot determination and reach determination. Specifically, when the big hit is determined in the big hit determination, the main CPU 21a reads the value of the variation pattern distribution random number from the main RAM, and based on the value, the big hit effect stored in the variation pattern distribution table. Determine the variation pattern for When the lose reach is determined in the reach determination, the main CPU 21a determines the change pattern for the lose reach effect from the change pattern distribution table based on the value of the change pattern distribution random number read from the main RAM. When the loss is determined in the reach determination, the main CPU 21a determines the variation pattern for the loss effect from the variation pattern distribution table based on the value of the variation pattern distribution random number read from the main RAM.
  Further, the main CPU 21a shown in FIG. 5 performs control to display the special symbol on the special symbol display device 61. More specifically, when the main CPU 21a determines the special symbol and the variation pattern, the main CPU 21a sets (stores) the variation time associated with each variation pattern as a special symbol timer in the timer storage area of the main RAM, and the special symbol display device 61. To start changing the special symbol.
  The main CPU 21a first designates a variation pattern and generates a variation pattern designation command for instructing the start of symbol variation, and sets (stores in a main RAM) a control command. The control command set here is output in the next command output process. Next, the main CPU 21a sets a special symbol designating command for designating a special symbol as a control command (stored in the main RAM). The control command set here is output in the next command output process. Further, the main CPU 21a subtracts the special symbol timer set at the start of fluctuation every interrupt (4 ms). When the special symbol timer reaches 0 ms, the main CPU 21a sets (outputs) a symbol stop command that instructs the stop of the special symbol and the effect symbol as a control command.
  Then, when the result of the variable game is a big hit, the main CPU 21a shown in FIG. 5 performs control for switching the big prize opening door 52a of the first big prize winning device 52 to the first open state after the end of the variable game, or Control for switching the lid member 82 to the second open state is performed. More specifically, when the determination result by the big hit determination is a big hit and the result of determining the type of the big hit gaming state is the number of rounds “10”, the first big winning device 52 is in the first open state. A big hit game state is given. In addition, when the determination result by the big hit determination is a big hit, and the result of determining the type of the big hit gaming state is the number of rounds “15”, the main CPU 21a releases the second big winning device 81 for the second release. A big hit gaming state that becomes a state is given. In the big hit gaming state in which the first grand prize winning device 52 is in the first open state, one opening effect, ten round effects, and one ending effect are executed. Further, in the big hit gaming state in which the second grand prize winning device 81 is in the second open state, one opening effect, 15 round effects, and one ending effect are executed. The opening effect is executed when the first big winning device 52 is in the first closed state or when the second big winning device 81 is in the second closed state and the big hit gaming state is started. It has become so. Each round effect is produced when the first grand prize winning device 52 is switched from the first closed state to the first opened state by the exciting action of the first big prize winning solenoid SOL1, and by the exciting action of the second big winning prize solenoid SOL2. This is executed when the second grand prize winning device 81 is switched from the second closed state to the second open state. The round effect per round is from when the first grand prize winning device 52 is switched to the first open state to when it is switched to the first closed state, and when the second big prize winning device 81 is switched to the second open state. The operation is executed after being switched to the second closed state. The ending effect is a case where the first grand prize winning device 52 is switched from the first open state to the first closed state, and when the big hit gaming state ends (in this embodiment, the end of the tenth round effect). ) And when the second grand prize winning device 81 is switched from the second open state to the second closed state, and when the big hit gaming state ends (in the present embodiment, when the 15th round effect ends) ) To be executed. If the result of the variation game is a loss, the main CPU 21a switches the grand prize opening door 52a of the first grand prize winning device 52 to the first open state or ends the second grand prize winning device 81 after the end of the fluctuation game. Control is performed to start the next variable game without switching the lid member 82 to the second open state.
  Then, after the symbol stop command is output, the main CPU 21a shown in FIG. 5 generates an opening designation command for instructing the start of the opening effect, and outputs it as a control command. Next, when the number of rounds “10” is stored in the main RAM, the main CPU 21a sequentially outputs round designation commands for instructing the start of the first to tenth round effects as control commands. In addition, when the number of rounds “15” is stored in the main RAM, the main CPU 21a sequentially outputs round designation commands for instructing the start of the first to fifteenth round effects as control commands. Thereafter, the main CPU 21a outputs an ending designation command for instructing the start of the ending effect as a control command.
(4-2) Electrical Configuration of Overall Control Board 22 The overall control board 22 shown in FIG. 5 includes an overall control CPU 22a which is a “game control means” and a “sub control means”. A motor 102 of the pseudo attacker 101 is connected to the overall control CPU 22a. Therefore, the pseudo attacker 101 is driven based on an instruction from the overall control CPU 22a. Also, a general ROM (not shown) and a general RAM (not shown) are connected to the general control CPU 22a. The overall control CPU 22a updates the values of various random numbers used for determining the game effect at predetermined intervals. Then, the overall control CPU 22a rewrites the value before update by setting the updated value in the setting area of the overall RAM. For example, in the random number storage area of the general RAM, a random number for a left symbol, a random number for a middle symbol, a random number for a right symbol, and the like are stored. Various timers that are appropriately rewritten during operation of the pachinko machine 10 are stored (set) in the timer storage area of the overall RAM.
  The general ROM stores an open pattern determination table (see FIG. 6) in which open patterns SP1 and SP2 indicating the driving mode of the pseudo attacker 101 in the big hit gaming state are allocated. The open pattern SP1 reciprocates the pseudo attacker 101 10 times (rotation in the order of the first position → the second position → the first position) in accordance with the execution of the first to tenth round effects, and the pseudo attacker. A pattern serving as a base for rendering the pseudo attacker 101 at the second position until 1500 ms elapses every time the 101 is rotated to the second position is shown. The opening pattern SP2 reciprocates the pseudo attacker 101 only once in accordance with the execution of the first round effect, and when the pseudo attacker 101 is rotated to the second position, the pseudo attacker is kept until 300 ms elapses. The pattern used as the base of the production | generation which maintains 101 in a 2nd position is shown. The driving mode of the pseudo attacker 101 based on the release pattern SP2 has higher reliability to which the probability variation state is given than the driving mode of the pseudo attacker 101 based on the release pattern SP1.
  Further, in the release pattern determination table shown in FIG. 6, numerical values that can be taken by the release pattern distribution random numbers are set to 0 to 99 (100 whole numbers), and each value of the release pattern distribution random numbers is set to the release pattern SP1. , SP2. That is, when the result of the variable game is a probable big hit, 60 open pattern distribution random numbers (0 to 59) are associated with the open pattern SP1, and 40 open pattern patterns are associated with the open pattern SP2. Random random numbers (60 to 99) are associated with each other. When the result of the variable game is a non-probable big hit, 20 open pattern distribution random numbers (0 to 19) are associated with the open pattern SP1, and 80 open patterns are associated with the open pattern SP2. Distribution random numbers (20 to 99) are associated with each other. That is, in this embodiment, the selection rate of the driving mode of the selected pseudo attacker 101 differs depending on the type of jackpot.
  By the way, when a variation pattern designation command is input, the overall control CPU 22a stores the variation pattern designated by the variation pattern designation command in the overall RAM. When the special symbol designation command is input, the overall control CPU 22a stores the special symbol designated by the special symbol designation command in the overall RAM.
  Further, the overall control CPU 22a shown in FIG. 5 generates an effect symbol that is stopped and displayed on the symbol display device 60 at the end of the effect symbol variation game, based on the special symbol and the variation pattern stored in the overall RAM. It is like that. For example, if the special symbol stored in the overall RAM is any one of “0” to “9” and the variation pattern stored in the overall RAM is a variation pattern for a big hit effect, the overall control CPU 22a Recognize the jackpot. In this case, the overall control CPU 22a generates an effect symbol (effect symbol left, middle, right) that is finally stopped by the symbol display device 60 so that all columns are of the same type. More specifically, the overall control CPU 22a generates an effect symbol left, an effect symbol in the effect symbol, and an effect symbol right (each effect symbol is of the same type) based on the special symbol. For example, if the special symbol is “1”, the effect symbol is “1”, and if the special symbol is “2”, the effect symbol is “2”. The generated effect symbols (the effect symbol left, middle, and right are derived as a final combination to the symbol display device 60. Then, the overall control CPU 22a generates the effect symbol left, the effect symbol, and the effect symbol right. Is stored in the overall RAM.
  If the special symbol stored in the overall RAM is “−” and the variation pattern stored in the overall RAM is a variation pattern for the lost reach production, the overall control CPU 22a shown in FIG. recognize. In this case, the overall control CPU 22a determines the effect symbols left, middle, and right so that the left column and the right column are the same type of symbols, and the middle column is a different type of symbols from the left and right columns. Specifically, the effect symbol left and the effect symbol right (both effect symbols are of the same type) are generated on the basis of the random number value for the lost symbol. Then, an effect symbol is generated based on the value of the random symbol for the lose symbol. Furthermore, the overall control CPU 22a stores data corresponding to the generated effect symbol left, the effect symbol, and the effect symbol right in the overall RAM. In the present embodiment, the numbers that can be taken by random numbers for the left symbol for lost, the random number for right for lost, and the random number for middle for lost are 10 integers from 0 to 9, and one numerical value corresponds to each type of symbol. It is attached.
  If the special symbol stored in the overall RAM is “−” and the variation pattern stored in the overall RAM is a variation pattern for a loss effect, the overall control CPU 22a shown in FIG. 5 recognizes the loss. . In this case, the overall control CPU 22a generates the effect symbols left, middle, and right so that all the columns do not become the same type of symbols (that is, do not become a jackpot symbol combination). Further, the overall control CPU 22a generates the effect symbols left, middle, and right so as not to be a reach symbol combination. Then, the overall control CPU 22a stores data corresponding to the generated effect symbol left, the effect symbol, and the effect symbol right in the overall RAM.
  Further, the overall control CPU 22a shown in FIG. 5 suggests that the lid member 82 is opened during the variation game by driving the pseudo attacker 101 without driving the lid member 82 regardless of the result of the variation game. Control to execute the effect (specific effect) is performed. Specifically, the overall control CPU 22a determines whether or not the change pattern input at the start of change and stored in the overall RAM is a change pattern for jackpot effect or lose reach effect, that is, during a change game. It is determined whether or not it is a variation pattern in which a reach effect is executed. When it is determined that the variation pattern stored in the overall RAM is a variation pattern in which the reach effect is executed during the change game, the overall control CPU 22a determines execution of the suggestion effect. That is, in the variation game of the present embodiment, there are a game in which the suggestion effect is executed and a game in which the suggestion effect is not executed.
  When execution of the suggestion effect is determined, the overall control CPU 22a performs control to start the suggestion effect when the reach effect is started in the variable game (see the <not linked> column in FIG. 7). More specifically, the overall control CPU 22a outputs a drive signal to the motor 102 to rotate the rotating shaft 103 in the clockwise direction (the direction of arrow F1 in FIG. 3), thereby moving the pseudo attacker 101 to the first position (see FIG. 3). 3) to a second position (see FIG. 4). When the pseudo attacker 101 reaches the second position, the overall control CPU 22a outputs a drive signal to the motor 102 again to rotate the rotating shaft 103 counterclockwise (arrow F2 direction in FIG. 4). The pseudo attacker 101 is rotated from the second position to the first position. As a result, when the pseudo attacker 101 reaches the first position, the overall control CPU 22a outputs the stop signal to the motor 102 to stop the motor 102, thereby stopping the pseudo attacker 101 at the first position. At this point, the suggestion effect ends.
  Further, the overall control CPU 22a shown in FIG. 5 performs control to shift to the probability variation concealment mode for concealing that the probability variation state is given after the result of the variation game is a big hit. More specifically, the overall control CPU 22a sets the probability variation concealment mode as an effect mode after the end of the change game when the change pattern stored in the overall RAM is a change pattern for a big hit effect (in the overall RAM). Memory). In the probability variation concealment mode, the same background (this implementation) regardless of whether or not the probability variation state is given (that is, whether or not the special symbol stored in the overall RAM is a probability variation symbol). In the form, a blue background) is displayed on the symbol display device 60.
  In addition, when the probability variation concealment mode is set, the overall control CPU 22a uses a special symbol (probability variation or non-probability variation symbol) stored in the overall RAM and an open pattern distribution random number that is also stored in the overall RAM. Based on the value, the open pattern SP1 or SP2 is determined from the open pattern determination table (see FIG. 6). More specifically, the overall control CPU 22a determines the random number for distributing the open pattern when the special symbol stored in the overall RAM is a probability variation symbol (any one of “5”, “7”, and “9”). Based on the value, the open pattern SP1 or SP2 is determined from the "probability big hit" column of the open pattern determination table. In addition, when the special symbol stored in the overall RAM is a non-probable variable symbol (“0” or “2”), the overall control CPU 22a determines the release pattern determination table based on the release pattern distribution random number value. The open pattern SP1 or SP2 is determined from the “non-probable big hit” column.
  Thereafter, the overall control CPU 22a shown in FIG. 5 performs control to drive the pseudo attacker 101 based on the determined release pattern (see the <Interlock> column in FIG. 7). More specifically, the overall control CPU 22a outputs a drive signal to the motor 102 to rotate the rotating shaft 103 in the clockwise direction, thereby moving the pseudo attacker 101 from the first position (see FIG. 3) to the second position (see FIG. 3). (See FIG. 4). When the pseudo attacker 101 reaches the second position, the overall control CPU 22a outputs a drive signal to the motor 102 again to rotate the rotating shaft 103 counterclockwise, thereby moving the pseudo attacker 101 from the second position. Rotate to first position. At this time, the driving of the first pseudo attacker 101 is completed. The second and subsequent pseudo attackers 101 are driven in the same manner as the first pseudo attacker 101 is driven.
  Further, the overall control CPU 22a switches the cover member 82 to the second open state and sets the pseudo attacker 101 in a part of the big hit gaming state given based on the selected big hit (probable big hit or non-probable big hit). Control to synchronize with the drive. When the movement of the lid member 82 and the movement of the pseudo attacker 101 are visually matched, the timing at which the main CPU 21a drives the lid member 82 and the timing at which the overall control CPU 22a drives the pseudo attacker 101 Even if there is a gap, it is assumed that the switching of the lid member 82 to the second open state and the driving of the pseudo attacker 101 are “synchronized”. In the present embodiment, the lid member 82 and the pseudo attacker 101 do not move at the same timing. Specifically, when the opening pattern SP1 is determined, the lid member 82 is moved to the second opening state in the first to the tenth round effects among the 15 round effects performed during the big hit gaming state. Control for interlocking switching and driving of the pseudo attacker 101 is performed. At this time, since the pseudo attacker 101 does not move in the 11th to 15th round effects, the lid member 82 and the pseudo attacker 101 do not move at the same timing. In addition, when the opening pattern SP2 is determined, the lid member 82 is switched to the second opening state and the pseudo attacker 101 is driven in the first round effect among the 15 round effects executed during the big hit gaming state. Control to link with. At this time, since the pseudo attacker 101 does not move in the second to fifteenth round effects, the lid member 82 and the pseudo attacker 101 do not move at the same timing.
  The overall control CPU 22a uses, as control commands, a change pattern designation command for designating a change pattern stored in the overall RAM, and the voice / lamp control of the voice / lamp control board 24. Output to the CPU 24a. As a result, the specific contents of the game effects executed by the display control board 23 and the sound / lamp control board 24 are comprehensively controlled by the overall control board 22. Further, the overall control CPU 22a outputs a probability change secret mode designation command for designating the probability change secret mode stored in the overall RAM to the display control CPU 23a and the sound / lamp control CPU 24a.
  Further, the overall control CPU 22a shown in FIG. 5 outputs an effect symbol left designation command for designating the effect symbol left of the effect symbol to the display control CPU 23a as a control command. Similarly, the overall control CPU 22a outputs to the display control CPU 23a, as control commands, an effect symbol right designation command that designates the effect symbol right of the effect symbol and an effect symbol middle designation command that designates the effect symbol of the effect symbol. . Thereafter, when a symbol stop command is input from the main CPU 21a, the overall control CPU 22a outputs the input symbol stop command as a control command to the display control CPU 23a and the sound / lamp control CPU 24a.
  When an opening designation command is input from the main CPU 21a, the overall control CPU 22a outputs the input opening designation command as a control command to the display control CPU 23a and the sound / lamp control CPU 24a. Next, when a round designation command for the first to tenth round effects or the first to fifteenth round effects is inputted from the main CPU 21a, the overall control CPU 22a controls each inputted round designation command. It is output as a command to the display control CPU 23a and the sound / lamp control CPU 24a. Thereafter, when an ending designation command is inputted from the main CPU 21a, the overall control CPU 22a outputs the inputted ending designation command as a control command to the display control CPU 23a and the sound / lamp control CPU 24a.
(4-3) Electrical Configuration of Display Control Board 23 As shown in FIG. 5, the display control board 23 includes a display control CPU 23a which is a “game control means”, and the display control CPU 23a includes a display ROM ( A display RAM (not shown) and a display RAM (not shown) are connected. The display RAM temporarily stores (sets) various information that can be appropriately rewritten during the operation of the pachinko machine 10.
  The display ROM stores a plurality of types of display effect data used when the effect symbol variation game is performed. The display effect data is information for the display control CPU 23a to control the display content (symbol fluctuation or the like) of the symbol display device 60, that is, information for instructing the symbol display device 60 to execute the display effect.
  Further, the display ROM includes one kind of opening effect display effect data, 15 kinds of round effect display effect data, and one kind of ending effect display effect data used in the big hit gaming state after the effect symbol variation game. Is remembered. The display effect data for opening effects is stored in association with the opening effects. Each round effect display effect data is stored in association with each of the first to fifteenth round effects. The display effect data for ending effect is stored in association with the ending effect. The display effect data for the opening effect, the display effect data for the round effect, and the display effect data for the ending effect indicate that the display control CPU 23a executes the opening effect, the first to fifteenth round effects, and the ending effect on the symbol display device 60. This is information for instructing.
  Further, the display ROM stores probability effect concealment mode display effect data used when setting the probability concealment concealment mode. The display effect data for probability variation / secret mode is information for the display control CPU 23a to instruct the symbol display device 60 to set the probability variation / confidential mode.
  When a variation pattern designation command is input from the overall control CPU 22a shown in FIG. 5, the display control CPU 23a stores the variation pattern designated by the variation pattern designation command in the display RAM. Further, when an effect symbol left designation command is input from the overall control CPU 22a, the display control CPU 23a stores the effect symbol left designated by the command in the display RAM. Similarly, when an effect symbol right designation command is input from the overall control CPU 22a, the display control CPU 23a stores the effect symbol right designated by the command in the display RAM, and when the effect symbol designation command is input, The effect design specified by the command is stored in the display RAM.
  After that, when a symbol stop command is input from the overall control CPU 22a, the display control CPU 23a causes the symbol display device 60 to display the symbol effect on the symbol display device 60 based on the effect symbols left, right, and center that are input at the start of variation and stored in the display RAM. The instruction to stop is. Thereby, the designated effect symbol is stopped and displayed on the symbol display device 60.
  When the variation pattern designation command is input, the display control CPU 23a shown in FIG. 5 sets (generates) any one of a plurality of types of display effect data stored in the display ROM, and sets it. Display effect data is stored in a storage area of the display RAM. Thereby, the display control CPU 23a comes to perform display control based on the variation pattern designation command and the display effect data. More specifically, the display control CPU 23a converts display effect data stored in the display RAM into a symbol signal and outputs the symbol signal to the symbol display device 60. As a result, the symbol display device 60 can perform a predetermined display (such as an effect symbol variation game) based on the symbol signal.
  Further, when an opening designation command is input, the display control CPU 23a sets (generates) the opening effect display effect data stored in the display ROM, and stores the set opening effect display effect data in the storage area of the display RAM. To memorize. Thereby, the display control CPU 23a comes to perform display control based on the opening designation command and the display effect data for opening effect. When the round designation command is input, the display control CPU 23a sets (generates) any one of the 15 types of display effects data for round effects stored in the display ROM, and sets the round effect display effects that are set. Data is stored in a storage area of the display RAM. Accordingly, the display control CPU 23a performs display control based on the round designation command and the display effect data for round effect. When the ending designation command is input, the display control CPU 23a sets (generates) the ending effect display effect data stored in the display ROM, and stores the set ending effect display effect data in the storage area of the display RAM. It is supposed to let you. Thereby, the display control CPU 23a comes to perform display control based on the ending designation command and the display effect data for ending effect. More specifically, the display control CPU 23a converts the display effect data for opening effects, the display effect data for round effects, and the display effect data for ending effects stored in the display RAM into symbol signals and outputs the symbol signals to the symbol display device 60. . As a result, the symbol display device 60 can perform a predetermined display based on the symbol signal.
  Further, when the probability variable concealment mode designation command is input, the display control CPU 23a shown in FIG. 5 sets (generates) the probability variation concealment mode display effect data stored in the display ROM, and sets the probability variation concealment mode. Display effect data is stored in a storage area of the display RAM. Thereby, the display control CPU 23a comes to perform display control based on the display effect data for probability variation / secret mode. In more detail, the display control CPU 23a converts the display effect data for probability-changing concealment mode stored in the display RAM into a probability-changing concealment mode signal and outputs it to the symbol display device 60. As a result, the symbol display device 60 can perform a predetermined display based on the probability variation concealment mode signal.
(4-4) Electrical configuration of voice / lamp control board 24 As shown in FIG. 5, the voice / lamp control board 24 includes a voice / lamp control CPU 24a which is a “game control means”. A sound / lamp ROM (not shown) and a sound / lamp RAM (not shown) are connected to the lamp control CPU 24a. In the sound / lamp RAM, various types of information that are appropriately rewritten during the operation of the pachinko machine 10 are temporarily stored (set).
  The voice / lamp ROM stores a plurality of types of light emission effect data and a plurality of types of sound effect data used when the effect symbol variation game is performed. The light effect data is information for the sound / lamp control CPU 24a to control the light emission output mode of the frame lamps 16a to 16c. The voice effect data is information for the voice / lamp control CPU 24a to control the voice output mode (sound effect type, language voice type, voice output time, etc.) of the speakers 17a to 17c.
  Further, the voice / lamp ROM has one kind of opening effect effect data, 15 kinds of round effect effect data, and one kind of ending effect effect data used in the big hit game state after the effect symbol variation game. It is remembered. The effect data for opening effects is stored in association with the opening effects. Each round effect effect data is stored in association with the first to fifteenth round effects. Ending effect data is stored in association with the ending effect. The effect data for opening effects, the effect data for round effects, and the effect data for ending effects indicate that the voice / lamp control CPU 24a instructs the frame lamps 16a to 16c and the speakers 17a to 17c to execute the opening effect, the round effect, and the ending effect. It is information to do.
  In addition, the voice / lamp ROM stores probability variation concealment mode effect data used when the probability variation concealment mode is set. Probability / secret mode effect data is information for the voice / lamp control CPU 24a to instruct the frame lamps 16a to 16c and speakers 17a to 17c to set the probability / variance secret mode.
  When a fluctuation pattern designation command is input from the overall control CPU 22a shown in FIG. 5, the voice / lamp control CPU 24a stores the fluctuation pattern designated by the fluctuation pattern designation command in the voice / lamp RAM. ing. Thereafter, when a symbol stop command is input from the overall control CPU 22a, the voice / lamp control CPU 24a instructs to stop the light emission of the frame lamps 16a to 16c and to stop the voice output of the speakers 17a to 17c. Yes.
  When a change pattern designation command is input, the sound / lamp control CPU 24a sets (generates) any one of a plurality of types of light emission effect data stored in the sound / lamp ROM, and sets the set light emission. The effect data is stored in the storage area of the voice / lamp RAM. Thereby, the voice / lamp control CPU 24a performs the light emission control based on the light emission effect data corresponding to the variation pattern designation command. More specifically, the sound / lamp control CPU 24a converts the light emission effect data stored in the sound / lamp RAM into a light emission control signal and outputs it to the frame lamps 16a to 16c. As a result, the frame lamps 16a to 16c can perform a predetermined light emission operation (lighting, blinking, etc.) based on the light emission control signal.
  When a change pattern designation command is input, the sound / lamp control CPU 24a shown in FIG. 5 sets (generates) any one of a plurality of types of sound effect data stored in the sound / lamp ROM. Thus, the set audio production data is stored in the storage area of the audio / lamp RAM. Thereby, the voice / lamp control CPU 24a performs voice control based on the voice effect data corresponding to the variation pattern designation command. More specifically, the sound / lamp control CPU 24a converts sound effect data stored in the sound / lamp RAM into sound signals and outputs the sound signals to the speakers 17a to 17c. As a result, the speakers 17a to 17c can perform a predetermined output operation (sound output) based on the audio signal.
  Further, when an opening designation command is input, the sound / lamp control CPU 24a sets (generates) opening effect effect data stored in the sound / lamp ROM, and the set opening effect effect data is set as a sound / lamp. The data is stored in a RAM storage area. As a result, the sound / lamp control CPU 24a performs light emission control and sound control based on the opening designation command and the effect data for opening effect. When the round designation command is input, the sound / lamp control CPU 24a sets (generates) round effect effect data stored in the sound / lamp ROM, and the set round effect effect data is stored in the sound / lamp RAM. It is made to memorize | store in a memory area. As a result, the sound / lamp control CPU 24a performs light emission control and sound control based on the round designation command and the effect data for round effect. When an ending designation command is input, the sound / lamp control CPU 24a sets (generates) ending effect effect data stored in the sound / lamp ROM, and the set ending effect effect data is stored in the sound / lamp RAM. It is made to memorize | store in a memory area. Accordingly, the sound / lamp control CPU 24a performs light emission control and sound control based on the ending designation command and the ending effect effect data. More specifically, the sound / lamp control CPU 24a converts the effect data for opening effects, the effect data for round effects, and the effect data for ending effects stored in the sound / lamp RAM into light emission control signals and sound signals, and frame lamps. 16a to 16c and speakers 17a to 17c. As a result, the frame lamps 16a to 16c and the speakers 17a to 17c can perform predetermined light emission and audio output based on the light emission control signal and the audio signal.
  Further, when the probability variation / secret mode designation command is input, the voice / lamp control CPU 24a shown in FIG. 5 sets (generates) the probability variation / secret mode effect data stored in the voice / lamp ROM, and sets the probability variation. The secret mode effect data is stored in the storage area of the voice / lamp RAM. As a result, the sound / lamp control CPU 24a performs light emission control and sound control based on the effect data for the probability variation / secret mode. More specifically, the voice / lamp control CPU 24a converts the production data for probability-variant concealment mode stored in the voice / lamp RAM into a light emission control signal and a voice signal, and outputs them to the frame lamps 16a-16c and the speakers 17a-17c. . As a result, the frame lamps 16a to 16c and the speakers 17a to 17c can perform predetermined light emission and audio output based on the light emission control signal and the audio signal.
  Next, a game procedure will be described.
  (A-1) First, the player launches (so-called left-handed) the game ball A1 aiming at the start winning device 51. When the game ball A1 wins the start winning device 51, a special symbol variation game that varies the special symbol and an effect symbol variation game that varies the effect symbol are started.
  Here, when the reach effect is started in the effect symbol variation game, the overall control CPU 22a drives the pseudo attacker 101 without driving the cover member 82 of the second big prize winning device 81, so that the cover member 82 The suggestion effect that suggests opening (see the column <not linked> in FIG. 7) is started. In the suggestion effect, first, the rotating shaft 103 of the motor 102 rotates clockwise, whereby the pseudo attacker 101 rotates from the first position (see FIG. 3) to the second position (see FIG. 4). When the pseudo attacker 101 reaches the second position, the rotary shaft 103 rotates counterclockwise, so that the pseudo attacker 101 rotates from the second position to the first position. At this point, the suggestion effect ends. At this time, by looking at the driving mode of the pseudo attacker 101, the player expects that “the cover member 82 is opened and the big hit gaming state is given?”. Thereafter, when the result of the special symbol variation game is a big hit, the number of rounds in the big hit gaming state is determined.
  (A-2) Here, when the number of rounds is “10”, a big hit gaming state in which the first big winning device 52 is in the first open state is given, and one opening effect and ten round effects. And one ending effect are executed. In this case, the player continues to make a left turn to cause the first big prize device 52 to win the game ball A1. Then, when the game ball A1 wins the first grand prize winning device 52, the payout of the prize ball is performed. Thereafter, when the grant of the big hit gaming state is finished, the game returns to the game (A-1).
  (A-3) On the other hand, when the number of rounds is “15”, a big hit gaming state in which the second big winning device 81 is in the second open state is given, and one opening effect and 15 round effects. One ending effect is executed. At this time, the player launches (so-called right-handed) the game ball A1 along the route R1 (see FIGS. 2 and 3) from the terminal portion of the launch route 33 to the second grand prize winning device 81. . Then, when the game ball A1 that has entered the second big winning opening 81a passes through the second count switch SE4, the payout of the prize ball is performed.
  Further, in the big hit gaming state in which the second big winning device 81 is in the second open state, the state shifts to a probability change concealment mode in which it is concealed that the probability variation state is given. In the probability variation concealment mode, a blue background is displayed on the symbol display device 60. Further, when the probability variation concealment mode is set, the switching of the lid member 82 to the second open state and the driving of the pseudo attacker 101 are interlocked during a part of the big hit gaming state (< Refer to the “Link” column).
  For example, when the probability variation state is given in the variation game after the big hit gaming state, the pseudo attacker 101 in the first to tenth round productions out of the 15 round productions executed during the big hit gaming state. The probability of moving is high. In this case, when the lid member 82 is switched from the second closed state to the second opened state, the rotation shaft 103 of the motor 102 rotates in the clockwise direction, so that the pseudo attacker 101 is in the first position (see FIG. 3). To the second position (see FIG. 4). When the lid member 82 is switched from the second open state to the second closed state, the rotation shaft 103 rotates counterclockwise, whereby the pseudo attacker 101 rotates from the second position to the first position. . At this time, the driving of the first pseudo attacker 101 is completed. The second and subsequent pseudo attackers 101 are driven in the same manner as the first pseudo attacker 101 is driven. In such a case, the player expects “A probability variation state is given?”.
  On the other hand, when the probability variation state is not given in the variation game after the big hit gaming state, the probability that the pseudo attacker 101 moves is high only in the first round effect among the 15 round effects. In this case, the player has a small expectation that “maybe a probability variation state may be given”.
  Thereafter, when the granting of the big hit gaming state is completed, the player switches to left-handed and plays the game (A-1). If the gate 53 is also provided on the right side of the center bonus 50 and a variation time shortening state for shortening the variation time can be given in the variation game after the big hit gaming state, the player changes at the end of the big hit gaming state. If it is during the time shortening state, the game may be performed by continuing to make a right turn. In this case, the player switches to left-handed and plays a game (A-1) when the provision of the variable time shortening state is completed.
  Therefore, according to the present embodiment, the following effects can be obtained.
  (1) In the pachinko machine 10 according to the present embodiment, the lid member 82 is arranged on the front side of the transparent plate 31 and the pseudo attacker 101 is arranged so that at least a part of the lid member 82 overlaps on the back side of the transparent plate 31. Has been. Therefore, when the player looks at the lid member 82, the pseudo attacker 101 can be visually recognized through the transparent plate 31, so that a strong impact can be given to the player. In addition, since the switching of the lid member 82 to the second open state and the driving of the pseudo attacker 101 can be interlocked, only the lid member 82 operates due to the synergistic effect of the operation of the lid member 82 and the driving of the pseudo attacker 101. The impact on the game is stronger than if you do. From the above, it becomes possible to improve interest.
  (2) In the present embodiment, since the outer dimension of the pseudo attacker 101 is set larger than the outer dimension of the lid member 82, the pseudo attacker 101 is not easily hidden behind the center accessory 50. Therefore, even if the outer dimension of the lid member 82 cannot be increased due to regular reasons or the like, the pseudo attacker 101 can always be visually recognized through the transparent plate 31, so that the pseudo attacker 101 has a strong impact on the player. Can be given.
  (3) In the present embodiment, the lid member 82 is moved (slid) in the left-right direction to be switched between the second closed state and the second open state, and the pseudo attacker 101 rotates about the rotation shaft 103. Accordingly, the first position and the second position are displaced. That is, the driving methods of the lid member 82 and the pseudo attacker 101 are different from each other. Therefore, when the pseudo attacker 101 is driven in addition to the lid member 82, a stronger impact can be given to the player, so that the interest of the game can be further enhanced.
  (4) In the present embodiment, the types of the big winning devices 52 and 81 used for the big hit gaming state are changed according to the type of the big hit gaming state to be given. Moreover, in the present embodiment, ten round effects are executed in the big hit gaming state in which the first big winning device 52 is in the first open state, and in the big hit gaming state in which the second big winning device 81 is in the second open state. Fifteen round effects are executed. That is, since the opening mode of the big winning devices 52 and 81 changes according to the type of the big hit gaming state, it is possible to improve the interest. In the present embodiment, the first big prize device 52 is arranged at the lower part of the game area 32a, while the second big prize apparatus 81 is arranged at the upper part of the game area 32a. In addition, other members such as the game nail 35 are not implanted on the route R1 from the end portion of the launch route 33 to the second grand prize winning device 81. Therefore, the distance from the end portion of the firing path 33 to the second big winning device 81 is shorter than the distance from the end portion of the firing path 33 to the first big winning device 52. From the above, the time required for the launched game ball A1 to reach the big winning devices 52 and 81, and the digestion speed in the big hit gaming state, changes according to the type of the big hit gaming state. Therefore, the improvement of the further interest can be aimed at.
  In addition, you may change this embodiment as follows.
  In the above embodiment, the entire area of the game board 13 is composed of the transparent plate 31. However, the game board 13 is formed in a substantially rectangular plate shape by sticking resin cells on the surface of a wooden board such as a plywood board, and a pseudo attacker 101 is arranged on a part of the game board 13 (back side). The region) may be formed by a transparent plate.
  In the above embodiment, the pseudo attacker 101 rotates from the first position (see FIG. 3) to the second position (see FIG. 4) when the rotating shaft 103 of the motor 102 rotates clockwise. When 103 is rotated counterclockwise, the second position is rotated to the first position. However, the pseudo attacker 101 rotates the rotating shaft 103 in the clockwise direction to rotate from the first position to the second position, and then further rotates the rotating shaft 103 in the clockwise direction to thereby move the second position. To the first position. Further, the pseudo attacker 101 rotates the rotation shaft 103 in the counterclockwise direction to rotate from the first position to the second position, and then further rotates the rotation shaft 103 in the counterclockwise direction. It may turn from the 2 position to the 1st position.
  In the above embodiment, the drive mechanism (motor 102) for rotating the pseudo attacker 101 is provided separately from the drive mechanism (second big prize opening solenoid SOL2) for driving the lid member 82, and the pseudo attacker 101 is attached to the lid member. 82 was driven separately. However, the pseudo attacker 101 and the lid member 82 may be driven by the same drive mechanism so that the switching of the lid member 82 to the second open state and the driving of the pseudo attacker 101 are always interlocked.
  In the above embodiment, the main CPU 21a controls the driving of the lid member 82, and the overall control CPU 22a controls the driving of the pseudo attacker 101. However, the main CPU 21a controls both the lid member 82 and the pseudo attacker 101. May be controlled, or both the lid member 82 and the pseudo attacker 101 may be controlled by the overall control CPU 22a.
  In the above embodiment, the movable means (pseudo attacker 101) is arranged so as to partially overlap the lid member 82 of the second big prize winning device 81 when viewed from the front-rear direction of the game board 13. In addition, the movable means may be arranged such that a part of the movable means overlaps with the big prize opening door 52a of the first big prize winning device 52 when viewed from the front-back direction of the game board 13.
  -In the above embodiment, as the hits given at the end of the variable game, the probability variable big hits (special hits) that give the probability fluctuation state in the variable games after the big hit game state and the probability in the variable games after the big hit game state end It included non-probable big hits (non-special hits) that did not give fluctuations. However, the non-special bonus that is given at the end of the variable game may further include a small bonus that does not give the probability fluctuation state in the variable game after the small hit gaming state ends.
  In the embodiment described above, the suggestive effect suggesting the opening of the lid member 82 is started by driving the pseudo attacker 101 in response to the start of the reach effect in the effect symbol variation game. However, the suggestion effect may be started when the effect symbol variation game is started.
  -Although the suggestion effect of the said embodiment suggested the big hit (improvement of the opening of the cover member 82) during the effect symbol change game, it may suggest the kind of big hit. For example, the suggestion effect suggests a probabilistic jackpot that gives a probability fluctuation state in a fluctuating game after the big hit gaming state, or a non-probable big hit that does not give a probability fluctuation state in a fluctuating game after the big hit gaming state ends. Also good. In addition, the suggestion effect may indicate a difference in the number of prize balls for a 10R jackpot and a 15R jackpot. Further, the suggestion effect may indicate whether or not it is a probable big hit and may indicate a difference in the number of prize balls. The suggestion effect may be a suggestion effect based on an opening pattern for the suggestion effect. Further, in this case, as the types of suggestion effects increase as described above, the types of open patterns for suggestion effects may be increased.
  In the above embodiment, when the jackpot gaming state is “15R probability change” or “15R normal”, that is, when the jackpot gaming state in which the second big winning device 81 is in the second open state is given, the probability variation It has come to shift to a probability change concealment mode that conceals that the state is given. However, when the jackpot gaming state is “10R probability change” or “10R normal”, that is, when the jackpot gaming state in which the first big winning device 52 is in the first open state is given, the mode shifts to the probability variation concealment mode. You may do it.
  In the above embodiment, when the result of the variable game is a big hit, only one type of probability variation concealment mode is set, but one probability variation concealment mode is selected from a plurality of types of probability variation concealment modes. You may make it set. For example, one probability variation concealment mode may be set from a plurality of types of probability variation concealment modes having different degrees of expectation to which the probability variation state is given. More specifically, a first probability variation concealment mode in which a blue background is displayed on the symbol display device 60, a second probability variation concealment mode in which a yellow background is displayed on the symbol display device 60, and a red background is symbol representation. One probability variation concealment mode may be set from the third probability variation concealment modes displayed on the device 60. Then, as the probability variation concealment mode changes in the order of the first probability variation concealment mode → the second probability variation concealment mode → the third probability variation concealment mode, the degree of expectation that the probability variation state is given may be increased. In this case, when the special symbol is a probability variable symbol, the probability that the third probability variable concealment mode is set is the highest, and when the special symbol is a non-probability variable symbol, the first probability variable concealment mode is set. The highest probability may be.
  In the above embodiment, two large winning devices (the first large winning device 52 and the second large winning device 81) are arranged in the game area 32a of the game board 13, but one large winning device (first Only the two major winning devices 81) may be provided.
  -Although the 2nd big prize apparatus 81 of the said embodiment was integrally formed with the center role 50, it may be formed separately from the center role 50. FIG.
  In the above embodiment, the pseudo attacker 101 is arranged on the back side of the game board 13, but the pseudo attacker 101 may be arranged on the front side of the game board 13 (for example, the front side of the center accessory 50).
  In the above embodiment, the second of the lid member 82 is partly in the jackpot gaming state (a period in which the first to the tenth round effects are executed or a period in which the first round effect is executed). The switching to the open state and the driving of the pseudo attacker 101 are interlocked. However, the switching of the lid member 82 to the second opened state and the driving of the pseudo attacker 101 may not be interlocked at all. In addition, the second big winning device 81 gives “10R probability change” in the big hit gaming state where the second big winning device 81 is in the second open state. The switching to the open state and the driving of the pseudo attacker 101 may be interlocked.
  Next, in addition to the technical ideas described in the claims, the technical ideas grasped by the embodiment described above are listed below.
  (1) In any one of the above means 1 to 4, the outer dimension of the movable means is set larger than the outer dimension of the opening / closing means.
  (2) During a hit gaming state given when a game board having a game area where a game ball flows down, a game control means for controlling the gaming machine, and a result of a symbol change game for changing a symbol is a hit A game machine that is switched to an open state in which a game ball can be won based on an instruction from the game control means, and that has an opening / closing means that triggers a payout of the prize ball by detecting the winning game ball. And a movable means for driving based on an instruction from the game control means, wherein at least a part of the game board is made of a transparent plate made of a transparent material, and the opening / closing means On the front side of the board, it is arranged in the flow path of the game balls in the gaming area, and the movable means is a little different from the opening / closing means when viewed from the front-rear direction of the game board on the front side of the transparent board. And the game control means selects at least one hit from the plurality of hits, and at least a part of the hit gaming state given based on the selected hit A game machine that performs control to synchronize switching of the opening / closing means to the open state and driving of the movable means.
  (3) During a hit gaming state given when a game board having a game area where a game ball flows down, a game control means for controlling a gaming machine, and a result of a symbol change game for changing a symbol is hit A game machine that is switched to an open state in which a game ball can be won based on an instruction from the game control means, and that has an opening / closing means that triggers a payout of the prize ball by detecting the winning game ball. And a movable means for driving based on an instruction from the game control means, wherein at least a part of the game board is made of a transparent plate made of a transparent material, and the opening / closing means On the front side of the board, it is arranged in the flow path of the game balls in the game area, and the movable means is less than the opening / closing means when viewed from the front and rear direction of the game board on the back side of the transparent board. And at least one hit is selected from a plurality of hits, and in the hit gaming state given based on the selected hit, the opening / closing means is switched to the open state. And the drive of the movable means are not synchronized.
DESCRIPTION OF SYMBOLS 10 ... Pachinko machine 13 as game machine ... Game board 21a ... Main CPU as game control means and main control means
22a ... Overall control CPU as game control means and sub-control means
23a ... Display control CPU as game control means
24a: Voice / lamp control CPU as game control means
31 ... Transparent plate 32a ... Game area 82 ... Lid member 101 as opening / closing means ... Pseudo attacker A1 as moving means ... Game ball R3 ... Flowing path

Claims (4)

  1. A game board having a game area where game balls flow down;
    Game control means for controlling the gaming machine;
    Based on an instruction from the game control means, the game ball is switched to an open state in which a prize can be won, and the prize is won during the winning game state given when the result of the symbol change game that changes the symbol is a win. A game machine having an opening / closing means that triggers a payout of a prize ball by detecting the played game ball,
    Movable means for driving based on an instruction from the game control means;
    At least a part of the area of the game board is made of a transparent plate made of a transparent material,
    The opening / closing means is disposed on the flow path of the game ball in the game area on the front side of the transparent plate,
    The movable means is disposed on the back side of the transparent plate so that at least a part of the opening and closing means overlaps when viewed from the front-rear direction of the game board.
    The game control means selects at least one hit from a plurality of the hits, and sets the opening / closing means to the open state during at least a part of the hit gaming state given based on the selected hit. A game machine that performs control to synchronize switching and driving of the movable means.
  2. The game control means includes
    A main control means for determining whether or not the symbol variation game is a big hit, and for controlling the driving of the opening and closing means;
    The gaming machine according to claim 1, further comprising sub-control means for controlling driving of the movable means based on information from the main control means.
  3. Some of the symbol variation games have a specific effect,
    The specific effect is a suggestion effect that suggests opening of the opening / closing means during the symbol changing game by driving the movable means without driving the opening / closing means, regardless of the result of the symbol changing game. ,
    The game control means includes
    If the result of the symbol variation game is a win, after the symbol variation game is over, control to switch the opening and closing means to the open state,
    The control of starting the next symbol variation game without switching the opening / closing means to the open state after the symbol variation game is ended when the result of the symbol variation game is a loss. The gaming machine according to 1 or 2.
  4. In the symbol variation game after the end of the winning gaming state, the hit is a special hit that gives a probability variation state in which the probability that the winning is derived fluctuates with high probability, and in the symbol variation game after the winning gaming state, the probability Including non-special hits that do not give fluctuations,
    The game control means performs control to shift to a probability variation concealment mode for concealing that the probability variation state is given after the result of the symbol variation game is the hit,
    In the probability variation concealment mode, depending on the driving mode of the movable means during the symbol variation game or the winning game state, the level of expectation that the probability variation state is given is suggested,
    The gaming machine according to any one of claims 1 to 3, wherein a selection rate of a driving mode of the movable means to be selected varies depending on the type of winning.
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015100441A (en) * 2013-11-22 2015-06-04 タイヨーエレック株式会社 Game machine

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008259689A (en) * 2007-04-12 2008-10-30 Newgin Corp Game machine
JP2010069114A (en) * 2008-09-19 2010-04-02 Newgin Co Ltd Game machine
JP2011104291A (en) * 2009-11-20 2011-06-02 Newgin Co Ltd Game machine

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008259689A (en) * 2007-04-12 2008-10-30 Newgin Corp Game machine
JP2010069114A (en) * 2008-09-19 2010-04-02 Newgin Co Ltd Game machine
JP2011104291A (en) * 2009-11-20 2011-06-02 Newgin Co Ltd Game machine

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015100441A (en) * 2013-11-22 2015-06-04 タイヨーエレック株式会社 Game machine

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