JP2015231434A - Game machine - Google Patents

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Publication number
JP2015231434A
JP2015231434A JP2014118896A JP2014118896A JP2015231434A JP 2015231434 A JP2015231434 A JP 2015231434A JP 2014118896 A JP2014118896 A JP 2014118896A JP 2014118896 A JP2014118896 A JP 2014118896A JP 2015231434 A JP2015231434 A JP 2015231434A
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effect
movable
game
display
control
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JP2014118896A
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JP6505987B2 (en
Inventor
小倉 敏男
Toshio Ogura
敏男 小倉
裕彦 小平
Hirohiko Kodaira
裕彦 小平
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株式会社三共
Sankyo Co Ltd
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Abstract

A game machine capable of smoothly releasing the holding of a moving body by a holding means.
An effect movable body 302 moved to a first upper position is provided with a holding mechanism 340 as a holding means for holding the effect movable body 302 in the first upper position, and the effect movable body 302 in the first upper position is weighted. When dropping, the movable body for production 302 is dropped to the lower position by its own weight by moving from the first upper position to the second upper position further upward and releasing the holding by the holding mechanism 340.
[Selection] Figure 17

Description

  The present invention relates to a gaming machine that performs a game.

  In gaming machines such as pachinko gaming machines and slot machines, for example, there has been proposed one that improves the performance by moving a moving body that is movable in the vertical direction.

  As a pachinko gaming machine equipped with this type of moving body, for example, a moving member connected to the tip of a wire is provided so that it can freely fall to a lower position by its own weight, and moved upward by pulling upward with the wire. There was a thing etc. (for example, refer to patent documents 1).

JP 2009-273527 A

  In the gaming machine described in Patent Document 1, the moving body is held at the upper position by the tension of the wire at the upper position, but the holding member is used to prevent the moving body from falling from the upper position due to vibration or the like. Etc. can be considered. However, if the load on the holding member is always applied by the moving body, there is a problem that the holding by the holding member cannot be released smoothly at the timing of dropping.

  The present invention has been made paying attention to such problems, and an object of the present invention is to provide a gaming machine that can smoothly release the holding of the moving body by the holding means.

In order to solve the above problems, the gaming machine of means 1 of the present invention is:
A gaming machine (for example, a pachinko gaming machine 1) that performs a game,
A moving body (for example, a production movable body 302) provided to be movable between at least an upper position (for example, a first upper position, see FIG. 7) and a lower position (for example, a lower position, see FIG. 8); ,
Moving means (for example, moving mechanisms 304L and 304R) for moving the moving body upward;
A holding means (for example, a holding mechanism 340) for holding the moving body (for example, the production movable body 302) moved to the upper position at the upper position;
The moving body can drop from the upper position to the lower position under its own weight (for example, as shown in FIG. 17, the first effect motor 310 is turned off (non-energized state) and the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state), whereby the second gear 312 is rotated from the mesh position to the mesh release position, and the holding member 343 is retracted to the retract position. Since the connection between the movable body for animation 302 and the first production motor 310 is released and becomes free, the production movable body 302 falls from the second upper position through the first upper position to the lower position by its own weight. ),
When the moving body at the upper position is dropped by its own weight, it is moved further upward from the upper position to release the holding by the holding means (for example, as shown in FIG. Based on this, when a fall effect for dropping the effect movable body 302 is started, the left bobbin 314 is slightly moved in the first direction (clockwise in front view) by the first effect motor 310 before the fall timing is reached. By rotating, the effect movable body 302 is raised from the first upper position to the second upper position, whereby the holding piece 354a of the first effect movable body 303L is held by the holding member as shown in the enlarged view of FIG. 17, the first production motor 310 is turned off when the production movable body 302 comes down as shown in FIG. (The non-energized state) and the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state), whereby the second gear 312 rotates from the mesh position to the mesh release position, (The holding member 343 is retracted to the retracted position.)
It is characterized by that.
According to this feature, the holding can be smoothly released in a state where the load of the moving body is not applied to the holding means.

The gaming machine of means 2 of the present invention is the gaming machine described in means 1,
Game control means for controlling the game (for example, the CPU 103 of the game control microcomputer 100);
Effect control means (for example, effect control CPU 120) for effect control based on control information (for example, command) output from the game control means;
It is characterized by having.
According to this feature, the entertainment of the game is improved by the production.

The gaming machine of means 3 of the present invention is the gaming machine according to means 1 or means 2,
The moving means is
A band member (for example, a constant load spring 315) having a predetermined width (for example, width dimension L1) and attached to the movable body;
A winding portion (for example, a bobbin 314) for winding the band member;
Have
The band member is wound around the winding portion when the movable body moves to the upper position (for example, after the effect by the effect movable body 302 at the lower position is completed as shown in FIG. 18). When returning to the first upper position, the first effect motor 310 is turned on (energized state), and the bobbin 314 is rotated in the first direction (clockwise in front view), whereby a constant load spring is applied to the peripheral surface of the bobbin 314. As 315 is wound up, the production movable body 302 rises).
The band member has a width corresponding to the width of the winding portion (for example, width dimensions L2 to L3) (for example, when winding the constant load spring 315, the band member is not substantially displaced in the width direction). Although it is the same dimension, it is preferable that the width dimension is such that there is a slight play between the flange portions 318a and 318b, specifically, the width dimension L2 is about 1.05 to the width dimension L1. It is preferably about 1.1 times and the width dimension L3 is about 1.2 times.)
It is characterized by that.
According to this feature, when the belt member is wound by the winding portion, it is possible to avoid being wound in the width direction of the winding portion.

A gaming machine according to means 4 of the present invention is the gaming machine according to any one of means 1 to 3,
The moving body (for example, the production moving body 302) includes a first moving body (for example, the first production movable body 303L) and a second moving body (for example, the second production movable body 303R),
The first moving body and the second moving body are dropped to the lower position at the same timing and moved to the upper position at the same timing (for example, the first effect movable body 303L and the second effect movable body (303R is integrated by the connecting rod 305, so that it always drops together from the upper position to the lower position at the same timing.)
It is characterized by that.
According to this feature, since a plurality of moving bodies can be dropped or raised at the same timing, the production effect is improved.

A gaming machine of means 5 of the present invention is the gaming machine according to any one of means 1 to 4,
A plurality of gear members (for example, a first gear 311, a second gear 312, a third gear 313) that transmit a rotational force of a motor (for example, a first performance motor 310);
The at least one gear member (for example, the second gear 312) among the plurality of gear members is meshed with a meshing position (see FIG. 11A) for meshing with another gear member (for example, the third gear 313). Gear member moving means (for example, a first effect solenoid 316, a rotating member 330) that moves between a mesh release position (see FIG. 11B) to be released;
With
The one gear member is positioned at the meshing position, and the moving body is moved to the upper position by transmitting the rotational force of the motor by the plurality of gear members (see FIGS. 16 and 18).
By moving the one gear member to the mesh release position by the gear member moving means, the movable body at the upper position is dropped to the lower position by its own weight (see FIG. 17).
It is characterized by that.
According to this characteristic, it can suppress that the force to the falling direction of a moving body becomes weak with the load of a motor.

  In addition, this invention may have only the invention specific matter described in the claim of this invention, and has a structure other than this invention specific matter with the invention specific matter described in the claim of this invention. It may be a thing.

It is the front view which looked at the pachinko gaming machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a flowchart which shows an example of the timer interruption process for game control. It is a flowchart which shows an example of a special symbol process process. It is a flowchart which shows an example of production control main processing. It is a flowchart which shows an example of production control process processing. (A) is a front view showing an effect unit, and (B) is a perspective view showing a state in which the effect unit is viewed obliquely from the front. (A) is a perspective view which shows the state which the movable body for production | presentation moved to the downward position, (B) is a perspective view which shows the operation | movement aspect of a 1st production movable part and a 2nd production movable part. FIG. 11 is an exploded perspective view showing a state in which the effect unit is viewed from an oblique front. FIG. 12 is an exploded perspective view showing a state in which the effect unit is viewed from obliquely behind. (A) is a front view which shows the state which has the 2nd gear in a meshing position, (B) is a front view which shows the state which the 2nd gear moved to the meshing release position. (A) is a perspective view showing a bobbin, (B) is a front view, (C) is an exploded perspective view, and (D) is an AA sectional view of (A). 12A is a cross-sectional view taken along line BB in FIG. 12B, FIG. 12B is a cross-sectional view taken along line CC in FIG. 12B, and FIG. 13C is a cross-sectional view illustrating a main part of the peripheral surface of the bobbin. (A) is sectional drawing which shows the state which has a holding member in a holding position, (B) is sectional drawing which shows the state which moved to the holding release position. It is the schematic which shows the state which has the movable body for production in the 1st upper position. It is the schematic which shows the state which raised the movable body for production to the 2nd upper position. It is the schematic which shows the state which the movable body for production fell. It is the schematic which shows the state which raises the movable body for production to an upper position. (A) is a timing chart which shows the operation | movement aspect of a movement mechanism when performing a fall effect, (B) is a timing chart which shows the operation | movement aspect of a movement mechanism when not performing a fall effect. (A)-(C) are schematic front views which show the operation | movement aspect of a 1st effect movable part and a 2nd effect movable part. (A)-(C) are schematic rear views which show the operation | movement aspect of a 1st effect movable part and a 2nd effect movable part. (A)-(F) is a schematic plan view which shows the operation | movement aspect of a 1st effect movable part and a 2nd effect movable part.

  A mode for carrying out a gaming machine according to the present invention will be described below based on examples.

  First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of a pachinko gaming machine as viewed from the front. FIG. 2 is a block diagram illustrating an example of a circuit configuration on the main board. In the following description, the front side of FIG. 1 will be described as the front (front, front) side of the pachinko gaming machine 1, and the back side will be described as the back (rear) side. In addition, the front surface of the pachinko gaming machine 1 in this embodiment is a facing surface that faces a player who plays a game on the pachinko gaming machine 1.

  FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment and shows an arrangement layout of main members. Pachinko gaming machines (hereinafter sometimes abbreviated as gaming machines) 1 are roughly divided into a gaming board (gauge board) 2 constituting a gaming board surface, and a gaming machine frame (base frame) for supporting and fixing the gaming board 2. 3. The game board 2 is formed with a substantially circular game area 10 that is surrounded by the guide rails 2b. In this game area 10, a game ball as a game medium is launched from a ball striking device (not shown) and driven. Further, the gaming machine frame 3 is provided with a glass door frame 50 having a glass window 50a so as to be rotatable around the left side, and the gaming area 10 can be opened and closed by the glass door frame 50. When the glass door frame 50 is closed, the game area 10 can be seen through the glass window 50a.

  As shown in FIG. 1, the game board 2 is configured in a substantially square shape when viewed from the front with a non-transparent member such as a plywood board, and a obstacle nail (not shown), a guide rail 2 b, and the like are provided on the front of the game board surface. It is comprised with the board surface board made. In the present embodiment, the game board 2 is composed of a plywood board, but it is made of a transparent synthetic resin material such as acrylic resin, polycarbonate resin, methacrylic resin, etc. (Not shown) or the like, and a spacer member (not shown) integrally attached to the back side of the board plate.

  A first special symbol display 4A and a second special symbol display 4B are provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower right position of the game area 10). Each of the first special symbol display 4A and the second special symbol display 4B is composed of, for example, a 7 segment LED or a dot matrix LED (light emitting diode) and the like. A special symbol (also referred to as “special”), which is a plurality of types of identification information (special identification information) that can be displayed, is variably displayed (also referred to as variable display or variable display). For example, the first special symbol display 4A and the second special symbol display 4B each variably display a plurality of types of special symbols composed of numbers indicating "0" to "9", symbols indicating "-", and the like. To do. The special symbols displayed on the first special symbol display 4A and the second special symbol display 4B are limited to those composed of numbers indicating "0" to "9", symbols indicating "-", and the like. However, for example, a plurality of types of lighting patterns in which the combination of the LED to be turned on and the LED to be turned off in the 7-segment LED may be set in advance as a plurality of types of special symbols.

  Hereinafter, the special symbol variably displayed on the first special symbol display 4A is also referred to as "first special symbol", and the special symbol variably displayed on the second special symbol indicator 4B is also referred to as "second special symbol". .

  An effect display device 5 is provided near the center of the game area 10 on the game board 2. The effect display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. In the display area of the effect display device 5, the first special symbol display by the first special symbol display 4A and the second special symbol display by the second special symbol display 4B in the special game are respectively displayed. In the effect symbol display area, which is a plurality of variable display units such as three, for example, the effect symbols that are a plurality of types of identification information (decoration identification information) that can be identified are variably displayed. This variation display of the effect symbol is also included in the variation display game.

  As an example, in the display area of the effect display device 5, “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R are arranged. When the confirmed special symbol is stopped and displayed as a variation display result in the special game, the effect is displayed in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R. The finalized design symbol (final stop symbol) that is the symbol variation display result is stopped and displayed.

  As described above, in the display area of the effect display device 5, a special game using the first special graphic in the first special symbol display 4A or a special graphic using the second special graphic in the second special symbol display 4B. In synchronism with the game, a plurality of types of effect symbols that can be identified are displayed in a variable manner, and a definite effect symbol that is a variable display result is derived and displayed (or simply referred to as “derivation”). In addition, for example, various display symbols such as special symbols and effect symbols are derived and displayed by stopping display of identification information such as effect symbols (also referred to as complete stop display or final stop display) and ending the variable display. .

  For example, eight kinds of symbols (alphanumeric characters “1” to “8” or Chinese characters) are displayed in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R. It may be any combination of numbers, English letters, eight character images related to a predetermined motif, a combination of numbers, letters, symbols, and character images. Character images may be, for example, people, animals, other objects, or , A decorative image showing a symbol such as a character or other arbitrary figure). A corresponding symbol number is attached to each of the effect symbols. For example, symbol numbers “1” to “8” are assigned to alphanumeric characters indicating “1” to “8”, respectively. The production symbols are not limited to eight types, and may be any number (for example, seven types, nine types, etc.) as long as an appropriate number of combinations such as a jackpot combination or a combination that is lost can be configured.

  A first reserved memory display area 5D and a second reserved memory display area 5U are set in two places on the left and right of the display area of the effect display device 5. In the first hold memory display area 5D and the second hold memory display area 5U, the hold memory display for displaying the variable hold memory number (the special figure hold memory number) corresponding to the special figure game is specified.

  Here, the suspension of the variable display corresponding to the special game is that the game ball passes through the first start winning opening formed by the normal winning ball apparatus 6A and the second starting winning opening formed by the normal variable winning ball apparatus 6B. Generated based on the start winning by entering (entering). In other words, the start condition (also referred to as “execution condition”) for executing the variable display game such as the special figure game or the variable display of the effect symbol is established, but the variable display game based on the start condition established previously is being executed. When the start condition for allowing the start of the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, the variable display corresponding to the established start condition is suspended. Done. In the present embodiment, the stored storage display generated based on the start winning when the game ball passes (enters) the first start winning opening is a round white display, and the game ball passes through the second starting winning opening ( The reserved storage display generated on the basis of the start winning due to the entry) is similarly a round white display.

  In the example shown in FIG. 1, the first hold indicator 25A and the second hold for displaying the number of special figure hold memories in an identifiable manner above the first special symbol display 4A and the second special symbol display 4B. A display 25B is provided. The first hold indicator 25A displays the first special figure hold memory number so that it can be specified. The second hold indicator 25B displays the second special figure hold memory number so that it can be specified.

  Below the effect display device 5, an ordinary winning ball device 6A and an ordinary variable winning ball device 6B are provided. The normal winning ball device 6A forms, for example, a first starting winning opening as a starting region (first starting region) that is always kept in a certain open state by a predetermined ball receiving member. The normal variable winning ball apparatus 6B has an electric motor having a pair of movable wing pieces that are changed into a normal open state as a vertical position and an expanded open state as a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. A tulip-shaped accessory (ordinary electric accessory) is provided, and a second starting prize opening is formed as a starting region (second starting region).

  As an example, in the normally variable winning ball apparatus 6B, the movable wing piece is in the vertical position when the solenoid 81 for the normal electric accessory is in the OFF state, so that the game ball passes (enters) the second starting winning opening. It is difficult to open normally. On the other hand, in the normal variable winning ball apparatus 6B, the game ball passes through the second start winning opening by the tilt control in which the movable blade piece is tilted when the solenoid 81 for the normal electric accessory is in the ON state ( It will be in an expanded open state that is easy to enter.

  A game ball that has passed (entered) the first start winning opening formed in the normal winning ball apparatus 6A is detected by, for example, a first start opening switch 22A shown in FIG. The game ball that has passed (entered) the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by, for example, the second start opening switch 22B shown in FIG. Based on the detection of the game ball by the first start port switch 22A, a predetermined number (for example, three) of game balls are paid out as prize balls, and the first special figure holding memory number is set to a predetermined upper limit value (for example, “ 4 ") If the following, the first start condition is satisfied. Based on the detection of the game ball by the second start port 22B, a predetermined number (for example, three) of game balls are paid out as prize balls, and the second special figure holding memory number is set to a predetermined upper limit value (for example, “ 4 ") If the following, the second start condition is satisfied. The number of prize balls to be paid out based on the detection of the game ball by the first start port switch 22A and the number of prize balls to be paid out based on the detection of the game ball by the second start port switch 22B. May be the same number or different numbers.

  A special variable winning ball device 7 is provided below the normal winning ball device 6A and the ordinary variable winning ball device 6B. The special variable winning ball apparatus 7 includes a special winning opening door that is opened and closed by a solenoid 82 for the special winning opening door shown in FIG. 2, and the specific region that changes between an open state and a closed state by the special winning opening door. As a big prize opening.

  As an example, in the special variable winning ball apparatus 7, when the solenoid 82 for the special prize opening door is in the OFF state, the special prize opening door closes the big winning prize opening, and the game ball passes (enters) the big winning prize opening. Make it impossible. On the other hand, in the special variable winning ball apparatus 7, when the solenoid 82 for the big prize opening door is in the ON state, the big winning opening door opens the big winning opening and the game ball passes through the big winning opening (entrance). ) Make it easier. In this way, the special winning opening as a specific area changes into an open state in which a game ball easily passes (enters) and is advantageous to the player, and a closed state in which the game ball cannot pass (enters) and is disadvantageous to the player To do. Instead of the closed state where the game ball cannot pass (enter) through the big prize opening, or in addition to the closed state, a partially opened state where the game ball hardly passes (enters) through the big prize opening may be provided.

  The game ball that has passed (entered) through the big prize opening is detected by, for example, the count switch 23 shown in FIG. Based on the detection of game balls by the count switch 23, a predetermined number (for example, 15) of game balls are paid out as prize balls. In this way, when the game ball passes (enters) through the large winning opening opened in the special variable winning ball apparatus 7, the gaming ball passes through other winning openings such as the first starting winning opening and the second starting winning opening, for example. More prize balls are paid out than when passing (entering). Accordingly, when the special winning ball apparatus 7 is in the open state, the game ball can enter the special winning hole, which is advantageous to the player. On the other hand, when the special prize winning device 7 is closed in the special variable prize winning ball device 7, it becomes impossible or difficult for the player to get a prize ball by passing (entering) the gaming ball into the special prize winning port. This is a disadvantageous second state.

  A normal symbol display 20 is provided above the second holding display 25B. As an example, the normal symbol display 20 is composed of 7 segments, dot matrix LEDs, and the like, like the first special symbol display 4A and the second special symbol display 4B, and a plurality of types of identification information different from the special symbols. Is displayed (variable display) so that it can be variably displayed. Such a normal symbol variation display is referred to as a general game (also referred to as a “normal game”).

  Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. The general-purpose hold indicator 25C includes, for example, four LEDs, and displays the general-purpose hold storage number as the number of effective passing balls that have passed through the passing gate 41.

  In addition to the above-described configuration, the surface of the game board 2 is provided with a windmill for changing the flow direction and speed of the game ball and a number of obstacle nails. In addition, as a winning opening different from the first starting winning opening, the second starting winning opening, and the big winning opening, for example, a single or a plurality of general winning openings that are always kept open by a predetermined ball receiving member are provided. May be. In this case, a predetermined number (for example, 10) of game balls may be paid out as a prize ball based on the fact that a game ball that has entered one of the general prize openings is detected by a predetermined general prize ball switch. In the lowermost part of the game area 10, there is provided an out-port for taking in a game ball that has not entered any of the winning ports.

  Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the left and right upper positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the gaming area 10. . A decorative LED may be arranged around each structure (for example, the normal winning ball device 6A, the normal variable winning ball device 6B, the special variable winning ball device 7, etc.) in the game area 10 of the pachinko gaming machine 1. . At the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) operated by a player or the like to launch a game ball as a game medium toward the game area 10 is provided. For example, the hitting operation handle adjusts the resilience of the game ball according to the operation amount (rotation amount) by the player or the like. The hitting operation handle only needs to be provided with a single shot switch or a touch ring (touch sensor) for stopping driving of a shooting motor provided in a hitting ball shooting device (not shown).

  A gaming ball paid out as a prize ball or a gaming ball lent out by a predetermined ball lending machine can be supplied to a predetermined position of the gaming machine frame 3 below the gaming area 10 to a launching device (not shown). An upper plate (hit ball supply tray) that is held (stored) is provided. Below the gaming machine frame 3, there is provided a lower plate that holds (stores) surplus balls overflowing from the upper plate so as to be discharged to the outside of the pachinko gaming machine 1.

  For example, a stick controller 31A that can be held and tilted by the player is attached to a member that forms the lower plate, for example, at a predetermined position on the front side of the upper surface of the lower plate main body (for example, a central portion of the lower plate). Yes. The stick controller 31A includes an operation stick that the player holds, and a trigger button is provided at a predetermined position of the operation stick (for example, a position where the index finger of the operator is hooked when the player holds the operation stick). Yes. The trigger button can be operated in a predetermined direction by performing a push-pull operation with a predetermined operation finger (for example, an index finger) in a state where the player holds the operation stick of the stick controller 31A with an operation hand (for example, the left hand). What is necessary is just to be comprised. A trigger sensor that detects a predetermined instruction operation such as a push / pull operation on the trigger button may be built in the operation rod.

  A controller sensor unit 35 </ b> A for detecting a tilting operation with respect to the operating rod may be provided inside the lower plate body or the like below the stick controller 31 </ b> A. For example, the controller sensor unit includes two transmissive photosensors (parallel sensors) arranged in parallel to the board surface of the game board 2 on the left side of the center position of the operating rod when viewed from the player side facing the pachinko gaming machine 1. And a pair of transmission type photosensors (vertical sensor pairs) arranged perpendicularly to the surface of the game board 2 on the right side of the center position of the operation rod when viewed from the player side. What is necessary is just to be comprised including a shape photosensor.

  The member that forms the upper plate includes, for example, a push button 31B that allows a player to perform a predetermined instruction operation by a pressing operation or the like at a predetermined position on the front side of the upper surface of the upper plate body (for example, above the stick controller 31A). Is provided. The push button 31B only needs to be configured to be able to detect the pressing operation from the player mechanically, electrically, or electromagnetically. A push sensor 35B that detects a pressing operation performed by the player on the push button 31B may be provided inside the main body of the upper plate at the position where the push button 31B is installed.

  Next, the progress of the game in the pachinko gaming machine 1 will be schematically described. In the pachinko gaming machine 1, the normal symbol display 20 executes the normal symbol variation display such that the game ball that has passed through the passing gate 41 provided in the gaming area 10 is detected by the gate switch 21 shown in FIG. 2. The normal symbol indicator is displayed on the basis of the fact that the normal symbol start condition for starting the normal symbol variation display is satisfied, for example, that the previous general symbol game has been completed The usual game by 20 is started.

  In this ordinary game, after a normal symbol change is started, when a predetermined time which is a normal symbol change time elapses, a fixed normal symbol which is a normal symbol change display result is stopped and displayed (derived display). At this time, if a specific normal symbol (symbol per symbol), such as a number indicating “7”, is stopped and displayed as the fixed normal symbol, the fluctuation display result of the normal symbol becomes “per symbol”. On the other hand, if a normal symbol other than the symbol per symbol, such as a number or symbol other than the number indicating “7”, is stopped and displayed as the fixed ordinary symbol, the fluctuation display result of the normal symbol is “usually lost”. Become. Corresponding to the fact that the variation display result of the normal symbol is “per normal”, the expansion / release control (tilt control) is performed in which the movable wing piece of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted. The normal opening control is performed to return to the vertical position when a predetermined time has elapsed.

  After the first start condition is satisfied, for example, when the game ball that has passed (entered) the first start winning opening formed in the normal winning ball apparatus 6A is detected by the first start opening switch 22A shown in FIG. Based on the fact that the first start condition is satisfied, for example, because the previous special figure game or the big hit gaming state has ended, the special figure game by the first special symbol display 4A is started. Further, the second starting condition is satisfied, for example, when a game ball that has passed (entered) the second starting winning opening formed in the normally variable winning ball apparatus 6B is detected by the second starting opening switch 22B shown in FIG. Later, based on the fact that the second start condition is satisfied, for example, due to the end of the previous special game or the big hit gaming state, the special game by the second special symbol display 4B is started.

  In the special symbol game by the first special symbol display 4A or the second special symbol indicator 4B, after the special symbol variation display is started, when the variation display time as the special symbol variation time elapses, the special symbol variation display is performed. The resulting definite special symbol (special diagram display result) is derived and displayed. At this time, if a specific special symbol (big hit symbol) is stopped and displayed as a confirmed special symbol, it becomes a “big hit” as a specific display result, and if a special symbol different from the big bonus symbol is stopped and displayed as a fixed special symbol, “ It will be “losing”. In addition, a predetermined special symbol (small hit symbol) different from the big hit symbol may be stopped and displayed. When the predetermined special symbol (small hit symbol) as a result of the predetermined display is stopped and displayed. What is necessary is just to control to the small hit game state as a special game state different from the big hit game state.

  After the fluctuation display result in the special figure game becomes “big hit”, the game is controlled to the big hit gaming state as a specific gaming state in which a round advantageous to the player (also referred to as “round game”) is executed a predetermined number of times.

  In the pachinko gaming machine 1 according to the present embodiment, as an example, special symbols indicating numbers “3”, “5”, and “7” are jackpot symbols, and a special symbol indicating a symbol “−” is a lost symbol. When the small hit symbol is stopped and displayed, for example, a special symbol indicating the number “2” may be used as the small hit symbol. It should be noted that each symbol such as a jackpot symbol or a lost symbol in the special symbol game by the first special symbol display 4A may be different from each symbol in the special symbol game by the second special symbol display 4B. However, a special symbol common to both special symbol games may be a jackpot symbol or a lost symbol.

  After the jackpot symbol indicating the numbers “3”, “5”, and “7” as the special symbols for the special figure game is stopped and displayed as the “big hit” as the specific display result, it is specially variable in the jackpot game state. In a period until a predetermined upper limit time (for example, 29 seconds or 0.1 second) elapses or a period until a predetermined number (for example, 9) of winning balls is generated in the big winning door of the winning ball apparatus 7 , Open the grand prize opening. Thereby, the round which makes the special variable winning ball apparatus 7 the 1st state (open state) advantageous for a player is performed.

  A special prize-winning ball device that receives a game ball falling on the surface of the game board 2 and then closes the big prize-winning slot, with the grand prize-winning door that has opened the grand prize-winning port during the round. 7 is changed to the second state (closed state) disadvantageous to the player, and one round is completed. The round that is the opening cycle of the big prize opening can be repeatedly executed until the number of executions reaches a predetermined upper limit number (for example, “16”, etc.). Even before the number of rounds has reached the upper limit, the execution of the round may be terminated when a predetermined condition is satisfied (for example, a game ball has not won a big prize opening). .

  Of the rounds in the big hit gaming state, the round in which the upper limit time for which the special variable winning ball apparatus 7 is in the first state (open state) advantageous for the player is relatively long (for example, 29 seconds) is normally opened. Also called round. On the other hand, a round in which the upper limit time during which the special variable winning ball apparatus 7 is in the first state (open state) is relatively short (for example, 0.1 seconds) is also referred to as a short-term open round.

  When the small hit symbol (for example, the number “2”) is stopped and displayed, after the small hit symbol is derived as a confirmed special symbol, the small hit symbol is controlled as a special gaming state. good. Specifically, in the small hit game state, for example, the special variable winning ball apparatus 7 is advantageous to the player in the special variable winning ball apparatus 7 as in the above-described short-term open big hit state in which a practically no outgoing ball (prize ball) is obtained. The variable winning operation for changing to the first state (open state) may be executed.

  In the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R provided in the effect display device 5, a special symbol game using the first special symbol in the first special symbol display 4A and In response to the start of any one of the special figure games using the second special figure in the second special symbol display 4B, the variation display of the effect symbols is started. The period from the start of the variation display of the effect symbols to the end of the variation display due to the stop display of the confirmed effect symbols in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, 5R Then, the variation display state of the effect symbol may be a predetermined reach state.

  Here, the reach state refers to an effect design (“reach variation design”) that has not been stopped yet when the effect design that is stopped and displayed in the display area of the effect display device 5 forms part of the jackpot combination. Is also a display state in which the fluctuation continues, or a display state in which all or part of the design symbols change synchronously while constituting all or part of the jackpot combination. Specifically, in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R (for example, “left” and “right” effect symbol display areas 5L and 5R, etc.) in advance. The remaining effect symbol display area (for example, “medium” effect) that has not been stopped yet when the effect symbol (for example, the effect symbol indicating the alphanumeric character of “7”) constituting the determined jackpot combination is stopped and displayed. In the symbol display area 5C, etc., the presentation symbols are changing, or in all or part of the “left”, “middle”, “right” effect symbol display areas 5L, 5C, 5R This is a display state that changes synchronously while constituting all or part of the combination.

  In response to the reach state, the variation speed of the effect symbol is reduced, or a character image (effect image imitating a person) different from the effect symbol is displayed in the display area of the effect display device 5. Or change the display mode of the background image, play and display a moving image that is different from the production symbol, or change the variation mode of the production symbol, so that the production operation different from before reaching the reach state is executed May be. Such an effect operation such as display of the character image, change of the display mode of the background image, reproduction display of the moving image, and change of the change mode of the effect pattern is referred to as reach effect display (or simply reach effect). In the reach effect, not only the display operation in the effect display device 5, but also the sound output operation by the speakers 8L and 8R, the lighting operation (flashing operation) in the light emitter such as the game effect lamp 9, and the like are in the reach state. An operation mode different from the previous operation mode may be included.

  As an effect operation in the reach effect, a plurality of types of effect patterns (also referred to as “reach patterns”) having different operation modes (reach modes) may be prepared in advance. Each reach mode has a different possibility of “big hit” (also referred to as “reliability” or “big hit reliability”). That is, it is possible to vary the possibility that the variable display result will be a “big hit” depending on which of the multiple types of reach effects is executed.

  When a special symbol that becomes a lost symbol is stopped (derived) as a confirmed special symbol in the special symbol game, the variation display state of the production symbol does not reach the reach state after the variation display of the production symbol is started. In addition, a definite effect symbol that is a predetermined non-reach combination may be stopped and displayed. Such a variation display mode of the effect symbol is referred to as a “non-reach” (also referred to as “normal loss”) variable display mode when the variation display result is “losing”.

  When a special symbol that becomes a lost symbol is stopped (derived) as a confirmed special symbol in the special symbol game, the variation display state of the production symbol becomes the reach state after the variation display of the production symbol is started. Correspondingly, after the reach effect is executed, or when the reach effect is not executed, a confirmed effect symbol that becomes a predetermined reach lose combination may be stopped and displayed. Such a variation display result of the effect symbol is referred to as a variation display mode of “reach” (also referred to as “reach lose”) when the variation display result is “losing”.

  Corresponding to the fact that the variation display state of the production symbol has reached the reach state when the jackpot symbol indicating the number “3” is stopped and displayed as a special symbol that is a jackpot symbol as a special symbol to be confirmed in the special symbol game Then, after a predetermined reach effect is executed, a definite effect symbol that is a predetermined normal big hit combination (also referred to as “non-probable variable big hit combination”) among a plurality of types of big hit combinations is stopped and displayed. It should be noted that the non-probable big hit combination may be stopped and displayed as a confirmed effect symbol without the reach effect being executed.

  The confirmed effect symbol which is a normal big hit combination (non-probable variation big hit combination) is variably displayed in, for example, the “left”, “middle” and “right” effect symbol display areas 5L, 5C and 5R in the effect display device 5. Among the effect symbols having the symbol numbers “1” to “8”, any one of the effect symbols having the even symbol numbers “2”, “4”, “6”, “8” is “left”, “ What is necessary is just to be able to be stopped and displayed on a predetermined effective line in each of the effect display areas 5L, 5C, and 5R of “middle” and “right”. The effect symbols having the even number “2”, “4”, “6”, “8” constituting the normal jackpot combination are referred to as normal symbols (also referred to as “non-probable variation symbols”).

  Corresponding to the fact that the confirmed special symbol in the special figure game becomes the normal jackpot symbol, after the predetermined reach effect is executed, the finalized symbol of the normal jackpot combination (non-probable variable jackpot combination) is stopped and displayed. The variable display mode is referred to as a variable display mode (also referred to as “big hit type”) of “non-probable change” (also referred to as “normal big hit”) when the variable display result is “big hit”. It should be noted that the normal jackpot combination (non-probable variation jackpot combination) may be stopped and displayed as the confirmed effect symbol without executing the reach effect. Based on the fact that the fluctuation display result is “big hit” for the big hit type of “non-probable change”, the normal open big hit state is controlled, and after the end, time reduction control (time reduction control) is performed. By performing the time reduction control, the special symbol change display time (special figure change time) in the special figure game is shortened compared to the normal state. In the short-time control, so-called electric chew support is performed in which the winning frequency of the normal symbol is increased and the winning frequency of the normal variable winning ball device 6B is increased as described later. Here, the normal state is a normal game state that is different from a specific game state such as a big hit game state, and the initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed, after the power is turned on) The same control as in the state in which the initialization process is executed is performed. In the time-saving control, one of the conditions is established first, that is, a special game is executed a predetermined number of times (for example, 100 times) after the big hit gaming state ends, and the fluctuation display result is “big hit”. Sometimes it just needs to end.

  In the special symbol game, among the special symbols that become jackpot symbols, if the probability variation jackpot symbol such as the special symbol indicating the numbers “5” and “7” is stopped and displayed, the change display state of the effect symbol In response to the reach state being reached, after the reach effect similar to the case where the variation display mode of the effect symbol is “normal” is executed, among the multiple types of big hit combinations, a predetermined probability variation big hit combination and The determined effect design may be stopped and displayed. It should be noted that the probability variation big hit combination may be stopped and displayed as the confirmed effect symbol without the reach effect being executed. The confirmed effect symbol that is a probable big hit combination is, for example, a symbol number “1” that is variably displayed in each of the effect symbol display areas 5L, 5C, and 5R of the “left”, “middle”, and “right” in the effect display device 5. Among the effect symbols of “8”, the effect symbol whose symbol number is “7” is a predetermined effective line in the effect symbol display areas 5L, 5C, 5R of “left”, “middle”, and “right”. What is necessary is just to be able to be stopped and displayed all together. The effect symbol having the symbol number “7” constituting the probability variation jackpot combination is referred to as a probability variation symbol. When the probability variation jackpot symbol is stopped and displayed as the confirmed special symbol in the special figure game, the confirmed effect symbol that is a normal jackpot combination may be stopped and displayed as a variation display result of the effect symbol.

  Regardless of whether the confirmed effect symbol is a normal jackpot combination or a promiscuous jackpot combination, the variation display mode in which the probability variation jackpot symbol is stopped and displayed as a confirmed special symbol in the special figure game will have a "big hit" variation display result. This is referred to as a variation display mode of “probability variation” (also referred to as “big hit type”). In this embodiment, among the big hit types of “probable change”, control is made to the normally open big hit state based on the fact that “5” and “7” change display results are “big hit” as the confirmed special symbols. Then, after the end, probability variation control (probability variation control) is performed together with the time reduction control.

  By performing the probability variation control, the probability that the fluctuation display result (special display result) becomes “big hit” in each special figure game is improved so as to be higher than that in the normal state. The probability variation control may be ended when the condition that the fluctuation display result is “big hit” and the game is controlled to the big hit gaming state again after the big hit gaming state is ended. Similar to the time reduction control, the probability variation control is ended when a predetermined number of times (for example, 100 times the same as the time reduction number or 90 times different from the time reduction number) are executed after the end of the big hit gaming state. May be. In addition, even if the probability variation control is ended when the probability variation control is ended by the probability variation control lottery executed every time the special game is started after the big hit gaming state is ended, the probability variation control is terminated. Good.

  When the time-shortening control is performed, the normal symbol display unit 20 controls the normal symbol in the normal symbol game so that the variation time of the normal symbol (ordinary symbol variation time) is shorter than that in the normal state. Control to improve the probability that the display result is “per normal figure” than in the normal state, and tilt control of the movable blade piece in the normal variable winning ball apparatus 6B based on the fact that the fluctuation display result is “per normal figure”. The game ball can easily pass (enter) the second start winning opening, such as a control to make the tilt control time for performing longer than that in the normal state, and a control to increase the number of tilts than in the normal state. Control (electricity support control) that is advantageous to the player by increasing the possibility that the start condition is satisfied is performed. In this way, the control that facilitates the entry of the game ball into the second start winning opening in accordance with the time-shortening control and is advantageous to the player is also referred to as high opening control. As the high opening control, any one of these controls may be performed, or a plurality of controls may be combined.

  By performing the high opening control, the frequency at which the second start winning opening becomes the expanded opening state is higher than when the high opening control is not performed. As a result, the second start condition for executing the special figure game using the second special figure in the second special symbol display 4B is easily established, and the special figure game can be executed frequently. The time until the fluctuation display result becomes “big hit” is shortened. The period during which the high opening control can be performed is also referred to as a high opening control period, and this period may be the same as the period during which the time reduction control is performed.

  The gaming state in which both the short time control and the high opening control are performed is also referred to as a short time state or a high base state. The gaming state in which the probability variation control is performed is also referred to as a probability variation state or a high probability state. A gaming state in which the time-shortening control or the high opening control is performed together with the probability variation control is also referred to as a high probability high base state. In this embodiment, the gaming state to be controlled is not set, but the probability variation state in which only the probability variation control is performed and the time-shortening control or the high opening control is not performed is also referred to as a high probability low base state. In addition, only the gaming state in which the time-shortening control or the high opening control is performed together with the probability variation control is sometimes referred to as a “probability variation state”, and may be referred to as a time variation probability variation state in order to distinguish from the high probability low base state. On the other hand, a probability variation state (high probability low base state) in which only time variation control is performed and time reduction control or high opening control is not performed is sometimes referred to as a time variation probability variation state in order to be distinguished from a high accuracy high base state. The short time state in which the short time control or the high opening control is performed without performing the probability variation control is also referred to as a low probability high base state. The normal state in which neither the probability variation control, the time reduction control, nor the high opening control is performed is also referred to as a low probability low base state. When at least one of time-shortening control and probability variation control is performed in a gaming state other than the normal state, the probability that the special-figure game can be executed frequently and the fluctuation display result in each special-figure game will be “big hit” As a result, the player is in an advantageous state. A gaming state advantageous to a player different from the big hit gaming state is also referred to as a special gaming state.

  When the small hit symbol is stopped and displayed, the game state is not changed after controlling to the small hit game state described above, and the game state before the change display result becomes “small hit” is displayed. Control may be continued.

  Various control boards such as a main board 11, an effect control board 12, an audio control board 13, and a lamp control board 14 as shown in FIG. 2 are mounted on the pachinko gaming machine 1. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as a payout control board, an information terminal board, a launch control board, and an interface board are disposed on the back surface of the game board 2 in the pachinko gaming machine 1.

  The main board 11 is a main-side control board, and various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is mainly addressed to a sub-side control board composed of a random number setting function used in a special game, a function of inputting a signal from a switch or the like disposed at a predetermined position, and an effect control board 12. A function of outputting and transmitting a control command as an example of command information as a control signal, a function of outputting various information to a hall management computer, and the like are provided. In addition, the main board 11 performs on / off control of each LED (for example, segment LED) constituting the first special symbol display 4A and the second special symbol display 4B, and thereby the first special diagram and the second special diagram. The display of fluctuation of a predetermined display pattern such as controlling the fluctuation display of the normal symbol display 20 or controlling the fluctuation display of the normal symbol by the normal symbol display 20 by controlling the lighting / extinguishing / coloring control of the normal symbol display 20 is performed. It also has a function to control.

  The main board 11 includes, for example, a game control microcomputer 100, a switch circuit 110 that receives detection signals from various switches for game ball detection and transmits the detection signals to the game control microcomputer 100, and the game control microcomputer 100. A solenoid circuit 111 for transmitting a solenoid drive signal to the solenoids 81 and 82 is mounted.

  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and produces the effect display device 5, speakers 8L, 8R. In addition, various circuits for controlling the production operation by the production electrical parts such as the game effect lamp 9 are mounted. That is, the effect control board 12 provides effects such as display operations on the effect display device 5, all or part of sound output operations from the speakers 8L and 8R, and all or part of lighting / extinguishing operations on the game effect lamp 9 or the like. A function of determining the control content for causing the electrical component to execute a predetermined performance operation is provided.

  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and outputs sound from the speakers 8 </ b> L and 8 </ b> R based on commands and control data from the effect control board 12. For example, a processing circuit for executing audio signal processing is mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and is turned on / off in the game effect lamp 9 and the like based on commands and control data from the effect control board 12. A lamp driver circuit for driving is mounted.

  As shown in FIG. 2, wiring for transmitting detection signals from the gate switch 21, the first start port switch 22 </ b> A, the second start port switch 22 </ b> B, the count switch 23, and the out ball switch 24 is connected to the main board 11. ing. The gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, and the out ball switch 24 detect a game ball as a game medium such as a sensor. Any structure having an arbitrary configuration is possible. Further, the main board 11 includes a first special symbol display 4A, a second special symbol display 4B, a normal symbol display 20, a first hold indicator 25A, a second hold indicator 25B, and a general figure hold indicator 25C. Wiring for transmitting a command signal for performing display control such as is connected.

  A control signal transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15. The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted and received as an electric signal. In the effect control command, for example, a change pattern designation command indicating a change pattern indicating a change pattern such as a change time of an effect symbol, a type of reach effect, and the presence or absence of a pseudo-continuous, and an image display operation in the effect display device 5 are controlled. Display control commands used for the purpose, voice control commands used for controlling the sound output from the speakers 8L, 8R, lamp control commands used for controlling the lighting operation of the game effect lamp 9 and the decoration LED, etc. It is included.

  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 for storing a game control program, fixed data, and the like, and a game control work area. A RAM (RandomAccessMemory) 102 to be provided; a CPU (Central Processing Unit) 103 that executes a control program by executing a game control program; a random number circuit 104 that updates numeric data indicating a random number value independently of the CPU 103; And an I / O (Input / Output port) 105.

  As an example, in the game control microcomputer 100, a process for controlling the progress of the game in the pachinko gaming machine 1 is executed by the CPU 103 executing a program read from the ROM 101. At this time, the CPU 103 reads fixed data from the ROM 101, the CPU 103 writes various fluctuation data to the RAM 102 and temporarily stores the fluctuation data, and the CPU 103 temporarily stores the various fluctuation data. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed.

  As shown in FIG. 2, the effect control board 12 is provided with an effect control CPU 120 that performs a control operation according to a program, a ROM 121 that stores an effect control program, fixed data, and the like, and a work area for the effect control CPU 120. Random number which updates the numerical data which shows the random value independently of RAM122 which performs, the display control part 123 which performs the process for determining the control content of the display operation in the production | presentation display apparatus 5, and CPU120 for production control A circuit 124 and an I / O 125 are mounted.

  As an example, in the effect control board 12, when the effect control CPU 120 executes an effect control program read from the ROM 121, a process for controlling the effect operation by the effect electric component is executed. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores the data, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed.

  Further, in the present embodiment, the effect display device 5 is disposed on the back side of the game board 2 and can be visually recognized through the opening 2c formed in the game board 2. Note that a frame-shaped center decorative frame 51 is provided in the opening 2 c in the game board 2. An effect unit 300 is provided between the back of the game board 2 and the effect display device 5, and the effect control board 12 has various motors, solenoids, sensors, light emitting diodes ( LED) etc. are connected.

  Next, the operation (action) of the pachinko gaming machine 1 in this embodiment will be described. In the description of each step in the flowchart according to the present embodiment, for example, a portion indicated as “step S1” may be abbreviated as “S1”. In the main board 11, when power supply from a predetermined power supply board is started, the game control microcomputer 100 is activated, and the CPU 103 executes a predetermined process as a game control main process. When the game control main process is started, the CPU 103 performs the necessary initial setting after setting the interrupt prohibition. In this initial setting, for example, the RAM 102 is cleared. Also, register setting of a CTC (counter / timer circuit) built in the game control microcomputer 100 is performed. Thereby, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 milliseconds), and the CPU 103 can periodically execute timer interrupt processing. When the initial setting is completed, an interrupt is permitted and then loop processing is started. In the game control main process, the process for returning the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop may be executed before entering the loop process.

  When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, it executes the game control timer interrupt process shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 3 is started, the CPU 103 first executes a predetermined switch process, thereby the gate switch 21, the first start port switch 22A, the second start port through the switch circuit 110. The state of detection signals input from various switches such as the switch 22B and the count switch 23 is determined (S11). Subsequently, by executing predetermined main-side error processing, abnormality diagnosis of the pachinko gaming machine 1 is performed, and if necessary, warning can be generated according to the diagnosis result (S12). Thereafter, by executing a predetermined information output process, for example, data such as jackpot information, starting information, probability variation information supplied to a hall management computer installed outside the pachinko gaming machine 1 is output (S13). ).

  Subsequent to the information output process, a game random number update process for updating at least a part of game random numbers such as random number values MR1 to MR4 used on the main board 11 side by software is executed (S14). Thereafter, the CPU 103 executes special symbol process processing (S15). In the special symbol process, the value of the special symbol process flag provided in the game control flag setting unit (not shown) is updated according to the progress of the game in the pachinko gaming machine 1, and the first special symbol display 4A or 2 Various processes are selected and executed in order to perform control of display operation in the special symbol display 4B and setting of opening / closing operation of the special winning opening in the special variable winning ball apparatus 7 in a predetermined procedure.

  Following the special symbol process, the normal symbol process is executed (S16). The CPU 103 controls the display operation (for example, turning on / off the segment LED, etc.) on the normal symbol display 20 by executing the normal symbol process, so that the variable display of the normal symbol and the movable in the normal variable winning ball apparatus 6B are possible. Enables setting of the tilting movement of the blade.

  After executing the normal symbol process, the CPU 103 transmits the control command from the main board 11 to the sub-side control board such as the effect control board 12 by executing the command control process (S17). As an example of these, in the command control process, the output port included in the I / O 105 corresponds to the setting in the command transmission table specified by the value of the transmission command buffer provided in the game control buffer setting unit (not shown). Of these, after setting the control data in the output port for transmitting the effect control command to the effect control board 12, the predetermined control data is set in the output port of the effect control INT signal, and the effect control INT signal is set to the predetermined value. An effect control command can be transmitted based on the setting in the command transmission table, for example, by switching from the on state to the off state over time. After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.

  FIG. 4 is a flowchart showing an example of processing executed in S15 shown in FIG. 3 as special symbol process processing. In this special symbol process, the CPU 103 first executes a start winning determination process (S21). After executing the start winning determination process, the CPU 103 selects and executes any of the processes of S22 to S29 according to the value of the special figure process flag provided in the game control flag setting unit (not shown). .

  In the start winning process of S21, it is determined whether or not there has been a first start prize or a second start prize by the first start port switch 22A or the second start port switch 22B. The random number value MR1 for determination, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern are extracted, and in the case of the first start winning, the free entry in the first special figure reservation storage unit 151A And in the case of the second start winning prize, it is stored at the top of the empty entry in the second special figure reservation storage unit 151B.

  The special symbol normal process of S22 is executed when the value of the special symbol process flag is “0”. In this special symbol normal process, the first special symbol display 4A and the second special symbol are based on the presence / absence of reserved data stored in the first special symbol reservation storage unit 151A and the second special diagram reservation storage unit 151B. It is determined whether or not to start the special game using the display 4B. In the special symbol normal process, whether the variation display result of the special symbol or the effect symbol is “big hit” based on the numerical data indicating the random value MR1 for determining the special symbol display result, Make a decision (predetermined) before being displayed. Further, in the special symbol normal process, in response to the special symbol variation display result in the special symbol game, the confirmed special symbol (the jackpot symbol or the like in the special symbol game by the first special symbol indicator 4A or the second special symbol indicator 4B). One of the lost symbols) is set. In the special symbol normal process, the value of the special symbol process flag is updated to “1” when the variation display result of the special symbol or the effect symbol is determined in advance.

  The variation pattern setting process of S23 is executed when the value of the special figure process flag is “1”. In this variation pattern setting process, a variation pattern is selected from any of a plurality of variations using numerical data indicating a variation pattern determination random value MR3 based on a result of prior determination as to whether or not the variation display result is “big hit”. This includes the process of determining whether or not. When the variation pattern setting process is executed and the variation display of the special symbol is started, the value of the special diagram process flag is updated to “2”.

  By the special symbol normal process in S22 and the variation pattern setting process in S23, a variation pattern including the variation display time of the confirmed special symbol, the special symbol, and the effect symbol that is the variation display result of the special symbol is determined. That is, the special symbol normal processing and the variation pattern setting processing are performed using the special symbol display result determination random number MR1, the jackpot type determination random value MR2, and the variation pattern determination random value MR3. The process which determines the fluctuation | variation display mode of is included.

  The special symbol variation process of S24 is executed when the value of the special symbol process flag is “2”. The special symbol variation processing includes processing for setting the special symbol to be varied in the first special symbol display 4A and the second special symbol display 4B, and the elapsed time since the special symbol started to vary. It includes processing to measure For example, every time the special symbol variation process of S24 is executed, the special symbol variation timer value which is a stored value in the special diagram variation timer provided in the game control timer setting unit (not shown) is decremented or incremented by one. Regardless of whether the game is a special game using the first special graphic on the first special symbol display 4A or a special game using the second special graphic on the second special symbol display 4B, The elapsed time is measured by the timer. Further, it is also determined whether or not the measured elapsed time has reached a special figure fluctuation time corresponding to the fluctuation pattern. In this way, the special symbol variation process of S24 is performed in the special symbol variation in the special symbol game using the first special symbol in the first special symbol display 4A or the second special symbol in the second special symbol display 4B. It suffices if it is a process for controlling the variation of the special symbol in the special figure game using the game by a common processing routine. When the elapsed time since the start of the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to “3”.

  The special symbol stop process of S25 is executed when the value of the special symbol process flag is “3”. In this special symbol stop process, the first special symbol display unit 4A or the second special symbol display unit 4B stops the variation of the special symbol, and the definite special symbol that is the variation display result of the special symbol is stopped and displayed (derived). A process for performing the setting is included. Then, it is determined whether or not the big hit flag provided in the game control flag setting unit (not shown) is turned on. If the big hit flag is turned on, the special process flag value is “4”. Is updated. On the other hand, when the big hit flag is off, the value of the special figure process flag is updated to “0”.

  The big hit release pre-processing of S26 is executed when the value of the special figure process flag is “4”. This pre-opening process for the big hit is based on the fact that the fluctuation display result is “big hit” and the like, for example, a process for starting the execution of the round in the big hit gaming state and setting the big winning opening to the open state. include. At this time, for example, the upper limit of the period during which the big winning opening is opened may be set according to whether the big hit type is “non-probable big hit” or “probable big hit”. At this time, the value of the special figure process flag is updated to “5”.

  The big hit release process of S27 is executed when the value of the special figure process flag is “5”. The big hit opening process includes a process for measuring an elapsed time after the big winning opening is opened, a number of game balls detected by the measured elapsed time and the count switch 23, and the like. The process etc. which determine whether it became the timing which returns to a closed state from an open state are included. Then, when returning the special winning opening to the closed state, after performing processing for stopping the supply of the solenoid driving signal to the special winning opening door solenoid 82, the value of the special figure process flag is updated to “6”. .

  The big hit release post-processing in S28 is executed when the value of the special figure process flag is “6”. In this post-hit opening process, the process of determining whether or not the number of rounds in which the winning opening is in the open state has reached the maximum number of opening of the big winning opening, or the maximum number of opening of the big winning opening has been reached. In some cases, processing for setting to transmit a jackpot end designation command is included. When the number of round executions has not reached the maximum value of the number of times of winning the special winning opening, the value of the special figure process flag is updated to “5”. The value of the process flag is updated to “7”.

  The big hit end processing of S29 is executed when the value of the special figure process flag is “7”. In this jackpot end process, a waiting time corresponding to a period in which an ending effect as an effect operation for informing the end of the jackpot gaming state is executed by an effect device such as the effect display device 5, the speakers 8L and 8R, the game effect lamp 9 or the like. Includes processing to wait until the time has elapsed, and processing to perform various settings (setting of probability variation flag and time reduction flag) to start probability variation control and time reduction control in response to the end of the big hit gaming state . When such setting is performed, the value of the special figure process flag is updated to “0”.

  In the big hit ending process, the big hit type buffer value stored in the game control buffer setting unit (not shown) is read to identify whether the big hit type is “non-probable variable big hit” or “probable big hit”. . If it is determined that the identified big hit type is not “non-probable variation big hit”, setting for starting the probability variation control (setting of the probability variation flag) is performed.

  In addition, when the specified big hit type is “non-probable variable big hit”, the setting for starting the time reduction control (in advance corresponding to the setting of the time reduction flag and the upper limit value of the special game that can be executed during the time reduction control). A predetermined count initial value (“100” in the present embodiment) is set in the short-time counter.

  Next, the operation of the effect control board 12 will be described. FIG. 5 is a flowchart showing the effect control main process executed by the effect control CPU 120 mounted on the effect control board 12. The effect control CPU 120 starts executing the main process when the power is turned on. In the main processing, first, initialization processing is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 2 ms) (S51). Thereafter, the effect control CPU 120 proceeds to a loop process for monitoring the timer interrupt flag (S52). When the timer interrupt occurs, the effect control CPU 120 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set (turned on) in the main process, the effect control CPU 120 clears the flag (S53) and executes the following process.

  The effect control CPU 120 first analyzes the received effect control command and performs a process of setting a flag in accordance with the received effect control command (command analysis process: S54). In this command analysis process, the effect control CPU 120 confirms the content of the command transmitted from the main board 11 stored in the reception command buffer. The effect control command transmitted from the game control microcomputer 100 is received by an interrupt process based on the effect control INT signal and stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 3) the effect control command stored in the buffer area is.

  Next, the effect control CPU 120 performs effect control process processing (S55). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 5 is executed.

  Next, an effect random number update process for updating the counter value for generating effect random numbers such as jackpot symbol determination random numbers is executed (S56), and then the process proceeds to S52.

  The effect control command transmitted from the game control microcomputer 100 is received by an interrupt process based on the effect control INT signal and stored in a buffer area formed in the RAM. In the command analysis process, which command is the presentation control command stored in the buffer area is analyzed.

  FIG. 4 is a flowchart showing the effect control process (S55) in the effect control main process. In the effect control process, the effect control CPU 120 first displays the hold memory display in the first hold memory display area 5D and the second hold memory display area 5U of the effect display device 5, and the stored contents of the start winning reception command buffer 194A. A hold display update process for updating to a display corresponding to is executed (S72).

  Thereafter, the effect control CPU 120 performs any one of S73 to S79 according to the value of the effect control process flag. In each process, the following process is executed.

  Fluctuation pattern designation command reception waiting process (S73): It is confirmed whether or not a variation pattern designation command is received from the game control microcomputer 100. Specifically, it is confirmed whether or not a variation pattern designation command is received in the command analysis process. If the change pattern designation command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (S74).

  Effect symbol variation start processing (S74): Control is performed so that the variation of the effect symbol is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (S75).

  Production symbol variation processing (S75): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (S76).

  Effect symbol variation stop processing (S76): Based on the reception of the effect control command (symbol confirmation command) for instructing all symbols to stop, control is performed to stop the variation of the effect symbol and derive and display the display result (stop symbol). Do. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (S77) or the variation pattern designation command reception waiting process (S73).

  Jackpot display process (S77): After the end of the variation time, control is performed to display a screen for notifying the effect display device 5 of the occurrence of a jackpot. Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (S78).

  Big hit game processing (S78): Control during the big hit game is performed. For example, when receiving a special command during opening of the special prize opening or a designation command after opening the special prize opening, display control of the number of rounds in the effect display device 5 is performed. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot end effect process (S79).

  Big hit end effect process (S79): In the effect display device 5, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern designation command reception waiting process (S73).

  Next, the rendering unit 300 will be described with reference to FIGS. FIG. 7A is a front view showing the effect unit, and FIG. 7B is a perspective view showing the effect unit as viewed obliquely from the front. FIG. 8A is a perspective view showing a state in which the effect movable body has moved to the lower position, and FIG. 8B is a perspective view showing operation modes of the first effect movable unit and the second effect movable unit. FIG. 9 is an exploded perspective view showing a state in which the effect unit is viewed obliquely from the front. FIG. 10 is an exploded perspective view showing a state in which the effect unit is viewed obliquely from behind. 11A is a front view showing a state in which the second gear is in the meshing position, and FIG. 11B is a front view showing a state in which the second gear has moved to the meshing release position. 12A is a perspective view showing a bobbin, FIG. 12B is a front view, FIG. 12C is an exploded perspective view, and FIG. 12D is an AA cross-sectional view of FIG. 13A is a cross-sectional view taken along the line BB in FIG. 12B, FIG. 13B is a cross-sectional view taken along the line CC in FIG. 12B, and FIG. 13C is a cross-sectional view showing the main part of the peripheral surface of the bobbin. FIG. 14A is a cross-sectional view showing a state in which the holding member is in the holding position, and FIG. 14B is a cross-sectional view showing a state in which the holding member is moved to the holding release position. FIG. 15 is a schematic diagram illustrating a state in which the effect movable body is in the first upper position. FIG. 16 is a schematic diagram illustrating a state where the effect movable body is raised to the second upper position. FIG. 17 is a schematic diagram illustrating a state in which the effect movable body has been dropped. FIG. 18 is a schematic diagram showing a state where the effect movable body is raised to the upper position. FIG. 19A is a timing chart showing the operation mode of the moving mechanism when the drop effect is executed, and FIG. 19B is a timing chart showing the operation mode of the movement mechanism when the drop effect is not executed.

  As shown in FIGS. 7 to 10, the effect unit 300 includes a base member 301 and an effect movable body 302 provided so as to be movable between at least an upper position and a lower position with respect to the base member 301. . The base member 301 is formed in an approximately U-shape in a front view by a top side portion 301a and side portions 301b and 301c extending downward from left and right ends of the top side portion 301a. As shown in FIG. Arranged along the upper and left and right sides of the display screen of the device 5.

  The effect movable body 302 is located at a position corresponding to the upper side portion 301a of the base member 301, that is, an upper position (see FIG. 3) above the display screen of the effect display device 5, and left and right side portions 301b and 301c. It is possible to move between a substantially central position in the vertical direction, that is, a lower position (see FIG. 4) superimposed in front of a substantially central position of the display screen of the effect display device 5, and the effect movable body 302 in particular has its own weight. It is possible to fall from the upper position to the lower position.

  In the present embodiment, the effect movable body 302 has the upper position as the initial driving position, but the lower position may be the initial driving position. In the present embodiment, the effect movable body 302 is provided so as to be able to move further upward than the upper position. That is, the upper position includes a first upper position that is the initial driving position and is held by a holding mechanism 340 described later, and a second upper position that is higher than the first upper position. Is provided so as to be movable between at least a second upper position and a lower position.

  In the present embodiment, the production movable body 302 is provided so as to be movable between the second upper position and the lower position. However, the present invention is not limited to this, and at least the first movement body 302 is provided. As long as it can move between the 2 upper position and the lower position, it may be movable further upward than the second upper position.

  Further, the production movable body 302 is movable up and down with respect to the first production movable body 303L as the first production body supported so as to be movable up and down with respect to the left side portion 301b and the right side portion 301c. And a second effect movable body 303R as a second effect body supported by the movement mechanism 304L, 304R as moving means provided respectively on the left and right sides of the upper side portion 301a of the base member 301. It is possible to move from the position to the upper position. Since the first effect movable body 303L and the second effect movable body 303R are integrated by the connecting rod 305, they always fall together from the upper position to the lower position at the same timing.

  As shown in FIGS. 9 and 10, guide rails 306 that linearly move and guide the effect movable body 302 in the vertical direction extend in the vertical direction on the left and right side portions 301 b and 301 c of the base member 301. . Also, below the guide rail 306 is provided a drop restricting member 307 that abuts against the effect movable body 302 that has dropped and restricts the drop from falling downward. The drop regulating member 307 is made of a rubber material, a urethane resin material, or the like, and can be buffered when the effect movable body 302 collides.

  Next, the moving mechanisms 304L and 304R will be described. Note that the left and right moving mechanisms 304L and 304R are configured in substantially the same manner only by being arranged symmetrically, and therefore, only the left moving mechanism 304L will be described here, and the right moving mechanism 304R is the same. Detailed description will be omitted by attaching the symbol.

  As shown in FIGS. 9 to 11, the moving mechanism 304 </ b> L includes a mounting plate 309 attached to the upper side portion 301 a of the base member 301, a first effect motor 310 fixed to the back side of the mounting plate 309, and a mounting plate. 309, a first gear 311 fixed to a drive shaft 310a protruding through the front side through 309, a second gear 312 meshed with the first gear 311, and a third gear 313 meshed with the second gear 312; A bobbin 314 as a winding unit provided integrally on the back side of the third gear 313, a constant load spring 315 that is an example of a band member that can be wound around the bobbin 314, and the second gear 312 are moved. A first effect solenoid 316 for the purpose.

  As shown in FIGS. 12 and 13, the bobbin 314 is formed by integrating a front cylindrical portion 317a and a flange portion 318a and a rear cylindrical portion 317b and a flange portion 318b with a screw N1. A third gear 313 is formed on the front flange portion 318a. A through-hole 319 is formed at the center of the cylindrical portions 317 a and 317 b and the third gear 313, and is rotatable about a rotation shaft 320 that protrudes from the mounting plate 309 and faces in the front-rear direction.

  Flat portions 321a and 321b are formed on the circumferential surfaces of the cylindrical portions 317a and 317b, and screw holes 322 are formed in the rear cylindrical portion 317b and attached to one end of the constant load spring 315. One end of the constant load spring 315 can be attached by screwing the screw N2 into the screw hole 322. By attaching one end of the constant load spring 315 to the flat portions 321a and 321b in this way, the constant load spring 315 is attached to the peripheral surface of the cylindrical portions 317a and 317b so that the constant load spring 315 does not protrude from the head of the screw N2 or shift in the width direction. It can be wound up neatly.

  As shown in FIG. 13C, the constant load spring 315 is a belt-like spring member having a predetermined width L1 (for example, about 8 mm) and a predetermined length, and one end is a flat portion of the bobbin 314. 321a and 321b are attached, and the other end is attached to the production movable body 302. Further, when the production movable body 302 is in the upper position, the production movable body 302 is wound around the circumferential surface of the cylindrical portions 317a and 317b, and has a length necessary for the production movable body 302 to be pulled out at least to the lower position. doing.

  In the constant load spring 315, the return force (load) generated when it is stretched in a straight line is substantially constant regardless of the stroke, and the movable body for performance 302 is in a state where its own weight is larger than the return force of the constant load spring 315. It is supported by. As described above, when the weight of the production movable body 302 exceeds the return force of the constant load spring 315, the production movable body 302 can be dropped by its own weight, but is increased by the first production motor 310 having a small output ( Or can be lowered).

  In the present embodiment, the production movable body 302 is supported in a state where its own weight is larger than the return force of the constant load spring 315, but the present invention is not limited to this, and its own weight is The constant force spring 315 may be supported in a balanced state with the return force. In this way, the weight of the effect movable body 302 becomes theoretically zero, and can be raised (or lowered) by the first effect motor 310 with a small output.

  A width dimension L2 (for example, about 8.5 mm) in the axial direction (front-rear direction) on the peripheral surfaces of the cylindrical portions 317a and 317b is slightly (for example, about 0.5 mm) than the width dimension L1 of the constant load spring 315. (About 1 mm) In addition, the width dimension of the flange portions 318a and 318b serving as a guide when winding the constant load spring 315 gradually increases as the distance from the axial center increases, and the width dimension L3 (for example, 9.7 mm) on the distal end side. Is wider than the width L2 on the base side.

  That is, the width dimension L1 of the constant load spring 315 as the band member has a width dimension corresponding to the width dimension L2 of the cylindrical portions 317a and 317b as the winding portions. For example, when winding the constant load spring 315, the width dimension corresponding to the width dimension L2 of the peripheral surface of the cylindrical portions 317a and 317b is substantially the same dimension so as not to be greatly displaced in the width direction. It is preferable that the width dimension has a slight play between the flange portions 318a and 318b. Specifically, it is preferable that the width dimension L2 is about 1.05 to about 1.1 times and the width dimension L3 is about 1.2 times the width dimension L1.

  In this way, by making the width dimension L1 of the constant load spring 315 and the width dimension L2 of the peripheral surfaces of the cylindrical portions 317a and 317b substantially the same dimension, as shown by a one-dot chain line in FIG. Even when the constant load spring 315 is displaced in the width direction due to some factor during winding, the displacement is corrected by the flange portions 318a and 318b coming into contact with the end portion of the constant load spring 315. It can be wound without any bias.

  In addition, the width of the flange portions 318a and 318b gradually increases as the distance from the axial center increases, so that the gap between the flange portions 318a and 318b is wide and narrows toward the center. The constant load spring 315 can be smoothly wound without being biased in the width direction.

  Thus, the width of the winding part in the present embodiment includes the width dimension L2 and the width dimension L3 which are dimensions in the direction of the rotation axis 320 in the cylindrical portions 317a and 317b of the bobbin 314. That is, when the winding portion is formed in a substantially concave groove shape in a sectional view along the rotation axis 320 of the bobbin 314, the width of the winding portion is the width dimension of the concave groove. Further, when the width L2 on the proximal end side and the width L3 on the distal end side in the groove are different as in the present embodiment, the dimensions in the range of these width dimensions L2 to L3 are included in the width of the winding portion. .

  Thus, the circumferential surfaces of the cylindrical portions 317a and 317b of the bobbin 314 as the winding portion are formed in a substantially concave groove shape, so that both end portions in the width direction of the constant load spring 315 are flange portions during winding. Since it is guided by 318a and 318b, the constant load spring 315 can be smoothly wound up without being biased in the width direction. In this embodiment, the width dimension of the winding portion, that is, the separation width dimension of the flange portions 318a and 318b is different between the proximal end side and the distal end side (width dimension L2 ≠ L3). However, the present invention is not limited to this, and all width dimensions may be the same from the base end side to the tip end side.

  As shown in FIG. 11, the bobbin 314 configured as described above transmits the rotational force of the drive shaft 310 a of the first effect motor 310 to the first gear 311, the second gear 312, and the third gear 313. Thus, it rotates around the rotation shaft 320. The constant load spring 315 is wound around the bobbin 314 by rotating the bobbin 314 in the first direction (clockwise in front view), and the constant load spring is rotated by rotating the bobbin 314 in the second direction (counterclockwise in front view). 315 is pulled out vertically from the bobbin 314.

  The second gear 312 is centered around a rotation shaft 331 facing the front-rear direction at one end of a rotation member 330 having a substantially inverted V shape when viewed from the front, which is rotatably supported about the drive shaft 310a of the first gear 311. It is provided so that rotation is possible. The other end of the turning member 330 is connected to the tip of the plunger 316a of the first effect solenoid 316, and the turning member 330 is driven by turning on the first effect solenoid 316 (energized state). It rotates around the shaft 310a.

  Specifically, when the first effect solenoid 316 is off (non-energized state), the second gear 312 is extended by the plunger 316a being urged by the urging spring 316b, and the rotating member 330 is in the first direction ( By rotating in the clockwise direction as viewed from the front, the first gear 311 and the third gear 313 are engaged with each other, and the engagement position where the rotational force of the drive shaft 310a can be transmitted to the third gear 313 is maintained ( (See FIG. 11A).

  When the first effect solenoid 316 is on (energized state), the plunger 316a contracts against the biasing force of the biasing spring 316b, and the rotating member 330 is in the second direction (counterclockwise when viewed from the front). Is rotated (moved) away from the third gear 313 and moved to a mesh release position where the rotational force of the drive shaft 310a cannot be transmitted to the third gear 313 (FIG. 11B )reference). Note that the second gear 312 is separated from the third gear 313 by moving around the first gear 311 around the drive shaft 310a, so that the second gear 312 is engaged with the first gear 311. While moving away from the third gear 313 alone.

  In this way, by releasing the meshing state of the first gear 311, the second gear 312, and the third gear 313, the bobbin 314 is in a free state where the load of the first effect motor 310 is not applied, and its own weight is reduced. By exceeding the return force of the constant load spring 315, it is possible to drop from the upper position to the lower position.

  As shown in FIG. 14, a holding mechanism 340 as a holding means for holding the effect movable body that has moved to the upper position is provided at the upper portion of the side portion 301 b of the base member 301. Yes. The holding mechanism 340 is connected via a second effect solenoid 341 attached with the plunger 341a facing downward and a connecting member 342 attached to the tip of the plunger 341a, and is provided to be movable in the front-rear direction. Holding member 343.

  The holding member 343 is formed with a connecting groove 343a inclined upward toward the front side, and a connecting shaft 342a formed in the connecting member 342 is inserted into the connecting groove 343a. When the second effect solenoid 341 is off (non-energized state), the plunger 341a is urged downward and extended by the urging spring 341b, so that the connecting shaft 342a is positioned at the rear end of the connecting groove 343a. Therefore, the holding member 343 is positioned at a holding position where the holding portion 343b at the tip protrudes forward from the side portion 301b. Further, when the second effect solenoid 341 is turned on (energized state), the plunger 341a is contracted against the urging force of the urging spring 341b, so that the connecting shaft 342a is raised. The tip holding portion 343b is moved to a holding release position where it is retracted to the rear side.

  Since the holding member 343 is guided by the side portion 301b so as to be slidable in the front-rear direction, the first effect of the effect movable body 302 on the holding portion 343b in a state where the holding member 343 is located at the holding position. When the moving movable body 303L is locked, the load of the first effect moving body 303L can be supported, and the effect moving body 302 can be held at the upper position.

  Returning to FIGS. 9 and 10, the first effect movable body 303 </ b> L includes a guide portion 350 that moves in the vertical direction on the front side of the side portion 301 b of the base member 301, and a rightward direction from the top of the guide portion 350. A horizontally extending horizontal portion 351, a first effect moving portion 352 provided to be slidable in the left-right direction relative to the horizontal portion 351, and a second effect moving portion 353 provided on the back side of the first effect moving portion 352. And an auxiliary movable portion 358. The detailed structure will be described later with reference to FIGS.

  At predetermined positions of the guide portion 350, a horizontal holding piece 354a (see FIG. 11) as a held portion held by the holding portion 343b of the holding member 343 and a restriction piece 354b that contacts the drop restriction member 307 at a lower position. The stopper part 354 which consists of these is provided.

  A slide rail 356 that is slidably assembled to the guide rail 306 of the base member 301 is provided on the back surface of the guide portion 350. A spring attachment portion 357 to which the other end of the constant load spring 315 is attached is provided on the upper portion of the guide portion 350. As described above, in this embodiment, the first effect movable body 303L is movable in the vertical direction with respect to the base member 301 by assembling the slide rail 356 to the guide rail 306. The constant load spring 315 is attached to the base member 301 such that the width dimension L1 faces in the front-rear direction, and the spring attachment portion 357 can move up and down just below the left side of the peripheral surface of the bobbin 314 as shown in FIG. Therefore, the constant load spring 315 is pulled out substantially vertically downward when the effect movable body 302 falls to the lower position.

  Further, in this embodiment, as a notice effect that is executed during the change display of the effect symbol, for example, an operation notice that is executed on condition that the player operates the stick controller 31A or the push button 31B, a predetermined image is displayed. Step-up notice that changes in stages, serif notice that a character appears and hits the dialogue, cut-in notice that interrupts the specified image is displayed, and whether or not you will reach a big hit notice effect Reach notice to suggest, pseudo-continuous notice to notice whether or not to become a pseudo-ream, stop-design notice to notify the stop symbol, whether the game state is a probability fluctuation state (whether or not to hide) In addition to multiple announcements that are executed at the start of variable display or reach establishment, such as a latent announcement, it is executed during a big hit game. When the big hit ends Various notice effects such as a promotion notice effect for notifying the transition to the probability state can be executed, and at a predetermined timing of these various notice effects, the effect movable body 302 in the upper position is thus positioned in the lower position by its own weight. A drop effect (movable effect) can be executed.

  In addition, the effect movable body 302 does not always fall at the predetermined timing of these various effects. For example, in the jackpot notice effect, when the variable display result is a jackpot, the rate is higher than the loss ( (For example, 100% is included), or when reach is established in the reach notice, it is dropped at a higher rate (eg, 100% is included) than when it is not established. When the pseudo-continuation continues, it falls at a higher rate (including 100%, for example) than when it does not continue, or when it develops to super reach, a higher rate (for example, 100%) than when it does not develop In this way, the player expects the production movable body 302 to fall. Since, it is possible to watch the dropping operation of the effect for the movable body 302.

  Moreover, the timing at which the production movable body 302 is dropped can be executed at an arbitrary timing during the execution of the above various notices, for example, at an arbitrary timing such as when reach is achieved or when it is developed into super reach. The timing at which the player operates the stick controller 31A or the push button 31B may be used. That is, the present invention prevents the effect movable body 302 in the upper position from falling at a timing other than the various fall timings determined in advance as described above.

  Further, in this embodiment, for example, when the drop condition of the effect movable body 302 is satisfied as an effect pattern of the super reach effect executed by the effect control CPU 120 (for example, the push button 31B is operated within the operation effective period). Or when the operation effective period has passed without being operated within the operation effective period), the first effect pattern for dropping the effect movable body 302 from the upper position to the lower position, and the dropping of the effect movable body 302 One of the plurality of types of effect patterns including the second effect pattern that does not cause the effect movable body 302 to fall from the upper position to the lower position even if the condition is satisfied is determined.

  Specifically, the CPU 120 for effect control specifies the display result of the change display based on the set change pattern at the start of the change display, and executes the super reach effect based on the specified display result. The presence / absence and the execution pattern are determined to be one of a plurality. For example, when the variable display result is a big hit, the first effect pattern is determined as the super reach effect pattern at a higher rate (including 100%, for example) than when the variable display result is lost, and the variable display result Is lost, the second effect pattern is determined as the super reach effect pattern at a higher rate (including the rate of 100%, for example) than when the variable display result is a big hit.

  Therefore, the effect control CPU 120 determines a predetermined timing (for example, when the push button 31B is operated within the operation effective period) before the fall condition is satisfied, regardless of whether the first effect pattern or the second effect pattern is determined. Alternatively, the bobbin 314 is rotated by the first effect motor 310 at a first upper position by rotating the bobbin 314 by the first effect motor 310 at a timing before the operation effective period elapses without being operated within the operation effective period. To the second upper position. In this way, the player predicts whether or not the production movable body 302 will fall depending on whether or not the production movable body 302 rises from the first upper position to the second upper position at a predetermined timing. It can be avoided.

  Next, the operation control of each part executed by the effect control CPU 120 when the effect movable body 302 is dropped or raised will be described based on FIGS. 15 to 18 with reference to the timing chart of FIG. .

  As shown in FIG. 15, in the driving initial state, the effect movable body 302 is held at the first upper position. At this time, the holding piece 354a of the first effect movable body 303L is locked to the holding portion 343b of the holding member 343, and the load of the effect moving body 302 is supported by the holding member 343, whereby the effect moving body 302 is provided. Is held in the first upper position.

  In this state, the first effect motor 310 for winding the constant load spring 315, the first effect solenoid 316 for moving the second gear 312 and the second effect solenoid 341 for holding are respectively off (non-energized). (Refer to timing a in FIG. 19A). Accordingly, the second gear 312 is located at the meshing position.

  As shown in FIG. 16, based on the above-described first effect pattern, when a fall effect for dropping the effect movable body 302 is started (see timing a in FIG. 19A), before the fall timing is reached, The left bobbin 314 is slightly rotated in the first direction (clockwise in front view) by the first effect motor 310 to raise the effect movable body 302 from the first upper position to the second upper position (FIG. 19A). (See timing b)). Accordingly, as shown in the enlarged view of FIG. 16, the holding piece 354a of the first effect movable body 303L is lifted from the holding portion 343b of the holding member 343.

  Next, as shown in FIG. 17, when it is time to drop the effect movable body 302 (see timing c in FIG. 19A), the first effect motor 310 is first turned off (non-energized state). At the same time, the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state). As a result, the second gear 312 rotates from the mesh position to the mesh release position, and the holding member 343 retracts to the hold release position. Further, since the connection between the effect movable body 302 and the first effect motor 310 is released and the free state is brought about, the effect movable body 302 passes its own weight from the second upper position to the lower position. It falls by.

  Further, when the second gear 312 rotates from the meshing position to the meshing release position, the first effect motor 310 is preferably turned off (non-energized state). In other words, the first effect motor 310 moves in the winding direction of the first effect motor 310 while the effect movable body 302 is raised from the first upper position to the second upper position and held at the second upper position. It becomes the state which regulates the fall of the production movable body 302 by the rotational driving force. Therefore, since the tooth portion of the second gear 312 and the tooth portion of the third gear 313 are strongly pressed, the engagement of the second gear 312 with the third gear 313 is released by the force of the second effect solenoid 341. It becomes difficult.

  Therefore, when the first effect motor 310 is turned off (non-energized state), the first gear 311, the second gear 312, and the third gear 313 are all in a rotation-free state, and the third gear 313 is dropped. Since the rotation in the direction is permitted by the rotation of the second gear 312 and the first gear 311, the second gear 312 is easily rotated to the meshing release position with respect to the third gear 313.

  In this embodiment, at the timing c, the first effect motor 310 is turned off (non-energized state), and at the same time, the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state). However, the present invention is not limited to this, and after the first effect motor 310 is turned off (non-energized state), the first effect solenoid 316 and the second effect solenoid 341 are turned on. (Energized state) may be used.

  At timing c, the first effect motor 310 is turned off (non-energized state), and at the same time, the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state). However, the present invention is not limited to this, and when the first production motor 310 is turned off (non-energized state), the second production solenoid 341 is turned on simultaneously with or after being turned off (non-energized state). After the holding state of the movable body 302 is released, the first effect solenoid 316 may be turned on to move the second gear 312 to the mesh release position. Further, when the first effect motor 310 is turned off (non-energized state) or at the same time (off), the first effect solenoid 316 is turned on and the second gear 312 is moved to the mesh release position. Therefore, the second production solenoid 341 may be turned on to release the holding state of the production movable body 302.

  In addition, after the first effect motor 310 raises the effect movable body 302 from the first upper position to the second upper position, the second effect solenoid 341 is turned on (energized state), and the holding member 343 is moved from the holding position. Retracted to the holding release position. That is, since the holding member 343 is retracted from the holding position to the holding release position in a state in which the load of the effect movable body 302 is not applied to the holding portion 343b, the holding member 343 can be moved with a small force. It can be moved to the holding release position.

  Next, after the production movable body 302 falls to the lower position, when a predetermined period has elapsed, the second production solenoid 341 is turned off (non-energized state) and the holding member 343 is returned to the holding position (FIG. 19 ( (See timing d in A)), the first effect solenoid 316 is turned off (non-energized state), and the second gear 312 is returned to the meshing position (see timing e in FIG. 19A).

  In this embodiment, after the holding member 343 is returned to the holding position, the second gear 312 is returned to the meshing position. However, the present invention is not limited to this, and the second gear 312 is returned to the meshing position. After returning, the holding member 343 may be returned to the holding position, and the timing for returning the second gear 312 to the meshing position and the timing for returning the holding member 343 to the holding position may be simultaneous. Further, the holding member 343 may be returned to the holding position when a series of operations until the effect movable body 302 is dropped and then returned to the upper position is completed. Further, after the holding member 343 is moved from the holding position to the holding release position and the effect movable body 302 is dropped, the holding member 343 is held from the hold release position before the effect moving body 302 reaches the lower position. You may return to the position.

  Also, in this embodiment, the constant load spring 315 is applied as an example of the band member, so that the bobbin 314 can be used when the effect movable body 302 falls to the lower position against the return force of the constant load spring 315. The constant load spring 315 pulled out from is applied with a force to rewind the bobbin 314, so that the pulled out constant load spring 315 is not bent or twisted. In addition, since the bias of the winding is suppressed, the constant load spring 315 that has been wound even during the fall is pulled out smoothly, so that stopping or rattling during the fall is suppressed.

  Then, when the effect by the effect movable body 302 at the lower position is finished, when returning to the first upper position, the first effect motor 310 is turned on (energized state) and the bobbin 314 is turned in the first direction (clockwise in front view). ) (See timing f in FIG. 19A). As a result, the constant load spring 315 is wound around the peripheral surfaces of the cylindrical portions 317a and 317b in the bobbin 314, and the effect movable body 302 is raised. At this time, since the winding force by the constant load spring 315 works, it can be raised with a small force. When the position sensor (not shown) detects that the effect movable body 302 has reached the first upper position, the first effect motor 310 is turned off (non-energized state) (in FIG. 19A). See timing g).

  When the effect movable body 302 rises from the lower position to the first upper position, even if the holding member 343 protrudes to the hold position, the first effect movable body 303L is formed on the tapered surface formed at the lower portion of the holding portion 343b. The holding piece 354a is allowed to pass by contacting the holding piece 354a and pushing the holding member 343 rearward against the urging force of the urging spring 341b while moving upward. Then, after passing, the holding member 343 returns to the holding position by the biasing force of the biasing spring 341b, whereby the holding piece 354a is locked to the holding portion 343b, and the first effect movable body 303L is held at the first upper position. The fall effect ends.

  Next, as shown in FIG. 19B, when a drop effect is started to drop the effect movable body 302 based on the second effect pattern described above (see timing a in FIG. 19B), the drop Before reaching the timing, the first effect motor 310 slightly rotates the left bobbin 314 in the first direction (clockwise in front view) to move the effect movable body 302 from the first upper position to the second upper position. (See timing b in FIG. 19B). Accordingly, as shown in the enlarged view of FIG. 16, the holding piece 354a of the first effect movable body 303L is lifted from the holding portion 343b of the holding member 343.

  Next, when it is time to drop the effect movable body 302 (see timing c in FIG. 19B), the first effect motor 310 remains on (energized state) and the first effect solenoid 316 and The second effect solenoid 341 is also kept off (non-energized state). That is, the effect movable body 302 rises from the first upper position to the second upper position, and then drops from the second upper position to the lower position through the first upper position by its own weight without moving to the second upper position. Retained.

  Then, after the predetermined period has elapsed, when the first effect motor 310 is turned off (non-energized state), the effect movable body 302 falls from the second upper position to the first upper position, and is held by the holding member 343. It is held at the first upper position (see timing d in FIG. 19B). Furthermore, after the predetermined period has elapsed, the drop effect ends (see timing e in FIG. 19B).

  Thus, for example, in the state where the production movable body 302 is held at the first upper position, the player can visually recognize from the player side, and from the first upper position before dropping from the first upper position to the lower position. When an operation of slightly raising the second movable position is performed, even when the second production pattern is executed in which the production movable body 302 is not dropped at the fall timing, before the fall timing at which the production movable body 302 is dropped. As in the case of the first effect pattern, the effect movable body 302 is raised from the first upper position to the second upper position (a common effect is also executed in the effect display device 5 and the like). It can be made difficult to predict whether or not the movable body 302 will be dropped.

  As described above, in the pachinko gaming machine 1 as an embodiment of the present invention, the movable movable body 302 for production as a movable body provided to be movable at least between an upper position and a lower position, and a width A constant load spring 315 as a band member having a dimension L1 and attached to the production movable body 302, and a bobbin 314 as a winding unit for winding the constant load spring 315, the production movable body 302 having its own weight. The constant load spring 315 is wound around the bobbin 314 when the effect movable body 302 moves to the upper position, and has a width corresponding to the width dimensions L2 to L3 of the bobbin 314. By having the dimension L1, when the constant load spring 315 is wound around the bobbin 314, it is possible to avoid being wound in the width direction of the bobbin 314. Therefore, when the effect movable body 302 is raised, the constant load spring 315 is unwound and wound, so that it is possible to prevent the rising speed from changing or the rising timing to deviate.

  In the present embodiment, as an example of the band member, the constant load spring 315 that is a spring member that biases the effect movable body 302 upward is applied, so that the effect movable body 302 is positioned at the upper position. Therefore, even a motor with a small output can be raised. Moreover, since the ascent is always assisted with a constant force from the lower position to the upper position, the belt member itself has a winding force, so that the belt member itself has a winding force. Since it is not necessary to provide an urging member such as a spring member that supports the raising of the effect movable body 302 other than the member, the structure is simplified.

  In this embodiment, the constant load spring 315 is applied as an example of the band member. However, the present invention is not limited to this, and a spring member other than the constant load spring (for example, a spring spring or the like) is used. There may be. Furthermore, a belt member such as a cloth or a rubber material that does not have a winding force such as a spring may be applied. When a spring member other than the constant load spring is applied as described above, an urging member such as a spring member that supports rising of the effect movable body 302 may be provided separately.

  In this embodiment, the bobbin 314 is applied as an example of the winding unit. However, the present invention is not limited to this, and may be a cylindrical member, a pulley, or the like.

  The effect moving body 302 includes a first effect moving body 303L as a first moving body and a second effect moving body 303R as a second moving body, and the first effect moving body 303L and the first effect moving body 303L. Since the movable body for effect 3R is dropped to the lower position at the same timing and moved to the upper position at the same timing, the rendering effect is improved.

  In this embodiment, since the first effect movable body 303L and the second effect movable body 303R are integrated via the connecting rod 305, the moving mechanisms 304L and 304R may be provided separately. However, the present invention is not limited to this, and the first effect movable body 303L and the second effect movable body 303R are provided separately to be able to move up and down, You may make it possible to raise / lower separately by the separate moving mechanisms 304L and 304R or at the same timing.

  Further, in this way, the first effect movable body 303L and the second effect movable body 303R are provided so that they can be moved up and down separately, and are moved up and down separately by the separate moving mechanisms 304L and 304R or at the same timing. Even in the case where it can be made, the constant load spring 315 has a width dimension L1 corresponding to the width dimensions L2 to L3 of the bobbin 314 and is not biased in the width direction of the bobbin 314 as in the present embodiment. Since the winding is less likely to occur in the separate moving mechanisms 304L and 304R by being wound, the left and right first effect movable body 303L and the second effect movable body 303R can be joined together without deviation. Can be raised.

  In the present embodiment, the production movable body 302 has the first production movable body 303L and the second production movable body 303R, but the present invention is not limited to this. It may be comprised only of this movable body, and may be comprised by the 3 or more several movable body.

  In the present embodiment, the effect movable body 302 is positioned above the effect display device 5 at the upper position, and is superimposed on the front surface of the effect display device 5 by dropping to the lower position. The present invention is not limited to this, and the effect movable body 302 may be provided so as to be movable up and down at a position not related to the effect display device 5, for example, on the back side of the transparent game board.

  Further, the first gear 311, the second gear 312, and the third gear 313 that transmit the rotational force of the first effect motor 310, and at least one of the first gear 311, the second gear 312, and the third gear 313. As a gear member moving means for moving a gear member (for example, the second gear 312) between a meshing position for meshing with another gear member (for example, the third gear 313) and a meshing release position for releasing the meshing. A first effect solenoid 316 and a rotation member 330, the second gear 312 is positioned at the meshing position, the rotational force of the first effect motor 310 is transmitted by a plurality of gear members, and a constant load is applied by the bobbin 314. By winding the spring 315, the effect movable body 302 is moved to the upper position, and the second gear 312 is moved to the mesh release position by the first effect solenoid 316 and the rotating member 330. It is to, to drop by its own weight the effect for the movable body 302 of the upper position to the lower position.

  In this way, when the effect movable body 302 is dropped from the upper position, the connection with the first effect motor 310 can be released, and therefore the effect movable by the load of the first effect motor 310. It can suppress that the force to the falling direction of the body 302 becomes weak.

  In the present embodiment, the second gear 312 of the first gear 311, the second gear 312 and the third gear 313 can be moved between the meshing position and the meshing release position. However, the present invention is not limited to this. However, it is only necessary that at least one of the plurality of gear members is movable, and the first gear 311 and the third gear 313 may be movably provided instead of the second gear 312. . Furthermore, not only the second gear 312 but also a plurality of gear members may be provided so as to be movable relative to other gear members.

  In the present embodiment, the second gear 312 is not released from meshing with the first gear 311 even if it moves from the meshing position to the meshing release position. Since it is only necessary to mesh with the third gear 313 that is a member, meshing is performed smoothly. However, the present invention is not limited to this, and the mesh position is moved from the mesh position to the mesh release position. By doing so, the meshing state with two or more gear members may be released.

  Further, the gear member moving means is not limited to the solenoid, but may be driven by another drive source such as a motor, or the first effect motor 310 or the like for raising the moving body. An interlocking mechanism that interlocks with the drive source may be used.

  Further, in the present embodiment, the second gear 312 has been moved from the meshing position to the meshing release position by rotation about the drive shaft 310a that is the rotational axis of the first gear 311. As described above, the engagement with the first gear 311 is not released, but the present invention is not limited to this, and the movement from the engagement position to the engagement release position is not limited to the rotation. There may be a linear movement. Moreover, it is not limited to the movement to the direction away from the surrounding surface of the gear member used as object, You may make it move to the axial center direction of a gear member.

  In addition, a holding mechanism 340 is provided as holding means for holding the effect movable body 302 that has moved to the first upper position at the first upper position, and the effect movable body 302 at the first upper position is dropped by its own weight. Sometimes, it is moved from the first upper position to the second upper position further upward, and the holding by the holding mechanism 340 is released.

  By doing so, the holding can be smoothly released in a state where the load of the effect movable body 302 is not applied to the holding member 343 which is the holding mechanism 340.

  In this embodiment, when the effect movable body 302 is dropped, the holding member 343 is moved from the holding position to the holding release position after being moved from the first upper position to the second upper position. The present invention is not limited to this. For example, the holding member 343 may be moved obliquely upward from the holding position toward the holding release position, or the friction between the holding portion 343b and the holding piece 354a. Friction reducing means (not shown) such as a roller for reducing the resistance is provided so that the holding member 343 can be smoothly moved to the holding release position even when the effect movable body 302 is loaded. May be.

  Further, in this embodiment, the moving mechanism that raises the production movable body 302 from the lower position to the first upper position and the moving mechanism that raises the first movable position from the first upper position to the second upper position are the same moving mechanism. However, the present invention is not limited to this, and a separate moving mechanism may be used.

  In this embodiment, the moving mechanisms 304L and 304R that raise the production movable body 302 from the lower position to the first upper position are raised by winding the constant load spring 315 by the bobbin 314. The present invention is not limited to this, and the moving mechanism may be configured by separate moving mechanisms such as a rack and a pinion, for example.

  In the present embodiment, the effect movable body 302 is controlled to be moved by the effect control CPU 120, but the present invention is not limited to this, and the movement may be controlled by the CPU 103. In this case, the CPU 103 outputs control information (command) indicating the state of the moving body to the effect control board 12, and the effect control CPU 120 outputs the effect display device 5 based on the received control information (command). For example, the production may be performed at the same time.

  In the present embodiment, the effect movable body 302 always drops from the upper position to the same lower position when executing the drop effect, but the present invention is not limited to this. It may be possible to drop in stages. That is, the lower position below the upper position includes a plurality of lower positions including a first lower position and a second lower position having a longer distance from the upper position than the first lower position, and can fall to each of these lower positions. It is good.

  In this case, for example, when the fluctuation display result is a big hit, it falls to the second lower position at a higher rate (including a ratio of 100%, for example) than when the fluctuation display result is lost, and the fluctuation display If the result is lost, it may be dropped to the first lower position at a higher rate (including a rate of 100%, for example) than when the fluctuation display result is a big hit, and in this way, Since the player expects the production movable body 302 to fall further downward, the production effect is improved.

  Next, the effect movable body 302 will be described with reference to FIGS. 20A to 20C are schematic front views showing operation modes of the first effect movable unit and the second effect movable unit. FIGS. 21A to 21C are schematic rear views showing operation modes of the first effect movable unit and the second effect movable unit. 22A to 22F are schematic plan views showing operation modes of the first effect movable unit and the second effect movable unit.

  As shown in FIGS. 20 to 22, the first effect movable body 303L and the second effect movable body 303R are, as described above, the horizontal portion 351 extending from the upper portion of the guide portion 350 toward the center in the left-right direction. A first effect movable portion 352 provided to be slidable in the left-right direction with respect to the horizontal portion 351, a second effect moveable portion 353 provided to be operable on the back side of the first effect moveable portion 352, and an auxiliary A movable portion 358 is provided.

  Specifically, the left and right horizontal portions 351 are disposed apart from each other on the left and right sides, and are integrated via a connecting rod 305. In addition, slide grooves 360 are extended in the left and right horizontal portions 351, and rack gears 361 provided in the left and right first effect movable portions 352 can slide in the slide grooves 360, respectively. Is provided. Further, a second effect motor 362 is provided on the rear surfaces of the left and right horizontal portions 351, and a first pinion gear 363 is fixed to the drive shaft of the second effect motor 362, and the first pinion gear 363 is attached to the first pinion gear 363. The second pinion gear 364 is meshed, and the second pinion gear 364 is meshed with the rack gear 361.

  Therefore, the left and right first effect moving parts 352 are moved by the second effect motor 362 to the horizontal part 351 between the merged position where the divided surfaces come into contact with each other and the separated position where the divided surfaces are separated left and right. On the other hand, it is provided to be movable in the left-right direction. The left and right first effect moving parts 352 are configured to form one effect part in a substantially circular shape by being combined at the combined position.

  The second effect movable part 353 has a shape imitating a finger and is provided so as to be rotatable about a rotation shaft 365 (see FIG. 22) that faces in the vertical direction. Specifically, as shown in FIG. 22 (A), when the first effect movable part 352 is in the combined position, the retracted position disposed on the back surface of the first effect movable part 352, and FIG. ), When the first effect movable part 352 is in the separated position, it can be rotated between the effect positions arranged so as to protrude forward from the dividing surface of the first effect moveable part 352. Is provided.

  The rotation shaft 365 is supported by a support member 366 so as to be slidable in the left-right direction. In addition, since the other end of the compression spring 367 whose one end is attached to the first effect movable portion 352 is attached, it is constantly biased toward the retreat position side.

  Further, the auxiliary movable unit 358 is provided on the back surface of the first effect movable unit 352 so as to be slidable in the left-right direction. When the first effect movable unit 352 is in the combined position, the first effect movable unit 352 is provided. The retraction position arranged on the back surface of the first effect moving portion and the effect position arranged so as to protrude sideways from the dividing surface of the first effect moving portion 352 when the first effect moving portion 352 is in the separated position. It is provided to be slidable between. Further, the other end of the compression spring 368 whose one end is attached to the first effect movable portion 352 is attached, so that it is always biased toward the retreat position side.

  Here, based on FIG. 22, the operation | movement aspect of the 1st effect movable part 352 and the 2nd effect movable part 353 is demonstrated. In the following, description of the operation mode of the auxiliary movable portion 358 is omitted.

  First, when the effect movable body 302 is at the initial driving position or when it is dropped to the lower position, as shown in FIG. 22 (A), the first effect moving unit 352 is at the combined position, and the second effect. The movable portion 353 is in the retracted position (see FIG. 21A).

  As shown in FIG. 22B, when the first effect moving part 352 starts to move from the combined position to the separated position by the second effect motor 362, first, the rotation shaft 365 of the second effect moving part 353 is started. Is in contact with the end of the horizontal portion 351 (see contact point P1). At this time, the second effect movable portion 353 rotates around the rotation shaft 365 because the tip of the second effect movable portion 353 is in contact with the back surface of the first effect moveable portion 352 (see contact point P2). Never do.

  As shown in FIG. 22C, when the first effect movable unit 352 moves toward the separation position while the second effect movable unit 353 is held at the end of the horizontal portion 351, the second effect movable unit 353 Since the tip comes into contact with the corner of the dividing surface 352a (see contact point P2) and is exposed from the dividing surface 352a, it starts to rotate around the rotation shaft 365 (see FIG. 21B).

  Next, as shown in FIG. 22D, as the first effect movable portion 352 moves toward the separated position, the second effect movable portion 353 rotates about the rotation shaft 365, and FIG. As shown in FIG. 22 (F), after the second effect movable part 353 rotates about 80 degrees from the retracted position and the rotation is restricted when the finger rotates to the effect position facing forward, as shown in FIG. Only one effect movable part 352 slides to the separated position (see FIG. 21C).

  As described above, the second effect movable portion 353 provided so as to be rotatable about the rotation shaft 365 is provided such that the rotation shaft 365 is slidable. And although it retracts to the back side of the 1st production movable part 352 in the retreat position, it exposes to the front side by sliding to the production position side while rotating in conjunction with the slide movement of the 1st production movable part 352. It is supposed to be. Therefore, as shown in FIG. 20, the left and right second effect movable parts 353 simulating fingers can appear to push the left and right first effect moveable parts 352 so as to tear left and right from the dividing surface 352a. it can.

  In particular, as shown in FIG. 22E, after the second effect movable portion 353 is rotated to the effect position, only the first effect movable portion 352 slides to the separated position as shown in FIG. 22F. By doing so, only the first effect movable part 352 slides to the separation position after the second effect movable part 353 protrudes to the front side, so that the first effect movable part 352 is torn to the left and right with a finger. Can show.

  Although the embodiments of the present invention have been described with reference to the drawings, the specific configuration is not limited to these embodiments, and modifications and additions within the scope of the present invention are included in the present invention. It is.

  For example, in the above-described embodiment, the pachinko gaming machine 1 is illustrated as an example of the gaming machine, but the present invention is not limited to this. For example, a predetermined number of gaming balls are inside the gaming machine. The number of loaned balls that are enclosed in a circulating manner and lent in response to a loan request by a player and the number of prize balls that are awarded in response to winnings are added, while the number of game balls used in the game is subtracted. The present invention can also be applied to so-called enclosed game machines that are stored in the memory.

  In the embodiment, a pachinko gaming machine is applied as an example of a gaming machine. However, for example, a game can be started by setting a predetermined number of bets for one game using a gaming value. At the same time, the display result is derived to a variable display device capable of variably displaying a plurality of types of symbols that can be distinguished from each other, so that one game is completed and a prize is generated according to the display result derived to the variable display device. The present invention can also be applied to a slot machine that has been made possible.

  In the above embodiment, the drop effect that causes the effect movable body 302 in the upper position to fall to the lower position can be executed as various effects such as a notice effect and a big hit effect, but in the case of a slot machine, for example, Giving a gaming state advantageous to the player (for example, a big bonus, a regular bonus, etc.), giving an assist time (hereinafter abbreviated as AT) that informs the pushing order advantageous to the player, raising the AT continuation rate, As a suggestion effect that suggests the possibility of giving more advantageous ATs such as adding AT stock, giving a state that makes it easier to shift to ATs, and giving specific roles, etc. You may apply the fall effect which makes the movable body 302 fall to a downward position.

  In such a case, the effect control means for controlling the effect based on the control information output from the game control means for controlling the progress of the game is determined when the internal lottery result is a bonus or when AT is given. The first effect pattern is determined at a higher rate (including a rate of 100%, for example) than in the case of losing or when AT is not determined, and the internal lottery result is losing or When the AT grant is not decided, the second effect pattern is decided at a higher rate (including a rate of 100%, for example) than when the bonus is given or the AT grant is decided. Also good.

1 Pachinko machine 300 Production unit 302 Production movable body 303L First production movable body 303R Second production movable body 304L, 304R Movement mechanism 314 Bobbin 311 First gear 312 Second gear 313 Third gear 315 Constant load spring 316 First production solenoid 341 Second production solenoid 343 Holding member

Claims (2)

  1. A gaming machine for playing games,
    A moving body provided to be movable between at least an upper position and a lower position;
    Moving means for moving the moving body upward;
    Holding means for holding the movable body moved to the upper position at the upper position;
    With
    The movable body can fall from the upper position to the lower position under its own weight,
    A gaming machine, wherein when the moving body at the upper position is dropped by its own weight, it is moved further upward from the upper position to release the holding by the holding means.
  2. Game control means for controlling the game;
    Effect control means for controlling the effect based on the control information output from the game control means;
    The gaming machine according to claim 1, comprising:
JP2014118896A 2014-06-09 2014-06-09 Gaming machine Active JP6505987B2 (en)

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JP2015231433A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine
JP2015231432A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine
JP6064157B1 (en) * 2015-12-25 2017-01-25 株式会社大都技研 Amusement stand
JP6112588B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112586B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112587B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112589B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6152953B1 (en) * 2016-03-23 2017-06-28 株式会社サンセイアールアンドディ Game machine

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JP2008194313A (en) * 2007-02-14 2008-08-28 Sansei R & D:Kk Game machine
JP2012100866A (en) * 2010-11-10 2012-05-31 Sansei R&D:Kk Game machine
JP2015231432A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine
JP2015231433A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine

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JP2006192154A (en) * 2005-01-14 2006-07-27 Okumura Yu-Ki Co Ltd Game machine
JP2008194313A (en) * 2007-02-14 2008-08-28 Sansei R & D:Kk Game machine
JP2012100866A (en) * 2010-11-10 2012-05-31 Sansei R&D:Kk Game machine
JP2015231432A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine
JP2015231433A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine

Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015231433A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine
JP2015231432A (en) * 2014-06-09 2015-12-24 株式会社三共 Game machine
JP6064157B1 (en) * 2015-12-25 2017-01-25 株式会社大都技研 Amusement stand
JP6112589B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112586B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112587B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112588B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6152953B1 (en) * 2016-03-23 2017-06-28 株式会社サンセイアールアンドディ Game machine
JP2017169746A (en) * 2016-03-23 2017-09-28 株式会社サンセイアールアンドディ Game machine
JP2017169747A (en) * 2016-03-23 2017-09-28 株式会社サンセイアールアンドディ Game machine
JP2017169749A (en) * 2016-03-23 2017-09-28 株式会社サンセイアールアンドディ Game machine
JP2017169750A (en) * 2016-03-23 2017-09-28 株式会社サンセイアールアンドディ Game machine
JP2017169748A (en) * 2016-03-23 2017-09-28 株式会社サンセイアールアンドディ Game machine

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