JP2017169850A - Game machine - Google Patents

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JP2017169850A
JP2017169850A JP2016059637A JP2016059637A JP2017169850A JP 2017169850 A JP2017169850 A JP 2017169850A JP 2016059637 A JP2016059637 A JP 2016059637A JP 2016059637 A JP2016059637 A JP 2016059637A JP 2017169850 A JP2017169850 A JP 2017169850A
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effect
display
movable
control
symbol
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JP2016059637A
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JP6652419B2 (en
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小倉 敏男
Toshio Ogura
敏男 小倉
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株式会社三共
Sankyo Co Ltd
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Abstract

An object of the present invention is to provide a gaming machine capable of enhancing a production effect in which a motion of a movable body and a production effect image of a display means are linked. When a movable body effect can be executed in a plurality of types of effect display, such as a battle reach effect and a story reach effect, the effect depends on which type of effect display is performed. It is possible to display different effect effects such as an effect effect display in which the image is superimposed on the black image and an effect effect display in the aspect in which the effect image is superimposed on the effect image. [Selection] Figure 25

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine.

  As a conventional gaming machine, when a movable body such as an accessory is operated, a display means can display an effect display such as an effect image in accordance with the operation of the movable body (Patent Document 1). .

JP2013-208308A (paragraph 0124 etc.)

  However, in a conventional gaming machine such as Patent Document 1, it is not possible to display a presentation effect display according to the situation when the movable body operates, and the operation of the movable body and the presentation effect display of the display means are linked. There was a problem that the effect of the production was insufficient.

  The present invention has been conceived in view of such circumstances, and an object of the present invention is to provide a gaming machine capable of enhancing the production effect in which the operation of the movable body and the production effect display of the display means are linked. is there.

(1) Display means (effect display device 5 or the like) capable of displaying a plurality of types of effect display (reach effect etc.);
A movable body (such as a movable member 321);
Movable body effecting means capable of executing the movable body effect to operate the movable body (effect control CPU 120, movable body effect processing in the effect symbol variation process of S75 in the effect control process processing of FIG. 17, etc.),
When the movable body effect is executed, a different type of effect display (battle reach) is selected depending on which effect display is performed among a plurality of types of effect display (battle reach effect, story reach effect, etc.). The particle effect image 71 corresponding to the effect, the flame effect image 73 corresponding to the story reach effect, etc.) can be displayed on the display means (FIGS. 23, 24, etc.) (in step S75 in the effect control process of FIG. 17). Production effect display processing in the production symbol variation processing).

  According to such a configuration, when the movable body effect is executed, it is possible to display an effect effect display in a different mode depending on which effect display is performed among a plurality of types of effect display. As a result, it is possible to enhance the production effect in which the operation of the movable body and the production effect display of the display means are linked.

(2) In the gaming machine of (1),
Among the effect displays in which the movable body effect is executed, when a specific type of effect display (battle reach effect or the like) is executed, the effect effect display in a specific mode (particles in FIGS. 23D and 23E) An effect of superimposing the effect image 71 etc. on the specific type of effect display (display of the victory effect image) can be executed (FIGS. 23A to 23G, etc.).

  According to such a configuration, it is possible to link a specific type of effect display in which the movable body effect is executed and an effect display of the display means, and the operation of the movable body by the specific type of effect display and the display means It is possible to further enhance the production effect in cooperation with the production effect display.

(3) In the gaming machine of (1) or (2),
Among the effect displays in which the movable body effect is executed, when a predetermined type of effect display (story reach effect or the like) is executed, the effect effect display in a predetermined form (FIGS. 24D and 24E) An effect of superimposing and displaying the effect image 73 and the like on a predetermined image (black image 72 and the like in FIGS. 24D and 24E) displayed in the entire display area of the display means can be executed (FIG. 24A and FIG. 24B). A) to (G) etc.).

  According to such a configuration, it is possible to link a predetermined type of predetermined effect in which the movable body effect is executed and an effect display on the display unit, and in addition to emphasize the movable body effect, the game Can improve the interest of

(4) In any of the gaming machines (1) to (3),
The movable body (movable member 321 and the like) is movable to a standby position (first position and the like shown in FIGS. 8 and 9) and an advance position (second position and the like shown in FIGS. 8 and 9).
When the gaming machine is activated, a confirmation operation for confirming the operation of the movable body (initial operation in the movable member initialization process in step S51B in FIG. 16) and a break-in operation for moving the movable body (FIG. 16 (step S51A, the operation in the movable member break-in process in FIG. 18) and the like (step S120A for effect control).

  According to such a configuration, a confirmation operation for confirming the operation of the movable body and a running-in operation for moving the movable body are executed. For this reason, since the movement of the movable body is not accustomed, it is possible to suppress the influence on the operation of the movable body. As a result, it is possible to provide a gaming machine that can prevent the movable body from operating well.

(5) In any of the gaming machines (1) to (4),
About the variable display that has not yet been started, the storage unit for storing as the storage for holding (the microcomputer 100 for game control, the RAM 102, the first and second holding storage buffers),
Hold display means (effect display device 5, hold display area H) capable of displaying the hold storage stored in the hold storage means as a hold display (hold image H or the like);
Fluctuation correspondence display means (effect display device 5, active display area AHA) capable of performing variation correspondence display (active image AH or the like) corresponding to the variation display when the variation display based on the hold storage is performed. ,
The hold display mode change (change during hold display in FIG. 28) that changes the mode of the hold display before the change display of the target hold memory is executed, and the change correspondence display mode is changed during the execution of the change display. A change corresponding display mode change (change during active display in FIG. 28) to be performed is selected from among a plurality of timings during the hold display period and the variable display period corresponding to the target hold storage. Display mode changing means that can be executed at any of the timing (microcomputer 100 for effect control, display mode change processing of [change display effect such as hold display]),
The display mode changing means includes a first specific display mode (character icon display in FIG. 27A) and a second specific display mode (FIG. 27B) in which the display type of the change target is different from the normal display mode. The selection ratio of the timing at which the display mode change is executed differs depending on whether it is an animal character icon display (as shown in FIGS. 28A and 28B). The change effect execution rate is high, the animal character icon display has a high change effect execution rate during active display, and the rate at which the display mode actually changes when the change effect is executed, as shown in FIGS. Is the same during the hold display and during the active display, so depending on whether the character icon display or the animal character icon display, , Different frequency of changes display form icons, the proportion select whether to change the display form in either an in active display and pending displays different.).

  According to such a configuration, it is possible to make the player pay attention to the type of display to be changed and the timing of the display mode change for the hold display mode change and the change display mode change. The interest of the game can be improved.

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). (A) is a front view showing an effect unit, and (B) is a rear view. 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 a movable part in a tilting position, and (B) shows the state which has a movable part in a standing position. (A) is a pinion gear, (B) is a rear view showing a rack gear. (A) is the schematic which shows the state which has a movable member in the 1st position, and (B) shows the state which exists in the 2nd position. (A) is the side view of the schematic diagram which shows the state which has a movable member in the 1st position, and (B) shows the state in the 2nd position. (A) is a schematic view showing a state where the pinion gear is engaged with the rack gear, (B) is a state where the rack gear is moved, and (C) is a schematic view showing a state where the rack gear is regulated. (A)-(D) are the principal part enlarged views which show the state of the gear until it will be in a control state. (A) is a restricted state, (B) is a state in which the pinion gear is changed to a restricted release state by rotating the pinion gear in the first operating direction, and (C) is a schematic view showing an initial driving state. (A) is a restricted state, (B) is a state in which the pinion gear is changed to a restricted release state by rotating the pinion gear in the second operation direction, and (C) is a schematic diagram showing an initial driving state. 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. It is a flowchart which shows an example of a movable member break-in process. (A)-(D) is explanatory drawing which shows the condition which changes to a control state by the control means as the modification 1 of a movable part drive mechanism. (A)-(D) is explanatory drawing which shows the condition which changes to a control state by the control means as the modification 2 of a movable part drive mechanism. (A)-(D) is explanatory drawing which shows the condition which changes to a control state by the control means as the modification 3 of a movable part drive mechanism. (A) is a control part as the modification 4 of a movable part drive mechanism, (B) is explanatory drawing which shows the control part as the modification 5 of a movable part drive mechanism. It is a display screen figure of an effect display device when a battle reach effect is performed. It is a display screen figure of an effect display device when a story reach effect is performed. It is a timing chart which shows the example of control of the effect production and movable body production in a specific super reach production. It is a timing chart which shows the example of control of the effect production in a specific super reach production, and movable body united operation production. It is a figure which shows a character icon selection table and a character icon selection table. An icon that executes display mode change effect execution timing selection processing, display mode change effect type selection processing, and change mode selection processing when the hold display is determined to be an icon-shaped display mode such as a character icon or character icon It is various data tables used for production setting processing.

[Configuration of pachinko machines]
An embodiment for implementing a gaming machine according to the present invention will be described below. 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, the front side of FIG. 1 is the front (front, front) side of the pachinko gaming machine 1, the back side is the back (rear) side, and the vertical and horizontal directions when the pachinko gaming machine 1 is viewed from the front side are shown. This will be explained as a standard. Note that the front surface of the pachinko gaming machine 1 in the present embodiment is an opposing 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. A game area 10 having a substantially circular shape in front view surrounded by the guide rails 2b is formed in the game board 2. 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 formed of a synthetic resin material having translucency such as acrylic resin, polycarbonate resin, methacrylic resin, etc., in a substantially square shape when viewed from the front. It is mainly composed of a board surface plate (not shown) provided with a guide rail 2b and the like, and a spacer member (not shown) attached integrally to the back side of the board surface plate. The game board 2 is formed in a substantially square shape when viewed from the front with a non-light-transmitting member such as a plywood board, and a board surface board provided with obstacle nails (not shown), guide rails 2b, etc. on the front game board surface. May be configured.

  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". .

  In the vicinity of the center of the game area 10 on the game board 2, an effect display device 5 as a display means is provided. 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 hold indicator 25A and a second hold indicator 25B are provided above the first special symbol display 4A and the second special symbol display 4B. In each of the first hold indicator 25A and the second hold indicator 25B, a hold that displays the hold memory number (the number of the special figure hold memory) as the number of the variable storage hold memory information corresponding to the special figure game is specified. Memory display is performed.

  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 first special symbol display 4A, it is possible to specify the number of reserved memory information (first reserved memory information) generated based on the first start winning when the game ball passes (enters) the first starting winning opening. The first special figure reserved memory number is displayed by lighting of the LED (the number of lights). The second hold indicator 25B is capable of specifying the number of pieces of hold storage information (second hold storage information) generated based on the second start winning when the game ball passes (enters) the second start winning opening. 2 The special figure reserved memory number is displayed by turning on the LED (the number of lights).

  A first hold display area 5D and a second hold display area 5U are set at two locations on the left and right in the display area of the effect display device 5. In the first hold display area 5D, the first special figure hold memory number that can specify the number of the first hold memory information generated based on the first start winning is displayed by the number of sphere (circular) hold images H. Is done. In the second hold display area 5U, the second special figure hold memory number that can specify the number of second hold memory information generated based on the second start winning is displayed based on the number of sphere (circular) hold images H. Is done.

  In the first hold display area 5D, the hold image H is displayed in such a manner that the hold image increases on the left side every time the first hold storage information is generated, and the variable display based on the first hold storage information is executed. Every time, the hold image H at the right end corresponding to the first hold storage information is erased, and display is performed in which the remaining hold images H are shifted rightward one by one. In the second hold display area 5U, the hold image is displayed in such a manner that the hold image H increases on the right side whenever the second hold storage information is generated, and the variable display based on the second hold storage information is executed. Each time, the hold image H at the left end corresponding to the second hold storage information is erased, and display is performed in which the remaining hold images are shifted leftward one by one.

  The variation corresponding display corresponding to the variation display is shown during the execution of the variation display corresponding to the suspended display that has been erased (moved or shifted) from each of the first hold display area 5D and the second hold display area 5U. An active display area AHA for displaying an image (hereinafter referred to as an active image or an active display) AH is formed in the central portion of the hold display area. In the active display area AHA, the hold image H displayed in the first hold display area 5D or the second hold display area 5U has been displayed so far, for example, moved (shifted) to the active display area. The active image AH is displayed in such a manner that it can be identified that it corresponds to the reserved image. The active display area AHA may be arranged at any position in the display area of the effect display device 5.

  In the hold display area, the hold storage information may be displayed in a combined display mode without distinguishing the first hold display area 5D and the second hold display area 5U. Such a summed pending storage display makes it easy to grasp the total number of execution conditions that have not met the variable display start condition.

  With respect to the hold image H displayed in each of the first hold display area 5D and the second hold display area 5U, the hold display mode in which the hold display mode is changed before the variable display of the target hold storage information is executed. A change effect may be executed. In the hold display mode change effect, the display mode such as the color or shape of the hold image H is changed.

  For example, the color of the reserved image H can be changed to blue, green, and red. When it is determined that the hold display mode change effect is executed at a predetermined ratio, and the variable display result based on the hold storage information to be the effect is a jackpot display result, the change after the change is performed at a ratio of blue <green <red. On the other hand, when the color of the reserved image H is selected and determined, and when the variation display result is an outlier display result, the color of the changed reserved image H is selected and determined at a ratio of red <green <blue. Thereby, the expectation degree to the big hit based on the color of the hold image H after the change when the hold display mode change effect is executed is set to have a ratio of blue <green <red. Therefore, when the hold display mode change effect is executed, it is possible to increase the player's sense of expectation for jackpot based on the color of the hold image after the change.

  Also, for the active image AH, similarly to the reserved image H, the display mode change effect is executed, and the display mode such as the color or shape of the reserved image H is changed. The display mode change effect of such active display is also determined in a mode in which the degree of expectation for jackpot can be specified at the same selection ratio as the hold display mode change effect, and the display mode such as the color or shape after the change is determined. The Note that the display mode change effect need not be executed for the active display.

  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 normal 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 an effect LED 9 is provided in 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.

  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”, a round that is advantageous to the player (also referred to as “round game”) is executed a predetermined number of times in a big hit gaming state (advantageous state). Be controlled.

  In the pachinko gaming machine 1 according to the present embodiment, as an example, special symbols indicating the numbers “3”, “5”, and “7” are jackpot symbols, and special symbols indicating the symbol “−” are lost symbols. . 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 emitting body such as the effect LED 9, etc. before reaching the reach state. An operation mode different from the 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 being a “hit” (also referred to as “reliability”, “hit reliability”, “expectation”, or “hit expectation”). 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 symbols whose symbol numbers are “5” or “7” are displayed in the effect symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right”. Any device that can be stopped and displayed on a predetermined effective line may be used. The effect symbols having the symbol numbers “5” and “7” constituting the probability variation jackpot combination are referred to as probability variation symbols. 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 the present embodiment, among the big hit types of “probable change”, the normal open big hit state is set based on the fact that “5” and “7” change display results are “big hit” as the confirmed special symbols. After completion of the control, the 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 game state to be controlled is not set, but the probability variation state in which only the probability variation control is performed and the time reduction 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 on which 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 / extinction / 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. And various circuits for controlling the production operation by the production electrical parts such as the production LED 9 are mounted. That is, the effect control board 12 is used for effects such as display operations in the effect display device 5, all or part of the sound output operations from the speakers 8L and 8R, and all or part of the on / off operations in the effect LED 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 the lighting LED 9 is turned on / off based on commands and control data from the effect control board 12. A lamp driver circuit that performs the above is installed.

  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, and the count switch 23 is connected to the main board 11. The gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 have an arbitrary configuration that can detect a game ball as a game medium, such as a sensor. What is necessary is just to have. 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, the variation time of the effect symbol, the type of reach effect, and the pseudo-ream (originally one variation corresponding to one reserved memory, multiple times corresponding to a plurality of reserved memories) It is an effect display that makes it appear as if the fluctuations are continuously performed. One start is made to make it appear as if multiple symbols of variable display (variable display) have been executed for one start winning prize. Fluctuations that indicate fluctuation modes, such as presence / absence of temporary stop and re-variation for a predetermined number of times for all symbol sequences (left, middle, right) within the fluctuation time determined for winning. A variation pattern designation command indicating a pattern, a display control command used for controlling an image display operation in the effect display device 5, and a voice control used for controlling a voice output from the speakers 8L and 8R. Command, contains a lamp control commands used to control and presentation for LED9 and decorative LED lighting operation.

  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. A RAM (Random Access Memory) 102 that provides an area, a CPU (Central Processing Unit) 103 that executes a control program by executing a game control program, and updates numeric data indicating random values independently of the CPU 103 A random number circuit 104 to perform and an I / O (Input / Output port) 105 are provided.

  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 them, 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. The electrical components related to the execution of the effect control such as the effect control CPU 120, the ROM 121, and the RAM 122 on the effect control board 12 are also referred to as an effect control microcomputer.

  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 2 c 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. In addition, 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 (first effect motor 303, A plurality of electronic components such as a second performance motor 330), a solenoid, a sensor, and a light emitting diode (LED) are connected. In FIG. 2, illustrations of these electronic components other than the first effect motor 303 and the second effect motor 330 are omitted.

  Note that, on the side of the effect control board 12, as with the main board 11, for example, random values (also referred to as effect random numbers) for determining various types of effects such as a notice effect are set.

  In addition to the effect control program, the ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used for controlling the effect operation. For example, the ROM 121 stores table data constituting a plurality of determination tables prepared for the effect control CPU 120 to make various determinations, determinations and settings, pattern data constituting various effect control patterns, and the like. Yes.

  As an example, the ROM 121 uses the effect control CPU 120 to control the effect operations by various effect devices (for example, the effect display device 5 and the speakers 8L and 8R, the effect LED 9 and the decoration LED, the effect model, etc.). An effect control pattern table storing a plurality of types of effect control patterns to be stored is stored. The effect control pattern is composed of data indicating the control contents corresponding to various effect operations executed in accordance with the progress of the game in the pachinko gaming machine 1. The effect control pattern table only needs to store, for example, an effect control pattern during special figure change, a notice effect control pattern, and various effect control patterns.

  The special-control variation production control pattern corresponds to a plurality of types of variation patterns in the period from the start of the variation of the special symbol in the special-sign game until the finalized special symbol that is the special-sign display result is derived It consists of data indicating the contents of control of various effect operations, such as effect display operations in effect symbol variation display operation, reach effect, re-lottery effect, etc., or various effect display operations not accompanied by effect symbol variation display Has been. The notice effect control pattern includes, for example, data indicating the control content of the effect operation that becomes the notice effect executed in response to the notice pattern in which a plurality of patterns are prepared in advance. The various effect control patterns are composed of data indicating the control contents corresponding to various effect operations executed in accordance with the progress of the game in the pachinko gaming machine 1.

  In the special-figure variation production control pattern, for example, a plurality of types of reach production control patterns with different production modes in each reach production may be included for each variation pattern that executes the reach production.

  In addition, examples of the notice effect that is executed during the change display of the effect symbol include, for example, a movable notice in which the movable member 321 as a movable body (movable object) rises as described later, and the player uses the stick controller 31A or push button. Big hits such as an operation notice executed on condition that 31B is operated, a step-up notice that a predetermined image is switched stepwise, a line notice that a character appears and hits a line, a cut-in notice that a predetermined image is interrupted and displayed Jackpot announcement effect that suggests the possibility of reach, reach notice that suggests whether to become reach, pseudo-continuous notice that informs whether or not to become a quasi-ream, stop-symbol notice that announces a stop symbol, game state probability At the start of variable display or when reach is established, such as a latent announcement that warns whether or not it is in a fluctuating state (whether it is hidden or not) Comprising a plurality of notice to be executed Te.

[Operation of pachinko machines]
Next, the operation (action) of the pachinko gaming machine 1 in the present embodiment will be described. 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 necessary initial settings after setting the interrupt disabled. 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 executing such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, it executes a game control timer interrupt process shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 14 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 executes the normal symbol process, thereby determining the normal symbol variation display mode using the random number MR4 for determining the normal symbol display result, and performing the display operation (for example, turning on the segment LED) on the normal symbol display 20. ), Etc., to control the normal symbol variation display, the tilting operation setting of the movable wing piece in the normal variable winning ball apparatus 6B, and the like.

  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. After setting the control data in the output port for transmitting the effect control command to the 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 turned on for a predetermined time. Then, by turning it off, etc., it is possible to transmit the effect control command based on the setting in the command transmission table. After executing the command control process, after setting the interrupt enabled state, the game control timer interrupt process is terminated.

  FIG. 15 is a flowchart showing an example of processing executed in S15 shown in FIG. 14 as the special symbol process. 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 one of the processes in S22 to S29 according to the value of the special figure process flag provided in the game control flag setting unit.

  In the start winning determination process, first, it is determined whether or not there has been a first start winning or a second starting winning by the first start opening switch 22A or the second start opening switch 22B. If the random number MR1 for determining the result, the random value MR2 for determining the big hit type, and the random value MR3 for determining the variation pattern are extracted and the first start winning prize is obtained, the free entry in the first special figure holding storage unit is extracted. 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.

  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 indicator are displayed based on the presence / absence of reserved data stored in the first special symbol storage unit and the second special symbol storage unit. It is determined whether or not to start the special game with 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 processing of S22 and the variation pattern setting processing of S23, the variation pattern including the variation display time of the confirmed special symbol, the special symbol, and the effect symbol, which becomes 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 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 is on. When the big hit flag is on, the value of the special figure process flag is updated to “4”. 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, 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 the jackpot end process, a waiting time corresponding to a period in which an ending effect as an effect operation for notifying 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 effect LED 9 or the like. And a process for performing various settings (setting of a probability change flag and a time reduction flag) for starting the probability change control and the 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 (in this embodiment, “100” is set in the short-time counter).

  Next, the operation of the effect control board 12 will be described. FIG. 16 is a flowchart showing an 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).

  Next, the effect control CPU 120 executes a movable member break-in process for performing a break-in operation for moving the movable member 321 (S51A). The movable member break-in process will be described later with reference to FIG. Then, the CPU 120 for effect control confirms the operation of a plurality of types of movement patterns of the movable member 321 in the effect such as the notice effect, or uses the position detection sensor 333 to detect the initial position of the movable member 321 (in the present embodiment, the first position). Position) is detected, or a movable member initialization process for moving the movable member 321 to the initial position is executed (S51B).

  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, which command is the effect control command stored in the buffer area is analyzed.

  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.

  FIG. 17 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 executes a hold display notice effect determination process for determining the display pattern of the hold storage display together with the presence or absence of the hold display notice effect (S71). A hold display update process is executed to update the hold storage display in the first hold display area 5D and the second hold display area 5U to a display corresponding to the stored content of the start winning reception command buffer (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 command reception waiting process (S73): It is confirmed whether or not a variation pattern command is received from the game control microcomputer 100. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern 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 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 command reception waiting process (S73).

[Structure of production unit]
Next, the rendering unit 300 will be described with reference to FIGS. 3A is a front view showing the effect unit, and FIG. 3B is a rear view. FIG. 4 is an exploded perspective view showing a state in which the effect unit is viewed obliquely from the front. FIG. 5 is an exploded perspective view showing a state in which the effect unit is viewed obliquely from behind. 6A is a front view showing a state in which the movable part is in the tilted position, and FIG. 6B is a front view showing a state in which the movable part is in the standing position. 7A is a rear view showing the pinion gear, and FIG. 7B is a rear view showing the rack gear. 8A is a schematic diagram illustrating a state where the movable member is in the first position, and FIG. 8B is a schematic diagram illustrating a state where the movable member is in the second position. 10A is a schematic view showing a state where the pinion gear is engaged with the rack gear, FIG. 10B is a state where the rack gear is moved, and FIG. 10C is a schematic view showing a state where the rack gear is regulated. FIGS. 11A to 11D are enlarged views of main parts showing the state of the gears until (A) to (D) are in the restricted state. 12A is a schematic diagram showing a restricted state, FIG. 12B is a schematic view showing a state in which the pinion gear is changed to a restricted release state by rotating the pinion gear in the first operating direction, and FIG. 12C is an initial driving state. FIGS. 13A and 13B are schematic views showing a restricted state, FIG. 13B a state in which the pinion gear is changed to a restricted release state by rotating the pinion gear in the second operation direction, and FIG. 13C is a driving initial state.

  As shown in FIGS. 3 to 6, the effect unit 300 is provided between the game board 2 and the effect display device 5 provided on the back side of the game board 2, and is a base portion 301 fixed at a predetermined location. A movable portion 302 that can be rotated with respect to the base portion 301, a tilting position where the movable portion 302 is tilted sideways (see FIG. 6A), and an upright position (see FIG. 6 (FIG. 6A)). B)), and a first effect motor 303 that rotates between them.

  A bearing hole 310 is formed through the base portion 301, and a guide groove 311 having an arc shape centering on the bearing hole 310 is formed around the bearing hole 310. At the lower right position of the bearing hole 310 on the back surface of the base portion 301, a first effect motor 303 that rotates the movable portion 302 is fixed on the back surface, and the drive projecting forward through the base portion 301. A turntable 312 is fixed to the tip of a shaft (not shown).

  A shaft member 313 that faces in the front-rear direction protrudes from a predetermined peripheral edge of the turntable 312, and the lower end of the link member 314 is pivotally supported by the shaft member 313. Further, a detection piece 315 is provided on the opposite side of the periphery of the turntable 312 to the shaft member 313, and the detection piece 315 is detected by a position detection sensor 316 provided below the turntable 312. The production control CPU 120 can specify that the movable portion 302 is located at the tilt position.

  The movable portion 302 includes a rotating member 320, a movable member 321 provided on the front side of the rotating member 320 so as to be slidable with respect to the rotating member 320, and a movable member on the back side of the rotating member 320. 321 and a rack gear 322 that moves integrally. The movable member 321 can be reciprocated between a first position on the rotating shaft 325 side with respect to the rotating member 320 and a second position farther from the rotating shaft 325 than the first position.

  In the present embodiment, the effect control CPU 120 executes a movable effect of moving the movable member 321 between the first position and the second position when the movable part 302 is in the standing position. ing. The movable member 321 is at least partially retracted below the display screen of the effect display device 5 when in the first position, and at least partially overlaps the front side of the display screen of the effect display device 5 at the second position. (See FIG. 1).

  The rotating member 320 is formed of a substantially plate-like member extending in the left-right direction, and is provided on the right side of the front surface so as to project from the rotating shaft 325 and the left side of the rotating shaft 325 by being inserted into the bearing hole 310 from the rear side. The first guide shaft 326 inserted into the guide groove 311 from the rear side, and the second guide shaft 327 protruding from the upper right side of the rotation shaft 325 and inserted from the rear side into the guide groove 311 are protruded. Yes.

  The upper end of the link member 314 is pivotally supported at the tip of the second guide shaft 327 that is inserted through the guide groove 311 and protrudes to the front side of the base portion 301. That is, the turntable 312 and the rotation member 320 are connected via the link member 314. A coil spring 328 is provided on the outer periphery of the rotation shaft 325 to urge the rotation member 320 toward the standing position at all times.

  On the left side of the first guide shaft 326, a linear slide groove 329 that guides the movable member 321 in the left-right direction extends in the left-right direction. A second effect motor 330 for sliding the movable member 321 is fixed above the slide groove 329 on the front surface of the rotating member 320, and the drive shaft protrudes rearward through the base portion 301. A pinion gear 331 for operating the rack gear 322 is fixed to the tip of 330a. In the present embodiment, a stepping motor is applied as the second effect motor 330.

  A hook 332 that is engaged with the left end of the tension spring 323 for biasing the rack gear 322 is provided on the rear surface on the left side of the rotating member 320 so as to protrude rearward. In addition, a position detection sensor 333 that detects a detection piece 334 formed at the right end of the rack gear 322 is provided on the right rear surface, and the detection piece 334 is detected by the position detection sensor 333, thereby performing the effect control. The CPU 120 can specify that the movable member 321 is located at the first position.

  The movable member 321 has a disk-shaped light emitting part 321A and an attachment part 321B extending to the right side from the light emitting part 321A. The light emitting unit 321A is provided with a plurality of light emitting diodes (LEDs) (not shown) inside, and can emit light forward. Further, two bosses 334a and 334b project from the rear surface of the mounting portion 321B. The bosses 334a and 334b are inserted into the slide groove 329 and are rack geared by screws N1 screwed from the rear surface side of the rack gear 322. By fixing 322, the movable member 321 disposed on the front side of the rotating member 320 and the rack gear 322 disposed on the rear side of the rotating member 320 are integrated.

  The integrated movable member 321 and rack gear 322 are guided so as to be slidable in the left-right direction with respect to the rotating member 320 by inserting two bosses 334 a and 334 b into the slide groove 329. Further, on the right side of the rack gear 322, a hook 335 is protruded rearward so that the right end of the tension spring 323 is locked to the hook 332 of the rotating member 320. That is, one end of the tension spring 323 is locked to the hook 332 of the rotating member 320 and the other end is locked to the hook 335 of the rack gear 322, so that the movable member 321 is always directed toward the second position. Energize.

  In the effect unit 300 configured as described above, the movable portion 302 is located at the tilted position as shown in FIG. 6A in the initial driving state. Then, when the turntable 312 is rotated clockwise by the first effect motor 303 by the front view, the second guide shaft 327 is pulled downward by the link member 314, so that the front view about the rotation shaft 325 is obtained. It rotates about 90 degrees clockwise and rotates to the standing position shown in FIG. In addition, since the urging force of the coil spring 328 acts when rotating from the tilt position to the standing position, the load on the first effect motor 303 is reduced. Further, the first effect motor 303 is reversely driven to rotate from the standing position to the tilt position.

  Next, the detailed structure of the pinion gear 331 and the rack gear 322 will be described. As shown in FIG. 7A, the pinion gear 331 is a rotating gear in which a plurality of drive teeth protrude from a part of the peripheral surface of the disk member. The drive teeth have a plurality of drive teeth 340A projecting in the rotational direction and a tooth thickness dimension L2 in a pitch circle having a radius from the drive shaft 330a to the position where the teeth mesh with each other than the tooth thickness dimension L1 of the drive teeth 340A. The driving teeth 340B have a large driving tooth 340B, and the tooth thickness dimension L3 in the pitch circle is longer than the tooth thickness dimensions L1 and L2 of the driving teeth 340A and 340B (tooth thickness dimension L1 <L2 <L3). ).

  In addition, since the tooth thickness dimensions L1, L2, and L3 of the drive teeth 340A, 340B, and 340C are different from each other in this way, the tip surface 342A of the drive tooth 340A, the tip surface 342B of the drive tooth 340B, and the tip surface 342C of the drive tooth 340C. The length in the circumferential direction in each is the same as the relationship between the tooth thickness dimensions L1, L2, and L3. That is, the circumferential length of the tip surface 342B is longer than the circumferential length of the tip surface 342A, and the circumferential length of the tip surface 342C is the circumferential direction of the tip surfaces 342A and 342B. It is longer than the length dimension of.

  In the present embodiment, the front end surfaces 342A and 342B are flat surfaces, and the front end surface 342C constituting the restricting portion described later is a curved surface along an arc centered on the drive shaft 330a.

  The tooth gap dimension L4 between each drive tooth 340A and drive tooth 340A and the tooth gap dimension L5 between drive tooth 340A and drive tooth 340B are the same (tooth gap dimension L4 = L5), and drive tooth 340A. The tooth gap dimension L6 between the gears 340C and the drive teeth 340C is longer than the tooth gap dimensions L4 and L5 (L4, L5 <L6). These drive teeth 340A, 340B, and 340C are formed over about 1/3 of the circumferential surface, and the remaining 2/3 of the circumferential surface is a missing portion 341 in which the drive teeth are missing in the circumferential direction. Yes. That is, the pinion gear 331 has a meshing portion that has driving teeth and meshes with the rack gear 322, and a non-meshing portion that does not have driving teeth and does not mesh with the rack gear 322 on the peripheral surface.

  In the present embodiment, in the pinion gear 331, the clockwise direction in FIG. 7A is the first operating direction in which the rack gear 322 is moved from the second position to the first position, that is, in the first direction. The rotation is the second operation direction that moves the rack gear 322 from the first position to the second position, that is, in the second direction.

  As shown in FIG. 7B, the rack gear 322 is a gear in which a plurality of driven teeth protrude from a part of the side surface of the rod-shaped member. The driven teeth include a plurality of driven teeth 350A projecting along the side surface on the pinion gear 331 side, a driven tooth 350B having a tooth thickness dimension L12 larger than a tooth thickness dimension L11 of the driven tooth 350A at a position where the drive teeth mesh, The thickness dimension L13 has the driven tooth 350C longer than the tooth thickness dimensions L11 and L12 of the driven teeth 350A and 350B (tooth thickness dimension L11 <L12 <L13). Moreover, the front end surface of each driven tooth 350A, 350B, 350C is a flat surface.

  The tooth gap dimension L14 between each driven tooth 350A and the driven tooth 350A and the tooth gap dimension L15 between the driven tooth 350A and the driven tooth 350C are the same (tooth gap dimension L14 = L15), and the driven tooth 350A. The tooth gap dimension L16 between the tooth and the driven tooth 350B is longer than the tooth gap dimensions L14 and L15 (L14, L15 <L16).

  The tooth gap dimensions L14 and L15 of the rack gear 322 are dimensions corresponding to the tooth thickness dimension L1 of the drive teeth 340A, and the tooth gap dimensions L16 are dimensions corresponding to the tooth thickness dimension L2 of the drive teeth 340B. . Further, the tooth gap dimensions L4 and L5 in the pinion gear 331 are dimensions corresponding to the tooth thickness dimension L11 of the driven tooth 350A, and the tooth gap dimensions L6 are dimensions corresponding to the tooth thickness dimension L13 of the driven tooth 350C. .

  These driven teeth 350A, 350B, and 350C are formed from the lower part in the longitudinal direction of the side surface to the substantially vertical center, and the upper part from the center is a missing part 351 in which the driven tooth is missing in the longitudinal direction. That is, the rack gear 322 has a meshing portion that has driven teeth and meshes with the pinion gear 331 and a non-meshing portion that does not have driven gears and does not mesh with the pinion gear 331 on the side surface.

  In the present embodiment, the rack gear 322 moves between the upper second position and the lower first position in FIG. That is, the pinion gear 331 rotates in the first operation direction to move from the second position to the first position, that is, moves in the first direction, and the pinion gear 331 rotates in the second operation direction from the first position to the second position. It moves to the position, that is, in the second direction.

  Next, operation modes of the pinion gear 331 and the rack gear 322 will be described with reference to FIGS. In this embodiment, since the movable member 321 reciprocates between the first position and the second position when the movable part 302 is in the standing position, the movable part 302 is in the standing position below. The description will be made with reference to the vertical and horizontal directions.

  In this embodiment, an example in which the movable member 321 reciprocates between the first position and the second position when the movable part 302 is in the standing position will be described. However, the movable part 302 is in the tilted position. Sometimes, the movable member 321 may reciprocate between the first position and the second position during rotation.

  As shown in FIGS. 8A and 8B, the movable member 321 (rack gear 322) has a first position below the rotating member 320 where the boss 334 b is positioned at the lower end of the slide groove 329. The boss 334a can reciprocate in the vertical direction between the upper second position located at the upper end of the slide groove 329.

  As shown in FIG. 8A, the movable member 321 is subjected to an upward biasing force by the tension spring 323 at the first position, but the pinion gear 331 and the rack gear 322 are driven by a drive tooth 340C as will be described later. When the tip of the follower tooth 350C of the leading end surface 342C of the first contact surface 342C comes into contact, the state changes to a restricted state (locked state) that restricts the upward movement of the movable member 321 due to the urging force of the tension spring 323. Even when the motor 330 is off, the movable member 321 is held in the first position. The details of the restricted state (locked state) will be described later.

  As shown in FIG. 8B, when the restriction state is released, the movable member 321 is moved upward by the urging force of the tension spring 323 and then held at the second position by the tension spring 323. That is, the urging force by the tension spring 323 exceeds the load of the movable member 321.

  Next, as shown in FIG. 10A, the pinion gear 331 rotates in the first operating direction as shown in FIG. 10B in a state where the drive teeth 340B mesh with the corresponding driven teeth 350B from above. Thus, the drive teeth 340A and the corresponding driven teeth 350A mesh with each other, and the rack gear 322 moves in the first direction (downward) against the upward biasing force of the tension spring 323. Then, as shown in FIG. 10C, the tooth tip of the driven tooth 350C comes into contact with the tip surface 342C of the drive tooth 340C, and the rack gear 322, that is, the movable member 321 is held at the first position. The

  Here, the details when changing from the restriction release state to the restriction state (lock state) will be described. As shown in FIG. 10A, when the movable member 321 is in the second position, the drive teeth 340A and 340B mesh with the driven teeth 350A and 350B as the pinion gear 331 rotates in the first operating direction. Thus, the rack gear 322 moves in the first direction against the upward biasing force of the tension spring 323, and the movable member 321 descends toward the first position.

  Next, as shown in FIG. 11A, before the engagement of the drive teeth 340A adjacent to the drive teeth 340C among the plurality and the driven teeth 350A adjacent to the driven teeth 350C of the plurality is released, the drive teeth 340C are released. And the driven teeth 350C are meshed, and the meshing of the drive teeth 340A and the driven teeth 350A is released. Then, as shown in FIG. 11B, after the drive teeth 340C face the missing portion 351 of the rack gear 322, the tooth tips of the drive teeth 340C move from the tooth roots of the tooth surfaces of the driven teeth 350C toward the tooth tips. I will do it.

  As shown in FIG. 11C, when the tooth tip of the driving tooth 340C is separated from the tooth surface of the driven tooth 350C by the rotation of the pinion gear 331, the meshing of the driving tooth 340C and the driven tooth 350C is released. That is, the drive tooth 340C is an adjacent drive tooth adjacent to the missing portion 341, and the driven tooth 350C is an adjacent driven tooth adjacent to the missing portion 351 (the drive tooth 340C is the rear of the first direction among the plurality of driven teeth. Since the transmission of the power to move the rack gear 322 in the first direction is interrupted by the meshing of the subsequent drive teeth and the driven teeth, the rotation of the pinion gear 331 is stopped. Thus, when the tooth tip of the drive tooth 340C is separated from the tooth surface of the driven tooth 350C and the engagement between the drive tooth 340C and the driven tooth 350C is released, the rack gear 322 tries to move in the second direction by the urging force of the tension spring 323. To do.

  As shown in FIG. 11C, when the pinion gear 331 further rotates, the tip surface 342C of the drive tooth 340C intersects the tooth tip line T passing through the tooth tips of the driven teeth 350A, 350B, 350C of the rack gear 322. To do. At this time, as described above, the transmission of the power for moving the rack gear 322 in the first direction due to the meshing of the subsequent drive tooth and the driven tooth is interrupted, so that the rack gear 322 receives the first force by the urging force of the tension spring 323. In order to move in two directions, the tooth tip of the driven tooth 350C comes into contact with the tip surface 342C of the drive tooth 340C.

  Thus, after the contact point S with respect to the drive tooth 340C in the driven tooth 350C moves from the tooth surface of the drive tooth 340C (see FIG. 11A) to the tooth tip of the drive tooth 340C (see FIG. 11B). ), And moves to the tip surface 342C of the drive tooth 340C (see FIG. 11C). That is, it moves to the tip surface 342C so as to slide while being in sliding contact from the tooth surface of the drive tooth 340C toward the tooth tip.

  Thereafter, when the tooth tip of the driven tooth 350C reaches the substantially central position in the circumferential direction on the tip surface 342C, the second effect motor 330 is turned off and the rotation of the pinion gear 331 is stopped (see FIG. 11D). . In this state, the tip end surface 342C is inclined to the rack gear 322 side in the second direction so as to intersect the tooth tip line T, and the rack gear 322 is directed upward by the biasing force of the tension spring 323. As a result, the tooth tip of the driven tooth 350C is pressed against the tip end surface 342C, and a restriction state (lock state) is established in which the movement of the rack gear 322 in the second direction is restricted. That is, the drive teeth 340 </ b> C and the driven teeth 350 </ b> C constitute restriction means for restricting the movement of the rack gear 322 in the second direction (upward direction).

  Further, the pinion gear 331 is a gear that is rotated by the second effect motor 330, and the front end surface 342C constituting the restricting portion is configured by a curved surface along an arc centered on the drive shaft 330a of the pinion gear 331. Thus, as shown in FIG. 11C, after the contact point S of the driven tooth 350C with respect to the drive tooth 340C moves from the tooth surface of the drive tooth 340C to the tip surface 342C, the pinion gear 331 reaches the position shown in FIG. Does not displace the contact point S between the driven tooth 350C and the tip end surface 342C in the second direction of the rack gear 322, so that the rack gear 322 moves slightly according to the rotation of the pinion gear 331, that is, the movable member 321. It is possible to prevent the player from slightly rising and making the player feel uncomfortable.

  For example, when the tip surface 342C constituting the restricting portion is a flat surface, as shown in FIG. 11C, the contact point S of the driven tooth 350C with the drive tooth 340C is changed from the tooth surface of the drive tooth 340C to the tip surface 342C. After the movement, when the pinion gear 331 rotates to the position shown in FIG. 11D, the contact point S ′ between the driven tooth 350C and the tip surface 342C is displaced in the second direction of the rack gear 322. Further, when the pinion gear 331 is rotated in the first operation direction to release the restricted state, the urging force by the tension spring 323 is increased as compared with the case where the distal end surface 342C is a curved surface, and therefore for the second effect. The load applied to the motor 330 is increased. Therefore, it is preferable that the front end surface 342C is configured by a curved surface along an arc centered on the drive shaft 330a of the pinion gear 331.

  In the present embodiment, since the second effect motor 330 is a stepping motor, the drive teeth 340C are stopped at the restriction position shown in FIG. 11D according to the number of steps (rotation angle) from the reference position. Although the rotation of the pinion gear 331 can be stopped, for example, a sensor or the like that detects that the drive tooth 340C is in the restriction position shown in FIG. 11D is provided, and the pinion gear 331 The rotation may be stopped.

  In addition, for example, stop positions for stopping the rotation of the pinion gear 331 when changing to the restricted state are set at a plurality of locations within the range where the driven teeth 350C abut on the tip surface 342C, and stopped at different locations every predetermined number of times. By doing so, it is possible to avoid local deformation of the tip surface 342C due to wear due to repeated stops. In this case, for example, it is conceivable to extend the distal end surface 342C over the circumferential direction of the missing portion 341.

  Next, a method for canceling the restricted state will be described. First, in the restricted state shown in FIG. 12A, by rotating the pinion gear 331 in the first operation direction, the drive teeth 340C move and the tooth tips of the driven teeth 350C move away from the tip surface 342C, and the missing portion 341 When the intersection of the tip surface 342C and the tooth tip line T is released facing the rack gear 322, the restriction of the driven tooth 350C by the tip surface 342C is released, and the regulation state is changed to the regulation release state.

  As shown in FIG. 12B, the rack gear 322 is lifted in the second direction by the tensile force of the tension spring 323 when the restriction is released, so that the movable member 321 moves from the first position toward the second position. Move at high speed. In the present embodiment, since the first position is the initial driving position, as shown in FIG. 12C, the pinion gear 331 is rotated in the first operation direction even after the restriction is released. When the drive teeth 340B reach the position where they are engaged with the driven teeth 350B, the second effect motor 330 is turned off to stop the rotation of the pinion gear 331.

  Therefore, when moving the movable member 321 from the second position to the first position, the pinion gear 331 is further rotated in the first operation direction, so that the rack gear is engaged with the drive teeth 340B and 340A and the driven teeth 350B and 350A. 322 can be moved in the first direction. In this way, the movable member 321 can be moved from the first position to the second position and can be moved from the second position to the first position by simply rotating the pinion gear 331 in the first operation direction. The control load of the effect control CPU 120 that controls the second effect motor 330 can be reduced.

  FIG. 13 shows another example of the method for canceling the restricted state. In the restricted state shown in FIG. 13 (A), by rotating the pinion gear 331 in the second operation direction opposite to the first operation direction, the drive teeth 340C move and the tooth tips of the driven teeth 350C move from the tip surface 342C. The intersection between the tip surface 342C and the tooth tip line T is released, but the driven tooth 350C enters the tooth gap between the driving tooth 340C and the driving tooth 340A, and as shown in FIG. Since the tooth surface of the tooth 350C contacts with the tooth surface of the driving tooth 340C, the movement of the rack gear 322 in the second direction by the tension spring 323 is restricted by the contact with the driving tooth 340C.

  Therefore, the rack gear 322 can be raised by the rotation of the pinion gear 331 by further rotating the pinion gear 331 in the second operation direction. That is, as shown in FIG. 12, when the restricted state is released by rotating the pinion gear 331 in the first operating direction in the restricted state, the movable member 321 is moved from the first position at a predetermined speed by the urging force of the tension spring 323. As shown in FIG. 13, when the restricted state is released by rotating the pinion gear 331 in the second operating direction in the restricted state, the movable member 321 is moved from the first position to the second position at an arbitrary speed. It can be moved to a position.

  Specifically, if the pinion gear 331 is rotated at a low speed, the movable member 321 can be raised at a low speed, and if the pinion gear 331 is rotated at a high speed, the movable member 321 can be raised at a high speed. Moreover, it can be raised in various ways, such as being stopped while being raised, or moved up and down.

  As described above, in the pachinko gaming machine 1 according to the embodiment of the present invention, the pinion gear 331 as the drive gear that is rotated (operated) by the second effect motor 330 as the drive source, and the pinion gear 331 A rack gear 322 as a driven gear to be meshed, and the rack gear 322 is urged by a tension spring 323 in a second direction opposite to the first direction moved (actuated) by the pinion gear 331, and the pinion gear 331 is And a missing portion 341 in which a part of the drive teeth 340A, 340B, and 340C are missing, and a tip surface 342C as a restricting portion provided at the tip of the drive tooth 340C as an adjacent drive tooth adjacent to the missing portion 341. After the meshing of the drive teeth 340C and the driven teeth 350C of the rack gear 322 is released, the driven teeth 350C Movement in the second direction of the rack gear 322 is restricted by abutting the 42C.

  That is, when the engagement between the drive teeth 340C and the driven teeth 350C is released and the missing portion 341 faces the rack gear 322, the driven teeth 350C of the rack gear 322 biased in the second direction come into contact with the tip surface 342C. Movement in the second direction is restricted. As described above, the movement of the rack gear 322 in the second direction can be restricted by using the front end surface 342C provided on the drive teeth 340C of the pinion gear 331, so that the rack gear 322 and the movable member 321 move in the first direction. The operation of the rack gear 322 can be stopped with a simple structure of the driving gear and the driven gear without increasing the number of parts by providing a regulating means for regulating the noise separately.

  Moreover, in the said embodiment, although the rack gear 322 which is a driven gear was urged | biased by the 2nd direction by the tension spring 323, this invention is not limited to this, A driven gear is a thing other than a spring member. It may be biased in the second direction by the biasing means. Further, for example, when the movable portion 302 is provided upside down, the rack gear 322 is always urged downward (second direction) due to the load of the movable member 321, and thus is urged in the second direction by its own weight. Are also included.

  The pinion gear 331 is a gear that is rotated by the second effect motor 330, and the rack gear 322 has a first position (position shown in FIG. 8A) and a second position different from the first position (FIG. 8 ( C), and the pinion gear 331 rotates in the first operation direction that operates the rack gear 322 in the first direction, so that the drive teeth 340A, 340B, 340C and the driven teeth 350A, After moving from the second position to the first position by meshing with 350B and 350C, the missing portion 341 faces and the meshing between the drive teeth 340A, 340B and 340C and the driven teeth 350A, 350B and 350C is released, It is biased in the second direction by the tension spring 323 and operates from the first position to the second position.

  As described above, the rack gear 322 can be reciprocated only by rotating the pinion gear 331 in the first operation direction, so that the control load of the second effect motor 330 can be reduced.

  Further, when the driven tooth 350C comes into contact with the front end surface 342C, the restricted state in which the movement of the rack gear 322 in the second direction is restricted. The pinion gear 331 is moved in the first direction as shown in FIG. It can be released by operating in the first operating direction to be operated or in the second operating direction opposite to the first operating direction as shown in FIG.

  By doing so, if the restricted state is not released even if the pinion gear 331 is rotated in one of the first operating direction and the second operating direction, the rack gear 322 is released by operating in the other direction. This makes it easy to avoid that the driven tooth 350C is engaged with the tip end surface 342C and cannot move the rack gear 322.

  Further, in the restricted state, the operation mode of the rack gear 322 differs between when the pinion gear 331 is rotated in the first operation direction and when the pinion gear 331 is rotated in the second operation direction. Specifically, as shown in FIG. 12B, when the pinion gear 331 is rotated in the first operation direction, the rack gear 322 is raised by the urging force of the tension spring 323, and as shown in FIG. 13B. When the pinion gear 331 is rotated in the second operation direction, the rack gear 322 is raised according to the rotation of the pinion gear 331, so that the operation mode of the movable member 321 integrated with the rack gear 322 can be diversified.

  Further, the tooth thickness dimension L3 of the drive teeth 340C is longer than the tooth thickness dimensions L1 and L2 of the other drive teeth 340A and 340B (for example, the tooth thickness dimension L1 <L2 <L3). By doing so, it is possible to prevent damage or the like due to a load applied to the drive teeth 340C when the meshed state is changed from the non-engaged state not meshed with the driven teeth 350A, 350B, 350C. In addition, since the tooth thickness dimension L3 is widened, the tip end surface 342C constituting the restricting portion is also widened, which makes it easy to restrict the driven tooth 350C.

  The pinion gear 331 is a gear that is rotated by the second effect motor 330, and the distal end surface 342C that constitutes the restricting portion is configured by a curved surface that follows an arc centered on the drive shaft 330a of the pinion gear 331. Even if the pinion gear 331 rotates while the driven tooth 350C is in contact with the front end surface 342C, the contact point S between the driven tooth 350C and the front end surface 342C is not displaced in the moving direction of the rack gear 322. As a result, the rack gear 322 can be prevented from finely moving according to the rotation.

  Further, the tooth thickness dimension L13 of the driven tooth 350C meshing with the drive tooth 340C in the driven tooth is longer than the tooth thickness dimensions L11 and L12 of the other driven teeth 350B and 350C (tooth thickness dimension L11 <L12). <L13) By doing so, it is possible to prevent damage or the like due to a load applied to the driven tooth 350C when the meshed state is changed from the non-engaged state that is not meshed with the drive tooth 340C. Further, it is possible to prevent damage due to a load applied by a force biased in the second direction in a state where the contact portion is in contact with the restricting portion.

[Direction unit cable]
With reference to FIGS. 3, 8, and 9, the rendering unit 300 is provided with a cable 361 that supplies power to the LED of the light emitting unit 321 </ b> A of the movable member 321.

  FIG. 9A and FIG. 9B schematically show the side surfaces of FIG. 8A and FIG. 8B, respectively. In FIG. 9, the distance between the movable member 321 and the rotating member 320 and the distance between the rotating member 320 and the rack gear 322 are drawn wider for the sake of clarity. It is narrower than.

  As shown in FIG. 1, the cable 361 is moved from the connector 363 provided on the relay board from the effect control board 12 of the base 301 to the movable member 321 via the pressing member 364 of the cable 361 provided on the rotating member 320. The LED of the light emitting unit 321A is connected to a connector 362 provided on the LED board on which the LED is mounted.

  As shown in FIG. 9A, when the movable member 321 is waiting in the first position, the portion between the pressing member 364 and the connector 362 of the cable 361 is considerably bent. .

  As shown in FIG. 9B, when the movable member 321 is advanced to the second position, the portion between the pressing member 364 of the cable 361 and the connector 362 is extended and there is not much room. Become.

  For this reason, a force in a direction from the second position toward the first position is applied to the movable member 321 by the cable 361. When the cable 361 is stretched, the covering material of the cable 361 is resin. Therefore, when the cable 361 is cold, the force applied to the movable member 321 by the cable 361 is less than when the cable 361 is cold. Become stronger.

  The tension spring 323 is pulled by the second effect motor 330 until the movable member 321 reaches the second position. For this reason, the second performance motor 330 can generate a force stronger than the tensile force (biasing force) in a state where the tension spring 323 is most pulled.

  As described above, the urging force by the tension spring 323 exceeds the load of the movable member 321. However, when the urging force by the tension spring 323 is increased, the output of the second effect motor 330 that pulls the tension spring 323 needs to be increased. When a motor with a large output is used, the manufacturing cost increases, and therefore it is preferable that the output of the motor be the minimum necessary.

  As the tension spring 323 in the present embodiment, not only the load of the movable member 321 but also the force of pulling the movable member 321 when the cable 361 is extended, and the cost of the second effect motor 330 are considered. A spring that can obtain the minimum required biasing force is used.

  For this reason, in the unlikely event that a cable 361 having poor quality is used and it becomes hard at a low temperature, it is considered that the biasing force of the tension spring 323 is insufficient when the movable member 321 is first moved. Normally, cables that are harder than expected at low temperatures are not used.

  However, in this embodiment, when the pachinko gaming machine 1 that has been left and cooled at night is started in order to prevent a situation in which the urging force of the tension spring 323 is insufficient, a later-described diagram is used. As shown in step S515 in FIG. 18, a running-in operation is performed to accustom the movement of the movable member 321. By performing the running-in operation of moving the movable member 321 from the first position to the second position, the cable 361 can be bent and stretched, so that the cable 361 can be used flexibly. As a result, a situation where the urging force of the tension spring 323 is insufficient can be prevented.

  In the present embodiment, when the pachinko gaming machine 1 is activated, the cable 361 is used to generate heat (the effect display device 5, the first effect motor 303, and the second effect motor 330). Since it is provided in the vicinity, the cable 361 is kept highly flexible by heat.

  FIG. 18 is a flowchart showing the movable member break-in process (S51A) in the effect control main process. Referring to FIG. 18, the effect control CPU 120 controls the first effect motor 303 to move the movable portion 302 to the standing position (S <b> 511).

  Then, the effect control CPU 120 determines whether or not an abnormality is detected in the movement of the movable portion 302 (S512). When it is determined that an abnormality has been detected (YES in S512), the effect control CPU 120 notifies the abnormality of the movable unit 302 (S513). The notification is performed by display on the effect display device 5 and sound output from the speakers 8L and 8R.

  Next, the production control CPU 120 determines whether or not an operation for stopping the notification has been performed by a store clerk of the amusement store (S514). When it is determined that an abnormality in the movement of the movable unit 302 has not been detected (NO in S512), and when it has been determined that an operation to stop notification has been performed (YES in S514), the effect control CPU 120 is movable. The second effect motor 330 is controlled to move the member 321 to the first position (S515). Here, the movable member 321 may be reciprocated between the second position and the first position.

  Thus, since the movable member is moved by the second effect motor 330 having a stronger force than the tension spring 323, the movable member 321 can be moved more reliably. Accordingly, the movement of the cable 361 and the movable member 321 can be accustomed by changing the cable 361 from the bent state to the extended state.

  Then, the effect control CPU 120 determines whether or not an abnormality has been detected in the movement of the movable member 321 (S516). When it is determined that an abnormality has been detected (YES in S516), the effect control CPU 120 notifies the abnormality of the movable member 321 (S517). The notification is performed by display on the effect display device 5 and sound output from the speakers 8L and 8R.

  Next, the effect control CPU 120 determines whether or not an operation for stopping the notification has been performed by a store clerk of the game store (S518). When it is determined that an abnormality in the movement of the movable member 321 is not detected (NO in S516), and when it is determined that an operation for stopping the notification is performed (YES in S518), the effect control CPU 120 executes Return the process to be performed to the caller of this process.

[Modification of movable part drive mechanism]
Next, a modified example of the movable part driving mechanism will be described. FIGS. 19A to 19D are explanatory diagrams illustrating a situation in which the restriction unit serving as the first modification of the movable part driving mechanism is changed to a restricted state. FIGS. 20A to 20D are explanatory views showing a situation in which the state is changed to the restricted state by the restricting means as the second modification of the movable portion driving mechanism. FIGS. 21A to 21D are explanatory diagrams illustrating a situation in which a restriction unit serving as a third modification of the movable part drive mechanism is changed to a restricted state. 22A is an explanatory view showing a restricting portion as a fourth modification of the movable portion drive mechanism, and FIG. 22B is an explanatory view showing a restricting portion as the fifth modification of the movable portion driving mechanism.

  In the embodiment, the pinion gear 331 is applied as an example of the drive gear, and the rack gear 322 is applied as an example of the driven gear. However, the movable part drive mechanism is not limited to this, and the drive gear and the driven gear are not limited thereto. The type of can be changed variously.

  For example, as in Modification 1 shown in FIG. 19, both the drive gear G1 and the driven gear G2 are rotating gears, and as shown in FIGS. 19A to 19D, the drive gear G1 is moved in the first operating direction. By rotating, the driven tooth 410 is brought into contact with the tip surface 402 of the driving tooth 400 adjacent to the missing portion 401 among the plurality of driving teeth, and the movement state of the driven gear G2 in the second direction is restricted. can do.

  Thus, a rotating gear may be applied as the driven gear. In the above embodiment, the tooth thickness dimension L13 of the driven tooth 350C that meshes with the drive tooth 340C as the adjacent drive tooth is longer than the tooth thickness dimensions L11 and L12 of the other driven teeth 350B and 350C. However, the movable part drive mechanism is not limited to this, and the tooth thickness dimension L13 of the driven tooth 410 meshing with the drive tooth 400 as the adjacent drive tooth is greater than the tooth thickness dimensions L11, 12 of the other driven teeth. May not be long.

  20, the drive gear G3 is a rack gear, the driven gear G4 is a rotating gear, and the drive gear G3 is moved in the first operation direction as shown in FIGS. By moving, the driven tooth 410 of the driving tooth 400 adjacent to the missing portion 401 among the plurality of driving teeth is brought into contact with the driven tooth 410, and a controlled state in which the movement of the driven gear G4 in the second direction is restricted. be able to. Thus, a rack gear may be applied as the drive gear.

  In the embodiment, the tooth thickness dimension L3 of the drive tooth 340C as the adjacent drive tooth having the tip surface 342C as the restricting portion is longer than the tooth thickness dimensions L1 and L2 of the other drive teeth 340A and 340B. However, the movable part drive mechanism is not limited to this, and the tooth thickness dimension L3 of the drive teeth 340C is longer than the tooth thickness dimensions L1 and L2 of the other drive teeth 340A and 340B. It does not have to be.

  Specifically, the driving gear G5 is a rotating gear, the driven gear G6 is a rack gear, as in Modification 3 shown in FIG. 21, and the driving gear G5 is a first gear as shown in FIGS. By moving in the operating direction, the driven tooth 410 of the driving tooth 400 adjacent to the missing portion 401 among the plurality of driving teeth is brought into contact with the driven tooth 410, and movement of the driven gear G6 in the second direction is restricted. It can be in a regulated state. Thus, the circumferential length of the tip surface 402 of the driving tooth 400 as the adjacent driving tooth does not necessarily have to be longer than the circumferential length of the tip surface of the other driving teeth. As shown in FIG. 21 (D), when the tip surface 402 crosses the tooth tip line T, it is substantially the same as or shorter than the circumferential length of the tip surface of the other drive teeth. Also good.

  In the above embodiment, the front end surface 342C as the restricting portion is a curved surface along an arc centered on the drive shaft 330a. However, the movable portion drive mechanism is not limited to this, for example, Further, it may be constituted by a flat surface, a spherical surface or a concave surface. Further, as shown in Modification 4 of FIG. 22A, by forming a locking recess 420 or the like that can lock the driven tooth 350C on a part of the tip surface or in the entire tip surface, the driven tooth 350C is formed. Even if it slides on the front end surface 342C, the tooth tip of the driven tooth 350C is easily engaged with the engaging recess 420, so that the driven tooth 350C slides on the front end surface 342C as the restricting portion to be in a restricted state. It can suppress becoming difficult to change.

  Moreover, in the said embodiment, although the front end surface 342C of the drive tooth 340C adjacent to the missing part 341 was applied as an example of the restriction part, the movable part drive mechanism is not limited to this, and the restriction part Is not limited to that constituted by the tip surface of the drive teeth, and as shown in Modification 5 of FIG. 22B, the tip surface 342C of the drive teeth 340C and the missing portion from the tip surface 342C It is good also as a control surface comprised by the extended surface 430 extended to the 341 side. That is, the restricting portion is not only formed by the tip surface of the drive tooth, but may be configured at a portion that does not function as the drive tooth, such as an extended surface extending from the tip surface to the missing portion side. Good.

  Further, the length dimension in the operation direction of the regulating surface composed of the front end surface 342C and the extending surface 430 constituting the regulating portion is not limited to those described in the above-described embodiment and modification examples. A regulating surface such as the installation surface 430 may be extended along the longitudinal direction of the missing portion 341.

  Moreover, in the said embodiment and the modifications 1-4, the drive gear had the missing part which the drive tooth missing on the back side of the 1st operation direction of the adjacent drive tooth, but a missing part is a drive tooth. For example, a gear in which drive teeth are formed only on the arc of a fan-shaped gear, or a rack gear in which adjacent drive teeth are formed at the rear end of the first operation direction are also missing portions. Will have.

  In addition, the driven gear also has a missing portion in which the driven tooth on the rear side in the first direction is missing. For example, a gear in which the driven tooth is formed only on the arc of the fan-shaped gear or an adjacent drive tooth The rack gear or the like in which the driven teeth that mesh with the rear end portion are formed at the rear end portion in the first direction also has a missing portion.

  In the above embodiment, the rack gear and the pinion gear are applied as the types of the drive gear and the driven gear. However, the movable part drive mechanism is not limited to this, and a spur gear, a bevel gear, a helical gear, etc. May be applied.

  In the above embodiment, the pinion gear 331 fixed to the drive shaft 330a of the second effect motor 330 is used as the drive gear, and the rack gear 322 integrated with the movable member 321 is used as the driven gear. The partial drive mechanism is not limited to this, and it is only necessary that two gears meshed with each other among the plurality of gears driven by the drive source are the drive gear and the driven gear. For example, a gear that directly or indirectly meshes with the pinion gear 331 may be a drive gear, and a gear that meshes with the drive gear may be a driven gear. Further, the movable member 321 may not be provided directly on the rack gear 322 that is a driven gear. For example, the movable member 321 may be provided on a part of a power transmission mechanism that transmits the power of the rack gear 322.

  Moreover, in the said embodiment, although the drive gear and the driven gear were applied as a drive mechanism which moves the movable member 321 between the 1st position and the 2nd position with respect to the rotation member 320, to this, For example, the driving gear and the driven gear of the present invention may be applied as a driving mechanism for driving the movable portion 302 between the tilt position and the standing position, or other movable mechanisms. You may apply as a drive mechanism of an effect unit. In addition to those that are applied to the drive mechanism that drives the movable part for production in this way, for example, a drive mechanism that opens and closes the door for the special prize winning device 7 and the like, etc. You may apply as a drive mechanism of a part.

[Example of production using movable members]
Next, a production example using the movable member 321 will be described. FIG. 23 is a display screen diagram of the effect display device 5 when the battle reach effect is executed. FIG. 24 is a display screen diagram of the effect display device 5 when the story reach effect is executed.

  The battle reach effect and the story reach effect are executed by the effect control CPU 120. Battle reach production and story reach production are multiple types of special reach production (supermarkets) that have a higher percentage of selections that result in jackpot display results compared to normal reach production called normal reach. It is a specific super reach production included in the “reach production”. Furthermore, in these super reach productions, the jackpot expectation is set, for example, as a relationship of battle reach production <story reach production. Note that the expectation of jackpot between the battle reach production and the story reach production may be reversed.

  Each of the battle reach effect and the story reach effect is an effect in which the effect display by the image display of the effect display device 5 and the effect operation of the movable member 321 are combined.

  The battle reach effect shown in FIG. 23 will be described. In the effect symbol variation display, the effect symbol variation display is started simultaneously in each of the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R. In accordance with a predetermined stop order such as “medium”, the variation display of the effect symbols is sequentially stopped in the effect symbol display areas 5L, 5R, and 5C, and finally the effect symbols are stopped in all the effect symbol display areas. Thus, when the display result is derived and displayed, the variable display ends.

  After the effect symbols change display is started all at once, as shown in FIG. 23A, when the “left” and “right” effect symbol display areas 5L and 5R are stopped, the same symbol is stopped. It becomes a state. The variation display until the timing of reaching the reach state is executed in a normal variation display effect mode that does not differ between normal reach and super reach. The normal reach and the super reach differ in the production mode after reaching the reach state.

  When the battle reach effect is executed as the reach effect, the effect symbols in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, and 5R are reduced as shown in FIG. In a small symbol display format, it is moved and displayed in the upper right corner of the screen, and a message image 53 indicating “battle reach” is displayed in the center of the screen. Thereby, it is notified that the battle reach effect is executed.

  In the battle reach production, as shown in FIGS. 23C to 23E, a video in which a teammate character 61 (player's teammate side) and an enemy character 62 (player's teammate side) battle each other (battle). A battle effect that displays an image (effect including the output of the sound effect during the battle and the music sound during the battle) is executed.

  In the battle reach effect, when the variable display result becomes the jackpot display result, a victory effect image display in which the teammate character 61 wins is displayed as shown in FIG. 23 (E), and further, in FIGS. 23 (D) and 23 (E). As shown, an image in which the particle effect image 71 is superimposed on the victory effect image is displayed, and the movable member 321 moves to the standing position, and the victory effect that appears in front of the display area of the effect display device 5 is executed. Is done.

  On the other hand, in the battle reach effect, when the fluctuation display result becomes the deviated display result, a defeat effect that displays an image in which the teammate character 61 loses is performed, and the particle effect image 71 as shown in FIGS. And the effect using the movable member 321 is not executed.

  Specifically, in the battle effect, after the display that the teammate character 61 and the enemy character 62 appear as shown in FIG. 23C, the teammate character 61 and the enemy character are displayed as shown in FIG. A moving image in which 62 battles (battles) is displayed. For example, FIG. 23D shows a scene in which the teammate character 61 attacks the enemy character 62. As shown in FIG. 23D, in a battle effect, in a scene where the teammate character 61 attacks (a scene suggesting victory), a particle effect image as a display effect display in the area at the bottom center of the screen of the effect display device 5 71 is made to appear and a particle effect effect is displayed in a superimposed manner on the victory effect display. When the teammate character 61 wins, as shown in FIG. 23E, a victory effect is displayed in which an image that can identify that the teammate character 61 has beaten the enemy character 62 and the teammate character 61 has won is displayed. Is done. In the victory effect, as shown in FIG. 23 (E), the movable member operation effect that appears in the central area of the display area of the effect display device 5 is obtained by moving the movable member 321 to the standing position. Is done. The appearing movable member 321 is caused to emit light.

  As shown in FIG. 23E, when the movable member 321 appears due to the movable body operation effect and moves to the standing position, the number of appearances of the particle effect image 71 to be superimposed is increased around the movable member 321. Thus, a moving image showing a display mode in which the display range of the particle effect image 71 is expanded is displayed. The moving image is an effect executed using the particle effect image 71 in order to enhance the effect based on the operation of the movable member 321 and is called an operation effect effect. By such an operation effect effect, an effect related to the operation mode of the movable member 321 and the display mode of the particle effect image 71 is executed. By executing such an effect, it is possible to produce an effect in which the operation of the movable body and the effect effect display of the display means are linked.

  Then, as shown in FIG. 23 (F), in the effect design that was displayed in the small design format, the jackpot display result (same design stop) is derived and displayed, and the message image 55 showing the characters “Congratulations” is displayed. , It is displayed in the center of the screen as a reach result effect which is an effect indicating the result of the reach state. Thereby, it is notified that the player has won the battle reach effect (having a big hit). Thereafter, as shown in FIG. 23 (G), the effect symbol in which the big hit display result is displayed in the small symbol format is returned to the original size and the original position as shown in FIG. A stop symbol effect is displayed in which a message image 74 showing the word “big hit” is displayed below the effect symbol.

  On the other hand, in the battle reach effect, when the fluctuation display result becomes the display error result, the defeat effect described above is executed, and the display error result is derived and displayed in the effect symbol displayed in the small symbol format. The original size and the original position are restored and displayed.

  Next, the story reach production shown in FIG. 24 will be described. After the display of variation of the effect symbols is started all at once, as shown in FIG. 24A, after the “left” and “right” effect symbol display areas 5L and 5R are stopped to reach the reach state, the reach effect is obtained. When the story reach effect is executed, first, the effect symbols in the effect symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right” are reduced as shown in FIG. In a small symbol display format, it is moved and displayed in the upper right corner of the screen, and a message image 54A with the letters “first half of story” is displayed in the center of the screen. Thereby, it is notified that the story reach effect is executed.

  The story reach effect is an effect in which a moving image (story moving image) having a story like a specific story is displayed, for example. In this example, the story reach production has a two-part configuration of a first half and a second half. Story reach production is when the story is not completed and the production ends and the display result is derived and displayed, and when the story continues to the end and the production is completed and the jackpot display result is derived and displayed. There is.

  When the variable display result is an outlier display result, the effect that the story reach effect ends in the first half is executed, and when the variable display result becomes the jackpot display result, the story reach effect continues from the first half to the second half. An effect that continues up to may be executed.

  In addition, the story reach production may be set so that the performance is selected so that the person who has performed until the end has a higher expectation degree of jackpot than the case where the production is finished in the first half . Further, the story reach production may be a one-part configuration that is not divided into a first half and a second half.

  After the message image 54A is displayed, a moving image developed in accordance with the story corresponding to the “first half of the story” is displayed. When the “first half of the story” is finished and the “second half of the story” is subsequently executed, a message image 54B in which the letters “second half of the story” are displayed is displayed in the center of the screen as shown in FIG. The Thereby, it is notified that the story reach production is continuously executed. In the story reach effect, an image for notifying that it is a story reach effect such as the message images 54A and 54B may not be displayed.

  After the message image 54B is displayed, a moving image developed according to the story corresponding to the “second half of the story” is displayed. In the story reach production, when the variable display result is the jackpot display result, the flame effect image 73 is superimposed on the black image 72 as shown in FIG. In addition, as shown in FIG. 24E, the movable member 321 moves to the standing position, and the story completion effect that appears in front of the display area of the effect display device 5 is executed.

  On the other hand, in the story reach effect, when the variable display result is an outlier display result, a story incomplete effect that can specify that the story is not complete is performed, and a black image 72 as shown in FIGS. The effect using the flame effect image 73 and the movable member 321 is not executed.

  Specifically, in the story completion effect, as shown in FIG. 24 (D), the entire display area of the effect display device 5 is changed to a black image 72, and in the area at the lower center of the screen of the effect display device 5, An effect of superimposing and displaying the flame effect image 73 as an effect display on the black image 72 is performed. In the story completion effect, as shown in FIG. 24E, the movable body operation effect that appears in the central area of the display area of the effect display device 5 by moving the movable member 321 to the standing position. Is done. The appearing movable member 321 is caused to emit light.

  As shown in FIG. 24E, when the movable member 321 appears due to the movable body operation effect and moves to the standing position, the flame of the flame effect image 73 to be superimposed is increased around the movable member 321 and the flame is increased. A moving image showing a display mode in which the display range of the effect image 73 is enlarged is displayed. The moving image is an effect executed using the flame effect image 73 in order to enhance the effect based on the operation of the movable member 321, and is called an operation effect effect as in the case of FIG. By such an operation effect effect, an effect related to the operation mode of the movable member 321 and the display mode of the flame effect image 73 is executed. By executing such an effect, it is possible to produce an effect in which the operation of the movable body and the effect effect display of the display means are linked.

  Then, as shown in FIG. 24 (F), a message image 55 showing a congratulations message is displayed, with the jackpot display result (same design stop) derived and displayed in the effect design displayed in the small symbol format. , It is displayed in the center of the screen as a reach result effect which is an effect indicating the result of the reach state. Thereby, it is notified that the story reach production is completed. Thereafter, as shown in FIG. 24 (G), the effect symbol in which the big hit display result is displayed in the small symbol format is returned to the original size and the original position as shown in FIG. A stop symbol effect is displayed in which a message image 74 showing the word “big hit” is displayed below the effect symbol.

  In the story reach effect, the effect image is displayed in the same manner as in the battle reach effect. However, unlike the battle reach effect, the entire display area of the effect display device 5 is set as a black image, and the effect image is superimposed on the black image. Thus, the effect image can be displayed with further emphasis, and an image display having a higher effect than the battle reach effect can be executed. Thereby, the precious feeling (premiere feeling) of the story reach production in which the expectation degree to the big hit is set higher than the battle reach production can be enhanced.

  On the other hand, in the story reach production, when the fluctuation display result becomes the out-of-order display result, the above-mentioned story incomplete production is executed, and the out-of-order display result is derived and displayed in the production design displayed in the small design format. Will return to the original size and position and be displayed.

  The movable member 321 may be configured such that a disk-shaped portion can be rotated by a driving means such as a motor that is driven and controlled by the effect control CPU 120. In the case where the disk-shaped portion of the movable member 321 is configured so as to be capable of rotation control, the movable member 321 moves to the upright position as shown in FIG. When it appears in front of the display area of the device 5, or when it appears, it may be controlled to rotate the disk-shaped part. In that case, in accordance with the rotation operation of the movable member 321, an image for operating the effect image such as the particle effect image 71 of FIG. 23E and the flame effect image 73 of FIG. The effect control to be displayed may be executed. By doing so, it is possible to further enhance the rendering effect obtained by using the movable member 321 and the effect image.

  In addition, the movable member 321 is not limited to a rotating operation, and a part or all of the constituent members perform a deformation operation such as opening and closing or contracting by a driving unit such as a solenoid that is driven and controlled by the effect control CPU 120. In the case of such a configuration, a display on the effect display device 5 is performed in accordance with the deformation operation of the movable member located in front of the display area of the effect display device 5 in a specific effect scene. Effect control for displaying an image for operating the effect image to be performed may be executed.

  Next, a control example of effect effects and movable body effects in specific super reach effects such as battle reach effects and story reach effects will be described using timing charts.

  FIG. 25 is a timing chart showing an example of control of effect effects and movable body effects in a specific super reach effect. FIG. 25A shows a control example of the effect effect and the movable object effect in the battle reach effect as shown in FIG. FIG. 25B shows a control example of the effect effect and the movable object effect in the story reach effect as shown in FIG.

  First, with reference to FIG. 25A, a control example of an effect effect and a movable object effect in a battle reach effect executed by the effect control CPU 120 will be described. When the battle reach effect is executed, the effect symbol is displayed in the normal variation display effect mode as shown in FIG. 23 (A) between the start of the change display of the effect symbol (special symbol) and the occurrence of the reach state. Is displayed on the effect display device 5.

  In the effect display device 5, when a reach state occurs, a message image 53 is displayed as shown in FIGS. 23B and 23C, and a moving image such as a battle effect corresponding to the battle reach effect is displayed. Is done. As shown in FIGS. 23D and 23E in the effect display device 5, the timing of changing from the image display of the battle effect to the image display of the victory effect is the milestone of the first change in the video related to the battle reach effect ( This is the time when the video cut breaks. At the timing (first video change node) of the first video change regarding such battle reach effect, the particle effect image is displayed on the battle effect image as shown in FIGS. This is executed in such a manner that a particle effect effect in which an image on which 71 is superimposed is displayed on the effect display device 5 and a movable body operation effect for operating the movable member 321 are linked.

  The timing at which the movable member 321 moves to the standing position as shown in FIGS. 23E and 23F in the effect display device 5 and changes from the image display of the victory effect to the image display of the reach result effect is battle reach. This is a time when the second change of the video related to the production (video cut break). At the timing (second video change node) of the second video change relating to such battle reach effect, the particle effect image 71 is superimposed on the victory effect image as shown in FIG. Operation effect effects such as images to be displayed are executed in the effect display device 5.

  Then, when the operation effect effect and the movable body operation effect are completed, the reach result is displayed by executing the image display of the reach result effect as shown in FIG. Thereafter, when the reach result effect is completed, a stop symbol effect as shown in FIG. 23 (G) is executed in the effect display device 5, whereby a display for determining the stop symbol of the effect symbol is performed and a variable display is performed. finish.

  As described above, in the battle reach effect, the effect effect display in which the particle effect image 71 is superimposed and displayed on the black image 72 is executed at the timing of the change of the video related to the reach effect. Further, in the battle reach effect, an effect in which the movable body effect such as the movable member 321 and the effect effect display are linked is executed at the timing of the change of the video related to the reach effect.

  Next, with reference to FIG. 25 (B), a control example of the effect effect and the movable object effect in the story reach effect executed by the effect control CPU 120 will be described. When the story reach effect is executed, the effect symbol is displayed in the normal variation display effect mode as shown in FIG. 24 (A) between the start of the change display of the effect symbol (special symbol) and the occurrence of the reach state. Is displayed on the effect display device 5.

  In the effect display device 5, when a reach state occurs, message images 54A and 54B are displayed as shown in FIGS. 24B and 24C, and a moving image such as a story moving image corresponding to the story reach effect is displayed. An image is displayed. As shown in FIGS. 24D and 24E in the effect display device 5, the timing of changing from the image display of the story effect to the image display of the story completion effect is the milestone of the first change in the video related to the story reach effect. This is the time when the video cut breaks. At the timing (first video change node) of the first video change relating to such story reach production, the flame effect image is displayed on the black image 72 as shown in FIGS. This is executed in a manner in which a flame effect effect in which an image displaying 73 is superimposed on the effect display device 5 and a movable body operation effect for operating the movable member 321 are linked.

  The timing at which the movable member 321 moves to the standing position as shown in FIGS. 24E and 24F in the effect display device 5 and changes from the image display of the story completion effect to the image display of the reach result effect is the story. This is the time when the second change in the video related to the reach production will be a turning point (video cut break). At the timing (second video change node) of the second video change relating to such story reach production, the flame effect image 73 is superimposed on the black image 72 as shown in FIG. Operation effect effects such as images to be performed are executed in the effect display device 5.

  Then, when the operation effect effect and the movable body operation effect are finished, the reach result is displayed by executing the image display of the reach result effect as shown in FIG. Thereafter, when the reach result effect is completed, a stop symbol effect as shown in FIG. 24G is executed in the effect display device 5, whereby a display for determining the stop symbol of the effect symbol is performed and a variable display is performed. finish.

  Thus, in the story reach effect, the effect effect display is performed such that the flame effect image 73 is superimposed on the black image 72 at the timing of the change in the video related to the reach effect. Further, in the story reach effect, an effect in which the movable body effect such as the movable member 321 and the effect effect display are linked is executed at the timing of the change of the video related to the reach effect.

  Specifically, in the battle reach effects shown in FIGS. 23 and 25A and the story reach effects shown in FIGS. 24 and 25B, the CPU 120 for effect control performs the following processing. Is realized.

  When the effect control board 12 receives a change pattern command specifying a change pattern of a super reach type that executes a battle reach effect among the change pattern commands of the super reach as the change pattern command (change pattern specifying command). The effect control CPU 120 performs the image display control of the effect display device 5 that performs the battle reach effect and the operation control of the movable member 321 as shown in FIGS. 23 and 25A in the effect symbol variation start process (S74). The effect control data (process data, etc.) for performing is selected from a plurality of types of effect control data stored in advance and set (stored) in the RAM 122. The battle reach effect is partially different between when the fluctuation display result becomes a jackpot display result and when it becomes an outlier display result, so when a fluctuation pattern command or display result designation command that can identify the fluctuation display result is received In addition, the effect control CPU 120 analyzes the received command content to recognize the change display result, and selects the effect control data according to the change display result. Then, the effect control CPU 120 starts the effect symbol variation display, and in the effect symbol variation processing (S75), the effect control data set for executing the battle reach effect is used, and the movable object effect process and the effect are performed. By executing the effect display process and the like, the image display control of the effect display device 5 and the operation control of the movable member 321 are performed, and the battle reach effect as shown in FIGS. 23 and 25A is executed.

  When a variation pattern command specifying a variation pattern of a super reach type for executing a story reach effect is received at the effect control board 12 as a variation pattern command (variation pattern designation command). The effect control CPU 120 performs the image display control of the effect display device 5 that performs the story reach effect and the operation control of the movable member 321 as shown in FIGS. 24 and 25B in the effect symbol variation start process (S74). The effect control data (process data, etc.) for performing is selected from a plurality of types of effect control data stored in advance and set (stored) in the RAM 122. Story reach production is partially different depending on whether the fluctuation display result is a jackpot display result or an outlier display result, so when a fluctuation pattern command or display result designation command that can identify the fluctuation display result is received In addition, the effect control CPU 120 analyzes the received command content to recognize the change display result, and selects the effect control data according to the change display result. Then, the effect control CPU 120 starts the effect symbol variation display, and uses the effect control data set for executing the story reach effect in the effect symbol variation processing (S75), and the movable object effect process and effect. By executing the effect display processing or the like, the image display control of the effect display device 5 and the operation control of the movable member 321 are performed, and the story reach effect as shown in FIGS. 24 and 25B is executed.

  When a movable body effect can be executed in a plurality of types of effect display, such as the battle reach effect shown in FIGS. 23 and 25A and the story reach effect shown in FIGS. 24 and 25B. Depending on which type of effect display is performed, an effect effect display in which the effect image is superimposed on the black image, and an effect effect display in which the effect image is superimposed on the effect image Since the effect effect display in a different mode can be displayed, it is possible to enhance the effect that links the operation of the movable body and the effect display of the display means.

  Further, as shown in FIGS. 23E and 25A, a specific type of effect display such as a battle reach effect in which a movable body effect for operating a movable body such as the movable member 321 is executed is executed. 23D and 23E, it is possible to execute an effect in which an effect effect display in a specific mode such as the particle effect image 71 in FIGS. Therefore, it becomes possible to link the effect display of the specific type in which the movable body effect is executed and the effect display on the display means such as the effect display device 5, and the operation of the movable body by the effect display of the specific type And the effect of displaying the effect of the display means can be further enhanced.

  In addition, as shown in FIGS. 24E and 25B, a specific type of effect display such as a story reach effect in which a movable object effect for operating a movable object such as the movable member 321 is executed is executed. 24D, a specific effect display such as the flame effect image 73 shown in FIGS. 24D and 24E is applied to the predetermined image displayed in the entire display area of the effect display device 5 such as the black image 72. Since the effect of superimposing display can be executed, it is possible to link the predetermined effect of the predetermined type in which the movable body effect is executed and the effect effect display on the display means such as the effect display device 5. Thus, it is possible to enhance the entertainment of the game by emphasizing the movable body effect.

  It should be noted that effects such as the aforementioned battle reach effect and story reach effect that link the movable body and effect effect display may be performed in reach effects other than super reach, or in effects other than reach effects. May be.

  In addition, the example in which the effect of linking (linking) the movable body and the effect display as in the battle reach effect and the story reach effect described above is executed at the timing that becomes the turning point of the change of the video related to the effect. Not limited to this, it may be executed at a timing other than the timing that becomes a turning point of the change of the video related to the effect, such as the timing after the predetermined time has elapsed from the start of the effect execution.

  In addition, as the effect effect display in the effect of linking (linking) the movable body and the effect effect display like the battle reach effect and the story reach effect described above, the particle effect image and the flame effect image have been described as an example. Not limited to this, as the effect display, other types of effect display such as an effect image in the form of light emission may be used.

  Also, as shown in FIG. 23 and FIG. 24, different types of effect display can be displayed depending on which effect display is performed among the two types of effect display of battle reach effect and story reach effect. However, the present invention is not limited to this, and it is also possible to display different types of effect display according to which of the three or more types of effect display is performed.

  Also, as shown in FIG. 23 and FIG. 24, the effect effect display in a different mode is displayed depending on which effect display is performed among a plurality of effect displays such as a battle reach effect and a story reach effect. The example in which the effect effect display mode is changed depending on whether the black image 72 is displayed or not is shown. However, the present invention is not limited to this, and as an example of changing the effect effect display mode, any type of effect display displays a black image, but the effect effect display type such as an effect image may be different. In this case, the effect effect display types may be different as long as any of the effect effect display components such as the shape, color, display range, and luminance of the effect effect display image is different.

  Moreover, as an effect of linking (linking) the movable body and the effect effect display as in the battle reach effect and the story reach effect described above, the effect effect display images as shown in FIGS. 23 and 24 are displayed first. Not only the effect of moving the movable body later, but also the effect of executing the image display of the effect effect display and the operation of the movable body at the same timing, and the image of the effect effect display after operating the movable body first An effect of displaying may be used.

  Moreover, as an effect using the black image 72 like the above-described story reach effect, an example in which the black image 72 is displayed in the entire display area of the effect display device 5 has been shown. However, the present invention is not limited to this, and for example, control may be performed to display the black image 72 in a part of the display area in the effect display device 5 such as an area for displaying the effect image.

  In addition, as an effect of linking a movable body such as the movable member described above and an effect display such as an effect image, the movable body is operated in each of a plurality of types of effect display with different effects display conditions. When performing an effect, an effect may be executed in which an effect image display as a different type of effect display is displayed in association with the operation of the movable body, depending on the state of the effect display for operating the movable body. Good. For example, different types of effect image display may be executed in the following effects display situation. (A) When displaying the effect image display in response to operating the movable body before entering the reach state during the variation display of the effect symbol. (B) When displaying an effect image corresponding to operating the movable body at the time of temporary stop in the pseudo-continuous. (C) When displaying an effect image display corresponding to operating a movable body during execution of normal reach. (D) When displaying the effect image display in response to operating the movable body during the execution of the super reach effect. (E) When an effect image display is displayed in response to operating the movable body at the time of the development of the production during the execution of the super-reach of the development production format in which the production content develops. (F) Corresponding to operating a movable body when a lottery effect (for example, an effect of drawing a lottery whether to be a promising big hit or a non-probable big hit) after notifying that a big hit display result has been obtained To display the effect image display. (G) When displaying an effect image display in response to operating the movable body during the production of the big hit gaming state. (H) When an effect image display is displayed in response to operating a movable body during a customer waiting demonstration display that is executed when no game is being played. It should be noted that at least two of the effect image displays executed in a plurality of types of effect display situations as described above may be different.

[Other production examples using movable members]
Next, other production examples using a movable body such as the movable member 321 will be described. The effects described below are executed by the CPU 120 for effect control. FIG. 26 is a timing chart showing an example of control of an effect effect and a movable body combined operation effect in a specific super reach effect.

  As a movable body such as the movable member 321 described above, a movable movable member that includes a plurality of movable members, is in a separated state in a normal state, and can be controlled to operate in a combined state in a specific state is used. Also good. The unitable movable member may be one in which a plurality of movable members are interlocked by driving means (motor, solenoid, etc.) provided corresponding to each of the plurality of movable members. It may be interlocked by driving means (motor, solenoid, etc.).

  The description of the control example of FIG. 26 is omitted from the description duplicated with the control example of FIG. 25, and different parts from the control example of FIG. 25 are mainly described. FIG. 26 (A) shows a control example of an effect effect and a movable united effect in a battle reach effect as shown in FIG. FIG. 25B shows a control example of an effect effect and a movable united effect in a story reach effect as shown in FIG.

  The control example of FIG. 26 is different from the control example of FIG. 25 in that the movable body combined motion effect is executed instead of the movable body motion effect of FIG.

  In the battle reach effect shown in FIG. 26 (A), instead of the movable body action effect by the movable member 321 shown in FIG. 23 (E) in the battle effect as shown in FIG. The movable body uniting effect that operates in the same manner is executed.

  In the story reach effect shown in FIG. 26 (B), instead of the movable body operation effect by the movable member 321 shown in FIG. 24 (E) in the story reach effect as shown in FIG. A movable united effect that operates in a state is executed.

  Also, in the story reach effect shown in FIG. 26 (B), immediately before the end of the second half of the story reach effect that is executed after the message image 54B of “story second half” in FIG. In a specific display area of the display device 9, an operation promotion effect for performing an operation promotion display that promotes the operation of the push button 31 </ b> B such as “press the button” is executed. When the push button 31B is operated by the player within a predetermined period from the start of the operation promotion effect, or when the predetermined period elapses without the operation being performed within the predetermined period, the above-described movable body coalescence is performed. Production is performed.

  In addition, you may perform control which performs a movable body unification effect according to such an operation promotion effect immediately before completion | finish of the battle reach image display in the battle reach effect of FIG. 26 (A). As described above, the control for executing the movable united effect according to the operation promotion effect may be executed at the first video change turning point in the specific super reach effect. Further, the control for executing the movable united effect according to the operation promotion effect may be executed at other video change nodes such as the second video change node in the specific super reach effect. In addition to the push button 31B, for example, other operation means such as a stick controller 31A may be used as the operation means for executing the movable body uniting effect according to the operation of the operation means. Further, not only the operation means but also a movable body combined effect may be executed in response to detection of a specific action of the player by a detection means such as a motion sensor that detects the action of the player. In other words, any production control may be executed as long as the production control performs the movable united production according to the player's action.

  Moreover, the control which performs a movable body unification effect according to such an operation promotion effect does not need to be performed. It is selected whether or not the control for executing the movable united effect according to the operation promotion effect is executed at a predetermined rate by the predetermined lottery process executed by the effect control CPU 120. Sometimes it may be executed.

  In the case of executing the movable body coalescing effect using the unitable movable member as described above, the same effect as in the case of executing the movable body coalescing effect using the movable member 321 described above can be obtained. Furthermore, the fun of the production can be improved by the combined operation.

[Change display such as hold display]
Next, a change effect such as a hold display that can change the display mode of the hold display and the active display will be described. A change effect such as a hold display is executed by the effect control CPU 120. As the change effect such as the hold display, the hold display and the active display are executed based on the hold storage information, and a plurality of timings (for example, during the hold display period and the variable display period corresponding to the target hold storage information (for example, The first specific display mode in which the type of display to be changed is different from the normal display mode in the case where the change effect such as the hold is executed at any one timing of a plurality of timings during hold display and active display) An example in which the selection ratio of the timing for executing the display mode change is different depending on whether the display mode is the second specific display mode or not.

  In the change effect such as the hold display, when the hold storage information is newly generated, as the hold display and the active display images, the normal display mode, the first specific display mode, and the second specific display mode are selected. An image in any display mode is selected, and the selected image is displayed. For example, as a normal display mode, a general “sphere (circular)” shape display mode, as a first specific display mode, an icon-shaped display mode (also referred to as a character icon) using “character”, a second specific mode The display mode is an icon-shaped display mode (also referred to as a character icon) using a “character” made up of “human character”.

  In a change display such as a hold display, when a hold storage information is newly generated, as a hold display that appears using a predetermined hold display selection table, an image in a normal display mode, an image in a first specific display mode, Either the second specific display mode image or the image is selected. For example, in the first specific display mode and the second specific display mode, the ratio to be selected when the big hit is set is set higher than when the first specific display mode is lost.

  FIG. 27 shows a character icon selection table and a character icon selection table. FIG. 27A shows a character icon selection table, and FIG. 27B shows a character selection table.

  In the change display such as hold display, the image in the normal display mode can select the image color as described above, and the color of the image can be changed by the change display such as hold. As shown in FIG. 27A, in the first specific display mode, the image of the normal display mode can be selected from among a plurality of colors as described above, and by a change effect such as holding. The color of the image can change.

  When the first specific display mode is selected as the hold display to appear, as shown in FIG. 27 (A), after the character icon (caution display) with the characters “caution” displayed on the display at the time of appearance is displayed. The character icon is a character icon (opportunity display) indicating the character “opportunity” as the first change display, or the character icon (fiery heat display) indicating the character “extreme heat” as the second change display. Can be changed. The degree of expectation that the result of the variable display based on the corresponding on-hold storage information becomes the jackpot display result has a relationship of caution display <opportunity display <intense heat display.

  When the second specific display mode is selected as the hold display to appear, as shown in FIG. 27 (B), a character icon (one animal display) showing “one animal character” is displayed in the appearance display. After the character icon is displayed, the character icon (2 animals display) showing “2” animal characters as the first change display, or “3 animals” as the second change display, is displayed. It can be changed to a character icon (3 animals displayed). The degree of expectation that the result of the variable display based on the corresponding on-hold storage information becomes the jackpot display result has a relationship of 1 animal display <2 animal display <3 animal display.

  FIG. 28 shows a display mode change effect execution timing selection process, a display mode change effect type selection process, and a change mode selection process when the hold display is determined to be a display mode of an icon shape such as a character icon or a character icon. It is various data tables used for the icon production | presentation setting process which performs.

  FIG. 28A is a character hold display change effect timing selection table used when the hold display is determined as the character icon display mode. FIG. 28B is a character hold display change effect timing selection table used when the hold display is determined as the character icon display mode. In FIGS. 28A and 28B, the random value MR10 for determining the display mode change effect timing is assigned to two types of display mode change effect timings during hold display and active display.

  In FIGS. 28A and 28B, when the hold display is the display mode of the character icon, the display mode of the hold display is more active than the active display compared to the display mode of the animal character icon. The rate at which change effects are executed is high. On the other hand, when the hold display is the display mode of the animal character icon, the display mode change effect is executed more during the active display than during the hold display compared to when the hold display is the display mode of the character icon. The ratio is high. Thereby, attention is paid to the player in the display type (for example, the display type of character icon or animal character icon) to be changed in the display mode change effect and the timing of display mode change (for example, the timing of holding display or active display). It is possible to improve the interest of the game with respect to the effect of changing the mode of the hold display.

  As for the display of the character icon and the display of the animal character icon, as shown in FIGS. 28 (E) to (L) described later, the ratio of the actual change of the display mode after the execution of the display mode change effect is suspended. The display is the same as the active display. Therefore, when the hold display is the display mode of the character icon, the ratio of the display mode change effect is higher in the hold display than in the active display compared to the display mode of the animal character icon. When the hold display is the display mode of the animal character icon, the ratio that the display mode change effect is executed during the active display is higher than the hold display compared to when the hold display is the display mode of the character icon. Based on the high, depending on whether the hold display is displayed as a character icon display or an animal character icon display, the frequency at which the icon display mode changes between the hold display and the active display. Since they are different, the ratio for selecting whether to change the display mode during holding display or during active display is different. Thereby, about the change of the display mode of the hold display displayed in the icon shape and the display mode change of the active display, it is possible to make the player pay attention to the type of display to be changed and the timing of the display mode change. It is possible to improve the interest of the game with respect to changes in the game.

  FIG. 28C is a character hold change effect type selection table used when the hold display is determined as the character icon display mode. As a kind of change effect when the hold display by the character icon is executed, the first change effect in which the blue arrow acts on the hold display or the active display and the second change effect on the hold display or the active display. The change effect is provided so as to be selectable by allocating the random value MR11 for selecting the display mode change effect type.

  FIG. 28D is an animal character hold change effect type selection table used when the hold display is determined as the display mode of the animal character icon. As a kind of display mode change effect when the hold display by the animal character icon is executed, the blue arrow acts on the hold display or the active display, and the red arrow acts on the hold display or the active display. The fourth change effect is provided so as to be selectable by allocating the random value MR11 for selecting the display mode change effect type.

  FIGS. 28E to 28H show the display mode change effect timing and the display mode change effect selected and determined by the data tables of FIGS. It is a change selection table used when selecting and deciding a change mode of icon display for each combination with type.

  When it is determined that the first change effect is executed during the hold display, the table in FIG. 28E is used. When it is determined that the first change effect is executed during active display, the table in FIG. 28F is used. When it is determined that the second change effect is executed during the hold display, the table of FIG. 28 (G) is used. When it is determined that the second change effect is executed during active display, the table of FIG. 28 (H) is used. When it is determined that the third change effect is executed during the hold display, the table of FIG. 28I is used. When it is determined that the third change effect is executed during active display, the table of FIG. 28J is used. When it is determined that the fourth change effect is executed during the hold display, the table of FIG. 28 (K) is used. When it is determined that the fourth change effect is executed during active display, the table of FIG. 28 (L) is used.

  In these change selection tables, the change mode selection is made into “no change”, “opportunity” display and “extreme heat” display separately when the display result of the variable display becomes the jackpot display result and when it becomes the loss display result. The random number value MR12 for use is assigned with a different selection ratio.

  28E to 28H, “no change” indicates an aspect in which the character icon does not change, and “opportunity” display indicates an aspect in which the character icon changes to an icon of the character “opportunity”. The “Intense fever” display indicates that the character icon is changed to an icon with a character “Intense fever”.

  In FIGS. 28E to 28H, the change selection random value MR12 is “no change <opportunity + rapid heat (changes)” when the jackpot display result is obtained, and “changes” when the loss display result is obtained. Allocation is based on a selection ratio of “None> Opportunity + Intense fever (changes)”. Also, in FIGS. 28E to 28H, the random value MR12 is selected at a selection ratio of “Opportunity <Intense fever” when the jackpot display result is obtained and “Opportunity> Intense fever” when the display result is lost. Allocated. Thereby, when the character icon changes, the degree of expectation that results in a jackpot display is higher than when the character icon does not change. In addition, when the character icon changes to “extremely hot”, the expectation that a jackpot display result is higher than when the character icon changes to “opportunity”.

  As for the character icon display, as shown in FIGS. 28A and 28B, when the display state change of the character icon is selected during active display is lower than during hold display, the result is a jackpot display result. In addition, the ratio of selection of the display mode change in which the level of expectation, which is a big hit, is higher than that in the “opportunity” display is selected during the active display is higher than that during the hold display. Thereby, the player can be made to pay more attention to the display mode change mode of the icon display based on the display type of the display mode change target and the selected change timing.

  28 (I) to 28 (L) show the display mode change effect timing and display selected and determined by the data table of FIGS. 28 (A) and 28 (B) for the display mode change effect of the hold display by the animal character icon. It is a change selection table used when selecting and determining the change mode of icon display according to the combination with the mode change effect type. In these effect selection tables, when the display result of the variable display is the jackpot display result and when the display result is the loss display result, the display is changed into “no change”, “2” display, and “3” display. The random number value MR12 for selection is allocated with different selection ratios.

  28 (I) to (L), “no change” indicates an aspect in which the animal character icon does not change, and “two animals” display indicates an aspect in which the animal character icon changes to an icon of “2 animals”. , “3” display indicates that the animal character changes to an icon of “3”.

  In FIGS. 28I to 28L, the random number MR12 is selected at a selection ratio of “2 animals <3 animals” when the jackpot display result is obtained and “2 animals> 3 animals” when the display result is lost. Allocated. Thereby, when the animal character icon changes, the degree of expectation of a jackpot display result is higher than when the animal character icon does not change. Further, when the animal character icon changes to “3”, the degree of expectation that is a jackpot display result is higher than when the animal character icon changes to “2”.

  As for the animal character icon display, as shown in FIGS. 28B and 28C, the ratio of the animal character icon display mode change is lower during active display than during active display. In this case, the ratio of the display mode change in which “3 animals” is displayed, which is higher than the “2 animals” display, is higher than the “2 animals” display, in comparison with the active display. Thereby, it is possible to make the player pay more attention to the display mode change mode of the icon display based on the display type of the display mode change target and the selected change timing for the hold display and the active display.

Next, main effects obtained by the embodiment described above will be described.
(1) A movable body effect can be executed in a plurality of types of effect display such as the battle reach effect shown in FIGS. 23 and 25A and the story reach effect shown in FIGS. 24 and 25B. Depending on which type of effect display is performed, an effect effect display in which an effect image is superimposed on a black image and an effect effect display in which an effect image is superimposed on the effect image are displayed. Thus, it is possible to display the effect effect display in a different mode, so that it is possible to enhance the effect effect of linking the operation of the movable body and the effect effect display of the display means.

  (2) As shown in FIG. 23 (E) and FIG. 25 (A), a specific type of effect display such as a battle reach effect in which a movable body effect for operating a movable body such as the movable member 321 is executed. When an effect is produced, an effect is produced in which an effect effect display in a specific manner such as the particle effect image 71 of FIGS. 23D and 23E is superimposed on a specific type of effect display such as a display of a victory effect image. Since it is possible, it becomes possible to link the effect display of the specific type in which the movable body effect is executed with the effect display on the display means such as the effect display device 5, and the movable object by the specific type of effect display can be linked. It is possible to further enhance the production effect in which the operation and the production effect display of the display means are linked.

  (3) As shown in FIG. 24 (E) and FIG. 25 (B), a specific type of effect display such as a story reach effect is executed in which a movable body effect for operating a movable body such as the movable member 321 is executed. 24D, a specific image displayed in the entire display area of the effect display device 5 such as the black image 72 is displayed as a specific effect effect display such as the flame effect image 73 in FIGS. Since the effect of superimposing and displaying can be executed, it is possible to link a predetermined type of predetermined effect in which the movable body effect is executed and the effect display on the display means such as the effect display device 5. In addition, the entertainment of the game can be improved by emphasizing the movable body effect.

  (4) When the pachinko gaming machine 1 is activated, a confirmation operation for confirming the operation of the movable body, as in the initial operation in the movable member initialization process in step S51B in FIG. 16, and step S51A in FIG. The running-in operation for moving the movable body is executed like the operation in the running-in running-in process of FIG. For this reason, since the movement of the movable body is not accustomed, it is possible to suppress the influence on the operation of the movable body. As a result, it is possible to prevent the movable body from operating favorably.

  (5) As shown in [Change effect such as hold display], as shown in FIGS. 28A and 28B, the character icon display has a high change effect execution rate during the hold display, and the animal character icon display is active display. The change production execution ratio is high. Then, as shown in FIGS. 28E to 28L, the rate at which the display mode is actually changed at the time of execution of the change effect is equal between the hold display and the active display. Therefore, depending on whether it is a character icon display or an animal character icon display, the frequency at which the icon display changes between the hold display and the active display is different. Since the ratio of selecting which of the display modes to change is different, the display mode change mode of the icon display is determined from the display type of the display mode change target and the selected change timing for the hold display and the active display. It is possible to attract more attention to the player, and to improve the interest of the game with respect to changes in the mode of the hold display.

The gaming machine described above also has the following characteristic configuration.
(1) A gaming machine capable of playing a game (for example, a pachinko gaming machine 1, a slot machine),
A movable object (for example, a movable member 321) movable to a standby position (for example, the first position shown in FIGS. 8 and 9) and an advance position (for example, the second position shown in FIGS. 8 and 9);
When the gaming machine is activated, a confirmation operation for confirming the operation of the movable object (for example, also referred to as an initial operation or an initial operation in the movable member initialization process in step S51B in FIG. 16), and the movable object Control means (e.g., CPU 120 for effect control) that executes a running-in operation (for example, step S <b> 51 </ b> A in FIG. 16, an operation in the movable member running-in process in FIG. 18, also referred to as a short initial operation).

  According to such a configuration, the confirmation operation for confirming the operation of the movable object and the running-in operation for moving the movable object are executed. For this reason, since movement of a movable object is not accustomed, it can suppress affecting the operation | movement of a movable object. As a result, it is possible to provide a gaming machine that can prevent the movable object from operating well.

(2) In the gaming machine of (1) above,
When an abnormality is detected in the operation of the movable object in the break-in operation, an error processing means (for example, step S513, step S517 in FIG. 18) that executes error processing (for example, notification of abnormality) is further provided.

  According to such a configuration, error processing is executed when an abnormality is detected in the operation of the movable object during the break-in operation. As a result, it is possible to execute processing corresponding to a state in which the movable object does not operate normally.

(3) In the above gaming machine (1) or (2),
The control means executes the break-in operation before the confirmation operation (see, for example, FIG. 16).

  According to such a configuration, the break-in operation is executed before the confirmation operation. As a result, it can suppress that a movable object does not operate | move favorably in confirmation operation | movement.

(4) In the gaming machine of (3) above,
The control means prohibits the execution of the confirmation operation when an abnormality is detected in the operation of the movable object during the break-in operation (for example, until the notification stop operation is performed in step S514 and step S518 in FIG. 18). The movable member initialization process in step S51B in FIG. 16 is not executed).

  According to such a configuration, when an abnormality is detected in the operation of the movable object during the break-in operation, the execution of the confirmation operation is prohibited. As a result, it is possible to prevent the confirmation operation from being performed while the movable object does not operate normally.

(5) In any of the above gaming machines (1) to (4),
The movable object is moved to the advanced position by different power sources during the game and during the running-in operation.

  According to such a configuration, the movable object is moved to the advanced position by different power sources during the game and during the running-in operation. As a result, the break-in operation can be performed with a suitable power source.

(6) In the gaming machine of (5) above,
The movable object is an elastic body (for example, a tension spring 323, which may be another elastic body such as a spiral spring, a leaf spring, or rubber) during the game, and the elastic body during the running-in operation. A strong motor (for example, the second effect motor 330) is moved to the advanced position as a power source.

  According to such a configuration, a motor having a stronger force than the elastic body is used as a power source for the movable object during the break-in operation. As a result, it is possible to move the movable object to the advanced position more reliably during the break-in operation.

(7) In any of the above gaming machines (1) to (6),
The movable object includes an electric cable (for example, a cable 361) that bends and stretches as the movable object moves.
The running-in operation is an operation of bending and stretching the electric cable by moving the movable object.

  According to such a configuration, a confirmation operation for confirming the operation of the movable object and a running-in operation for bending and stretching the electric cable by moving the movable object are performed. For this reason, since the movement of the electric cable is not used, it is possible to suppress the influence on the operation of the movable object. As a result, it can suppress that a movable object does not operate | move favorably.

(8) In the gaming machine of (7) above,
The electric cable is provided in the vicinity of an object that generates heat (for example, the LCD of the effect display device 5, the first effect motor 303, and the second effect motor 330).

  According to such a configuration, the electrical cable becomes flexible due to heat. As a result, the movable object can be moved more reliably.

  (9) In the above-described embodiment, the running-in operation is an operation for bending and stretching the electric cable by moving the movable object. However, the present invention is not limited to this, and when the movable object is configured to move along the rail, the movable object is configured to move with a ball screw or a linear guide, and the movable object is a plain bearing. Or a bearing such as a metal bearing or a resin bearing, the operation may be such that the lubricant such as oil or grease moves and becomes accustomed so as to become familiar. In addition, when the movable object has a sliding part such as a rotation or a linear motion, the moving part may be an operation of moving and fixing the sliding part to make it smooth.

  (10) In the above-described embodiment, the break-in operation is performed at startup. However, the present invention is not limited to this, and the break-in operation may be performed periodically during a demonstration in which a game after starting is not performed. Even if it does in this way, it can control that a movable object does not operate | move favorably during a game.

  (11) The cable 361 according to the above-described embodiment supplies power to the LED. However, the present invention is not limited to this, and power or control signals are supplied to other electrical components (for example, actuators such as motors and solenoids that move movable objects and display devices such as LCD (Liquid Crystal Display) that displays images). It may be.

  (12) The cable 361 may be a flexible flat cable, a flat cable in which a plurality of coated wires are arranged and fused, a single wire or a stranded wire, or a twisted wire. It may be a paired line.

  (13) In the above-described embodiment, the break-in operation and the confirmation operation are performed separately. However, the present invention is not limited to this, and the break-in operation and the confirmation operation may be executed as a series of operations.

  (14) In the above-described embodiment, the initial position of the movable object is detected in the confirmation operation. However, the present invention is not limited to this, and the initial position of the movable object may be detected in the break-in operation. In addition to the break-in operation and the confirmation operation, the initial position of the movable object may be detected.

  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 the present invention can be changed or added without departing from the scope of the present invention. include.

  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 gaming ball with a predetermined number of balls is a gaming machine. The number of loaned balls encapsulated inside and lent out in response to a player's loan request and the number of prize balls awarded in response to winnings are added, while the number of game balls used in the game is subtracted The present invention is also applicable to so-called enclosed game machines that are stored in memory. In these enclosed game machines, not the game ball but points and points are given to the player, so these points and points assigned correspond to the game value. It can also be applied to slot machines.

  In the embodiment, the first special symbol display 4A and the second special symbol display 4B each variably display a plurality of types of special symbols including the final stop symbol that is the variation display result, and then display the final stop symbol. Although the display is stopped, the present invention is not limited to this, and after the variable display of multiple types of special symbols without including the final stop symbol that results in the variable display, the final stop symbol is stopped. It may be displayed. That is, the final stop symbol that is the variation display result may be a symbol different from the special symbol used for variation display.

  It should be understood that the embodiment disclosed this time is illustrative in all respects and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.

  5 effect display device, 321 movable member, 120 effect control CPU, 100 game control microcomputer, 102 RAM, 1 pachinko game machine.

Claims (1)

  1. Display means capable of displaying multiple types of effects;
    A movable body,
    Movable body effecting means capable of executing a movable body effect for operating the movable body,
    When the movable body effect is executed, a game machine capable of displaying an effect effect display of a different aspect on the display unit according to which effect display is performed among a plurality of types of effect display. .
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JP2017169852A (en) * 2016-03-24 2017-09-28 株式会社三共 Game machine
JP2017169851A (en) * 2016-03-24 2017-09-28 株式会社三共 Game machine

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JP2011188881A (en) * 2010-03-11 2011-09-29 Heiwa Corp Game machine
JP2012239662A (en) * 2011-05-20 2012-12-10 Sophia Co Ltd Game machine
JP2013236681A (en) * 2012-05-11 2013-11-28 Fujishoji Co Ltd Game machine
JP2014200302A (en) * 2013-04-01 2014-10-27 株式会社ソフイア Game machine
JP2015077174A (en) * 2013-10-15 2015-04-23 京楽産業.株式会社 Game machine
JP2017169851A (en) * 2016-03-24 2017-09-28 株式会社三共 Game machine
JP2017169852A (en) * 2016-03-24 2017-09-28 株式会社三共 Game machine

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JP2004041438A (en) * 2002-07-11 2004-02-12 Sankyo Kk Game machine
JP2006271635A (en) * 2005-03-29 2006-10-12 Daiichi Shokai Co Ltd Game machine
JP2011188881A (en) * 2010-03-11 2011-09-29 Heiwa Corp Game machine
JP2012239662A (en) * 2011-05-20 2012-12-10 Sophia Co Ltd Game machine
JP2013236681A (en) * 2012-05-11 2013-11-28 Fujishoji Co Ltd Game machine
JP2014200302A (en) * 2013-04-01 2014-10-27 株式会社ソフイア Game machine
JP2015077174A (en) * 2013-10-15 2015-04-23 京楽産業.株式会社 Game machine
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JP2017169851A (en) * 2016-03-24 2017-09-28 株式会社三共 Game machine

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